View Single Post
  #10  
Old September 13th, 2009, 05:20 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83

Quote:
Originally Posted by Burnsaber View Post
Stritcly inferior to Astral Travel? Astral Travel is researchlevel 9 and costs 25 astral gems. It's not a valid comparison.
Quote:
Originally Posted by Squirrelloid View Post
My point was such a boost wouldn't make it too powerful.
Egh? I'm having hard time understanding your argument. Because a lower research level, with different magic path spell is weaker than a high research one with a different path doesn't mean that you should boost the weaker one. That's like boosting "Falling Fires" because it's not as good as "Niefel Flames".

Quote:
Originally Posted by Squirrelloid View Post
Especially since water nations will often have more border territories than land nations because there is less water and its often strung out along the land (which they may or may not hold or be able to hold).
Water provinces are pretty large and most land provinces only have connecion to a single water province. If you see a huge army on a coastal province, they usually have only one water province to move to. Without the lab requirement, defensive maneuvers would be too easy.

Quote:
Originally Posted by Burnsaber View Post
With W5 it can't be reached without boosters, requiring both thaumathurgy and construction research (there are some expections,like MA Atlantis and EA Oceania). The intention of the spell is to allow movement in UW over that non-moddable 1 province restriction. It is costed and pathed for that use.
Quote:
Originally Posted by Squirrelloid View Post
So basically water nations can't have nice things?
*cough*

You read the first post, right?

Quote:
Underwater nation balance
EA Oceania:
- New coastal recruits, 5 new heroes (5 total), KotD nerf, and a bundle of national spells
EA Atlantis:
- New coastal recruits, 2 new heroes (4 total), national H3 MR-boosting spell and Mage of the Deep and Basalt Queen made cheaper. Also improved MR for Coral Guards and Living Pillars. Also better admin on starting fort (40 now)
EA R'lyeh
- New coastal recruits, 2 new heroes (4 total), Better admin on starting fort (30 now)

MA Oceania
- New coastal recruits, 3 new heroes (4 total), some national spells and Capricorns now only lose 1 point of water magic on land (instead of losing 1 point in all paths).
MA Atlantis:
- New coastal recruits, national H3 MR-boosting spell. Also improved MR for Coral Guards, Mother Guards and War Lobsters.
MA R'lyeh
- Slightly improved coastal recruits.

LA R'lyeh
- No changes
They got plenty of nice things. Hence my reluctance to give them a superior teleportation spell just for their use. Now that I think about it, this argument must be some sort of misunderstanding. Allow me to restate the intention of the spell

Traverse the Sea isn't intented in no shape or form to duplicate the stragedies and or uses of the Gateway or Astral Travel spells. It is a modded mid-game spell with the intention of allowing you to move your map move 1 troops around in your territory and is supposed to require some planning on your part to do so. It's not an offensive spell, it's not an defensive spell, it's just a movement spell. If you want astral travel or gateway, then just use those spells instead, perhaps take some astral on your pretender.
Reply With Quote