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Old May 29th, 2009, 05:18 PM
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Default Re: OEM - Oceania Enchanment mod v0.7

Quote:
Originally Posted by chrispedersen View Post
But the tragedy of the queensmakes sense why the tritons should turn to the selkies. And the circle turns full turn for now the triton kings are doing what the queens originally did mating with one outside their kind
Well, when I made the Selkies meddle with the Triton Kings,I was mostly thinking of this. The Selkies are lonely and going extinct. The Triton Kings are lonely and the have their royal blood going extinct. They have all the reasons to seek out each other. But alas, they have nothing in common besides that, hence it's not working out that well. Both parties didn't get what they wanted. Selkies love their daughters, but they're much more restrained than their mothers (and they're not actually Selkies, so the Selkie race is still going to die out). The Sons are fine warriors, but have their mothers free spirit, and do not make for fine lords and nobles. It's a kind of farce really. Ugh, I have all these ideas I want to convey through the description texts, but I'm constantly running out of description space.

But I like your idea about pride being the undoing of the Queens. I'll likely inculde your description with slight alterations. It also explains why the Queen hero isn't affected. He's a compassionate soul, not placing himself above other creation.

Quote:
Originally Posted by chrispedersen View Post
Ok.. after playing with the mod here are my comments.

The selkies are cool, of course. However, there is very little reason to cast Trade for Iron, or contact kindred - yes, they have a slightly higher magic resistance - but its not worth a mage action.

Yes, you could use it while sieged - but still a very minimal use.

For it to be worthwhile, it has to add a capability that is really different than what oceania already has. So for example a halt sacred against bless, or a unit with very high magic resistance (maybe), or glamoured units.

Since d.o.s are stealthy you may wish to think of adding stealth.

I think giving the Daughters of selkie a seduction like a Siren
would make her awesome.

PD still uses turtle chiefs on land.

Overall, I find oceania so easy to expand and win with SP that its boring... but I don't think thats your mods fault.

Finally, the big evocation spell - is over the top strong. Liked the song of longing however.
Well, trade for Iron was meant to give you access to heavy frontline troops that will not perish to simple archers like turtel warriors and wave lords. Giving them as a summon is a bit random, but since I can't mod recruitment lists *shrug*. I was thinking about making the Wave Knights be the land recruitable and make the sons summons. Might make more sense, "Call to Arms", so to speak. Hmm. Actually, I'm liking this better, there probably isn't so many Sons to begin with to justify them as recruitable troops any way. The Call Kindred are mostly there for thematic reasons, since I really hate way how EA Oceania suddenly tronsforms from the triton rule to capricorn rule. Where were those ichtysatyr hordes anyway? Hiding behind some kelp bush? The ichtycentaur spell might be useful for some fast flankers.

Stealth. Hmm. The regular mermen could be stealthy (to give them a niche), since they have experience about hiding from humans.

About daughters? You probably mean their underwater forms? Hmm. Don't know. Can't really see the need. They're just there to give you access to reasonable land mages, that is enough of a purpose for me. Your underwater raiding access is pretty good already.

the PD turtle chief? I see no problem in that. Giving them a daughter of selkie at 1PD is pretty unreasonable, very few nations get a mage even at 20.

About the Coming of the Flood. I'll probably have to reduce the number elementals by a notch (50%?)

About Song of Longing. What can I say? I'm just a hopeless romantic.

Quote:
Originally Posted by Zeldor View Post
Burnsaber:

I hope you are planning some Atlantis mod too, as using only Oceania one would be unbalanced. I just noticed that all Atlantis gets in land forts is Coral Priest [yeah, just H1 guy] and Reef Dweller. I assume that in non-coastal provs you get totally nothing.
?

Really? I thought the sucky land recruits was an oceanian thing. I'll probably have to expand this a bit then. The Underwater Gameplay Enchanment Mod, which is something like this mod, but for all underwater nations + UW combat spells + some other changes (the Kelp Castle site has to go, for example. I've never seen one site warp the game so much). But I'll make a own thread for it, once I've collected my thoughts about this.

Quote:
Originally Posted by vfb View Post
Well, those lucky, lucky bastards. Proper little pretenders pets, those Atlantians. What EA R'lyeh wouldn't give to be able to recruit a Coral Priest or a Reef Dweller in a coastal fort!
What does EA R'lyeh get? I know the MA R'lyeh gets some sucky hybrid troops but at least they're workable.
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