Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Ok, I've decided to start to my updating cavalcade from this mod. The planned changes will include these:
1) MA & LA version of the mod.
2) More air & fire sites underwater. The vanilla underwater site distribution is so heavily focused on earth & nature that it isn't even funny.
3) More UW sites allowing the recruitment of independent mages (with paths other than water), these will be uncommon sites. One uncommon unique mage site per path (- blood & water) should do the trick. Ideas about what these mages could be (like backround stuff) will be greatly appreciated.
4) "The Underwater Guide": a cheap, low-level water summon spell for a commander with the ability to lead troops underwater. This should allow UW access even without construction research.
5) "Ride the Currents": I'm not sure if I can make it to work, but I'll announce it anyways. This (if I get it to work) spell will basically be a water magic teleport, but only between two water provinces. If that works, I should be also be able to make a higher level version that is basically UW only "Gateway". This should fix the absolutely massively annoying "only 1 water province movement" 'feature', and make water magic more useful underwater.
If any of you have any comments concerning the changes in the version 0.6 (are the recruits too powerful, for example?) this would an absolutely wonderful time to announce them.
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