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September 14th, 2006, 05:29 PM
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Second Lieutenant
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Join Date: Sep 2005
Location: North Carolina, USA
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Re: Limited randoms Vs Water nations
Just to add my $0.02, I really hope it becomes harder for non water nations to get into the water, at least in one of the ages. The reason I feel this way, is that I remember when I first discovered Dominions. The fact that there was an Atlantis nation (I didn't know R'yleh at the time) that could build cities underwater was the coolest thing ever. The fact that the other nations have to purposefully develop strategies to get underwater themselves was very cool to me. It was Atlantis' special ability. Anyway, you won't see me complaining about changes like this.
=$=
PS -- When I found out undead armies could march underwater, that was also cool to me.
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September 14th, 2006, 06:35 PM
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Major
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Join Date: Sep 2003
Location: Budapest, Hungary
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Re: Limited randoms Vs Water nations
Quote:
BigJMoney said:
Just to add my $0.02, I really hope it becomes harder for non water nations to get into the water, at least in one of the ages.
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I agree, however if this would happen, it would need some balance. Example: it must be harder for the water nations to conquer the non water provinces. That would be perfectly balanced then.
Actually I am wondering...can we make a mod like this? I am not familiar with the Doms 2. modding.
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Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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September 14th, 2006, 07:15 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: Limited randoms Vs Water nations
Quote:
BigJMoney said:
PS -- When I found out undead armies could march underwater, that was also cool to me.
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Ooh yeah, when I saw that scene in Land of the Dead, my Ermorian armies conquering the sea in the Cradle map popped into my head. Of course that scene makes no sense, but it was way cool-looking. I loooove taking Wraith Lords into the sea to waste those pesky tritons.
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September 15th, 2006, 10:05 AM
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Captain
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Join Date: Sep 2004
Location: France
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Re: Limited randoms Vs Water nations
Hum so non death nations not only need water magic but also a water gems income (or air magic + air income or some alchemy) to begin any underwater expansion (except with amphibious poptypes, but having amphibious poptypes 1/ it's a matter of luck like having indie water mages/gems sites, 2/ doesn't give any advantage against indies like magic or the ability of using sacred troops + priests do).
It's a very big buff not only for aquatic but for death nations (and I'm not really thinking one or another needed it, but perhaps it's balanced by other factors like weaker national summons or other things we can't see before playing).
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September 15th, 2006, 10:59 AM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Limited randoms Vs Water nations
No, what you need is province with aquatic units.
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September 15th, 2006, 11:41 AM
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Captain
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Join Date: Sep 2004
Location: France
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Re: Limited randoms Vs Water nations
(amphibious poptype = with amphibious units  )
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September 15th, 2006, 12:34 PM
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Lieutenant General
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Join Date: Dec 2000
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Re: Limited randoms Vs Water nations
Sorry I missed brackets part. Anyway, provinces with amphibious units are easiest way to get underwater. If you can't find any, THEN you have to resort to other (usually more expensive) means. Don't forget some mercenaries can go underwater too.
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