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Old April 12th, 2010, 12:37 PM
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Burnsaber Burnsaber is offline
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Default Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix

Quote:
Originally Posted by Sombre View Post
I especially like the idea of 'fixing' stuff which in vanilla doesn't really make sense.
Yeah, I started working on the mod and immediately noticed some stupid stuff. Apparently you can make Gargoyles and Living Statues underwater, but not Crushers/Wooden Constructs/Clockwork Horrors. Which makes absolutely perfect sense!


Quote:
Originally Posted by Sombre View Post
I think it would be wise to avoid making death too strong against UW though. It's already a very powerful path and if it's actually giving you better options to go underwater than nature, air and water, that feels very wrong (which it might with stuff like fully amphibious ghosts). I believe the way to counter this is just to make sure that the N summons, W summons etc that are going to go underwater are comparably good.
True. But the thing is that UW nations have very good priests (Oceania and Atlantis especially) and you can't really compose the bulk of your forces from Ghosts (they are too expensive) and the basic linebackers of Soulless and Longdead will still suffer from the poor ambhibian penalties (especially the reduced AP hurts as the enemies will get a lot of banishments in before the guys are in melee). But it is a valid concern and I'll keep an eye on the issue.

Out the top of my head, nature will get increased access in the form of Kelp Men and Manikins. I'll probably also make Sea dogs a pure nature summon. Water will get the new "ease UW item penalties" spell and amphibious Winter Wolves. Air is a bit problematic. Wyverns, Draconians and the like don't really make sense UW. We could perhaps mod something in for air, but I really don't have many ideas. Giving air magic a copy of the "negate UW item penalties" spell is an option thought.

Quote:
Originally Posted by Sombre View Post
I also think more sites should be added, coded to appear on coastal provinces, that give decent indy troops for invading the seas. This is especially helpful on NI maps, but also on regular maps it would be awesome to be able to take the coasts and get amphibious troops of good quality (better than mermen and naked shamblers) and inversely, it would be more incentive for the water nations to actually try and hold the coasts.
Good idea. Basing on my experiences with the Holy War mod, I'd say that something like ~3-4 unique common sites (to prevent duplicates) and a couple of uncommon sites for variety would be good and likely enough. I could use ideas for them thought. One that allowed recruitment of ichtyids (and a resource bonus to boot) would be good, but what else?

But since I'm probably going to let go of most of the national stuff, I'll have a lot of excess graphics that I could use for modded good amphibian units for these sites. The "Merman Knight", "Son of Selkie" and the "Coral Tribe" unit graphics could be used for new units. I'll probably also scrap the "Troll Ambassador" unit, so her graphic could also be used for this purpose.

Quote:
Originally Posted by Sombre View Post
This all sounds excellent. Let me know if there's any way I can help.
Well, I could use ideas (and code) for the coastal sites. Also the Air summon problem. I'm also a bit unsure if I can make a decent "Kelp Man" sprite (no good base sprites for kelp creature), but I'd like to try myself first.
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