View Single Post
  #22  
Old August 12th, 2009, 10:42 PM

BandarLover BandarLover is offline
Sergeant
 
Join Date: Jan 2007
Posts: 386
Thanks: 24
Thanked 5 Times in 5 Posts
BandarLover is on a distinguished road
Default Re: Underwater Gameplay Improvement Mod (UWGIM) v0.8

Besides the bug reported above, my initial thoughts after playing a shortened SP game using this mod. I only played as UW nations so I can't yet comment on the ease of land nations to get into the water:

It does seem easier to get troops out of the water, or rather the commanders. Pretty big plus for Ry'leh, (Mindlords rock!) and Oceania. Not that big a deal for Atlantis.

I've not found any of the new magic sites I think. I'm not that familiar with UW sites as it is, so it's possible I've gotten them without really knowing they were new.

Love, love, LOVE the unit types. I'd tried your Oceania enhancement mod before, so I already liked the idea of Selkies and new merman units, and the Atlantian coastal units have nice flavor, nothing to write home about, but still solid troops. I do, however, really like what you did for Ry'leh. Your Dema warrior additions are very cool. Add to that the Doomsayer hero who can convert enemies AND freespawn troops and I think you've gotten me hooked on an UW nation. Kudos!

That's pretty much all I got for a first impression. I cut the game short because I was also running one of the better independents mods, gold version, and when the Doomsayer converted some of the indy troops with high gold costs, my upkeep shot up into the stratosphere! (I went from about 300g upkeep to over 4000 the next turn)

A question. Do you plan on incorporating your cross path combat spells mod to this? Or did you alrdy and my lack of UW knowledge is showing again? Also, what is the difference between the Selkie Mist spell and the regular old mist spell?

This is all for now. Thanks again for your hard work!!
Reply With Quote
The Following User Says Thank You to BandarLover For This Useful Post: