|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				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 |  
	
	| 
		 Linear 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 
 |  |  |  |  |