|
|
|
|
August 21st, 2010, 06:12 PM
|
Sergeant
|
|
Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
Posts: 236
Thanks: 21
Thanked 6 Times in 4 Posts
|
|
Underwater Defence?
How do you mod in Underwater Defence for a new nation that doesn't start underwater. Like what EA Agartha, LA Atlantis or LA Jomon has? Thanks.
|
August 21st, 2010, 09:54 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: Underwater Defence?
You would have to overwrite the nation. The modding commands only allow for underwater PD for underwater nations.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
The Following User Says Thank You to Foodstamp For This Useful Post:
|
|
August 22nd, 2010, 10:42 AM
|
Sergeant
|
|
Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
Posts: 236
Thanks: 21
Thanked 6 Times in 4 Posts
|
|
Re: Underwater Defence?
Haha, thanks, I tried about half a dozen different commands to get it to work. Oh well.
|
August 30th, 2010, 11:04 AM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Underwater Defence?
I feel it might be more interesting to instead mod in a series of summonables, that could serve as an underwater defense-proxy. Something that would perhaps build up over time (there are some options for this), but that would eat gems, and mages, instead of gold.
__________________
You've sailed off the edge of the map--here there be badgers!
|
August 30th, 2010, 11:59 AM
|
|
Major General
|
|
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
|
|
Re: Underwater Defence?
Shame that's not possible, though. Well... you can have summonables that kill the caster, thinking about it.
|
August 31st, 2010, 09:39 AM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Underwater Defence?
Oh I didn't mean physically eat mages. I meant you'd assign mages the task of summoning the critters, using up their time, and potentially putting them, physically, in a vulnerable position on the map, until such time as their task was completed.
__________________
You've sailed off the edge of the map--here there be badgers!
|
August 31st, 2010, 04:48 PM
|
|
Sergeant
|
|
Join Date: Jul 2008
Location: London, England
Posts: 354
Thanks: 9
Thanked 20 Times in 15 Posts
|
|
Re: Underwater Defence?
the problem I see to using summonable alternatives to pd is that with normal pd it would cost more to go from 10 to 11 than 1 to 2, when summoning it always costs the same and there is no limit to how much you could have there. I feel there is a risk of it being abused giving excessive protection for little relative cost.
|
September 1st, 2010, 06:03 AM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Underwater Defence?
Such a thing wouldn't be any more abusable than any other summonable.
If you want to be really harsh, in terms of balance, you could always require multiple one-way shapeshifting, to improve the "PD". Say, 10 rounds of shapeshift, and on the 11th round, the critters sortof "evolve".
It's micro-hell, even for me, but it might be interesting, otherwise.
__________________
You've sailed off the edge of the map--here there be badgers!
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|