Quote:
Originally Posted by llamabeast
Isn't the point, though, that while all water nations have poor recruiting on land, the other two are nonetheless powerful on land, while Oceania are feeble? So there is probably no need to do anything to the recruits for the others.
I think people have different ideas as to what this mod is trying to achieve. The way I see it, the current situation is that Oceania are the strongest in the water, and the weakest on land. Although this may have seemed like an interesting idea to KO, in fact it just means that Oceania easily conquer the seas and then are stuck and have a boring game. This mods seeks to strengthen Oceania on land while weakening them a bit in the sea. In the process it gets to greatly add to the thematic depth of the nation. Seems just perfect to me.
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Er, yeah. I really shouldn't post after midnight. EA Atlantis has pretty good melee troops and R'lyeh has heavy astral (which can do pretty much everything), they're quite fine. Thematically, they're a lot more intresting too, no need the deepen their thematic depths.
However, the idea of expanding this mod a bit isn't necessarily a bad one. I could easily expand this mod to cover some issues underwater combat has in general in EA.
EA Issues:
- Oceania owns all with free Kelp Castles and Knights of the Deep
fix: Kelp Castle to uncommon site and KotD nerfs
- EA Atlantis has no shots against either R'lyeh (all troops under mr 11!) nor anything that could hit Knights of the Deeps in melee
fix: Increase mr on some troops (coral guard?) and/or a national antimagic (h3/h2 with limited AoE, perhaps?), the KotD nerf should even out their match-up with Oceania.
- IIRC, if I recall correctly, both EA R'lyeh and EA Atlantis lack heroes. I actually have one made for both already (for a update to WH that apparently never was to manifest, but it's okay) and I was thinking of making a Traitor Queen hero that would be accessible to both of them.
Quote:
Originally Posted by chrispedersen
By the way, somewhere in the docs, you said the daughters of selkies had seduction.. but they don't. Intended? I think if they had it - similar to sirens that D.O.S would be a great unit.
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I can't recall saying that. But, I dunno. I really see no reason for it. The Daughters are a must-recruit-every-turn-if-able unit already (to get A2 ones for lighting spam, and they also can get some combinations of magic you can't access otherwise, like E and A on same mage for Scultata Voluntrus & buffed Rain of Stones) and that 10% random opens up for some sweet "luck-outs" (E2! A3!)
Have you gotten any of the heroes? I'd like to hear your opinions about them. There is a bit of commented out code in .dm file to make them recruitable if you want to view them all quickly. (remember to also read the Selkie heroines underwater form description)