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May 19th, 2009, 02:13 AM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Oceania - Let's fix it. Mod discussion
I'm glad you like them, Burnsaber.
By the way, for some reason, your graphics aren't showing up for me... Dunno if it's you or me?
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You've sailed off the edge of the map--here there be badgers!
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May 19th, 2009, 02:19 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Oceania - Let's fix it. Mod discussion
Quote:
Originally Posted by HoneyBadger
I'm glad you like them, Burnsaber.
By the way, for some reason, your graphics aren't showing up for me... Dunno if it's you or me?
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They're showing for me. It's just a basic .gif, so it could be somesort of weird internet safety setting, perhaps you should try saving the picture on your computer (you can do that, right?) and looking it from paint or something.
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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May 19th, 2009, 02:24 AM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Oceania - Let's fix it. Mod discussion
Tried and it doesn't work, dunno why...
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You've sailed off the edge of the map--here there be badgers!
Last edited by HoneyBadger; May 19th, 2009 at 02:43 AM..
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May 19th, 2009, 03:45 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Oceania - Let's fix it. Mod discussion
Isn't the issue perhaps that you can only control one of the recruitment lists, the water one or the land one? If not, awesome.
Also, comment on the spell, comment on the spell! (I got excited about it because it took me ages to get it to work - obviously you don't have to use it though)
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May 19th, 2009, 08:22 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Oceania - Let's fix it. Mod discussion
Quote:
Originally Posted by llamabeast
Isn't the issue perhaps that you can only control one of the recruitment lists, the water one or the land one? If not, awesome.
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Actually, I really don't know. I was thinking of #clearing the nation and then giving the recruitables.. I'll have to test this. I'll be sure to tell the results.
Quote:
Originally Posted by llamabeast
Also, comment on the spell, comment on the spell! (I got excited about it because it took me ages to get it to work - obviously you don't have to use it though)
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It's pretty awesome, I'll probably scrap the quaqmire, since it will hamper the elementals (and your nationals) too (not really thematic, me thinks). Mist + storm + water elemental horde is probably enough humidity for a single battlefield . I'll probably make it W5A2 or something (the air is to make it difficult for MA oceania to cast, it is the plan of the Triton Kings afterall). But other than that, it's definately in.
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May 20th, 2009, 12:37 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Oceania - Let's fix it. Mod discussion
Quote:
Originally Posted by Burnsaber
Actually, I really don't know. I was thinking of #clearing the nation and then giving the recruitables.. I'll have to test this. I'll be sure to tell the results.
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So yeah. You can only mod one of the recruitment lists. So Dema alliance is absolutely out of the picture (it's probably for the best, the less units I add, the better). Is this already added to the mod wishlist? I'd absolutely LOVE to see #landrecunit/com & #waterrecunit/com commands.
Quote:
Originally Posted by Swan
1)About the "flood" spell, why you don't make it as a global that gives amphibian to all aquatic creatures?
like the fish amulet created by a/w, just on big scale.
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Not possible with current modding tools, I'm afraid.
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Originally Posted by Swan
2)Maybe another idea could be "dema alliance", an high level global that spawn dema's soldier on your coastal provincies?
if you do so, look at warcraftian troll berserk from warcraft: the frozen throne(spelling?): they are perfet(inmo) for some savagecrazysonofabeetchmaneatervicious headhunter.
they even came with comic relief already packed in if you need!
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Actually the Dema alliance too is out of the picture, due to some modding quirks.
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Originally Posted by Swan
3)Never played mp, but if the problem is late game, why not a level 8-9 conj spell, that summon a random big (very big) and angry(very angry) something from the sea? you know, kraken,giant snake,giant turtle, giant hydra,giant walrus,giant worm/wyrm,giant kraken, giant Nessie,good ol'Cthulhu(xxl size,ofc),giant wet teddybear and stuff like that.
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Well, Oceania will get the queens. Their graphics states them as at least size 5 and they'll probably have stats along the lines of Draikana pretender, so very thuggable, perhaps even minor SC's. Since they'll also diversify your magic, they'll make for a very nice late-game summon (costing water gems, to disencourage clamming)
Quote:
Originally Posted by chrispedersen
I like quagmire I think it fits on the idea of ice and water....
I could also see a battlefield version of haste - where the entire battlefield was covered in ice.
Hrm looking over the stuff I did - I also created Scylla and Charybdis two monster summons for Oceania. Way over the top tho.
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It seems that the crowd has spoken, the Quaqmire-effect stays.
Don't know, ice really isn't Oceanias forte. Besides, I probably have enough national spells for now. (Damn you spell limit, damn you! *shakes fist*)
I also thought about Charybdis, but since he'd be clearly aquatic, mjeh. Oceania doesn't need any more UW power, it needs something to wield on land (other than independents). Scylla is also somewhat implemented already (the Draikana pretender), so I just took heed from the legend and created the cursed queens.
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May 20th, 2009, 08:20 AM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
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Re: Oceania - Let's fix it. Mod discussion
Quote:
Quote:
Originally Posted by Swan
1)About the "flood" spell, why you don't make it as a global that gives amphibian to all aquatic creatures?
like the fish amulet created by a/w, just on big scale.
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Not possible with current modding tools, I'm afraid.
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too bad
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Well, Oceania will get the queens. Their graphics states them as at least size 5
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Why so small? make 'em really huge.
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Freespawn is a good idea thought. I'll perhaps give the turtle commander & Merman priest & Wave Lords land forms some weak freespawn.
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that's what i meant for my global, just make it like mechanical militia( or quirk doesn't mean " technical/modding dificulties?)
Last edited by Swan; May 20th, 2009 at 08:35 AM..
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May 20th, 2009, 04:50 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
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Re: Oceania - Let's fix it. Mod discussion
Aaawwww...so no possibility of human head hunters helping them out on land? You could take a page from Sombre and have a national summon spell that summons a Dema chieftain, who can then be set to summon allies for Dema troops, maybe?
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May 20th, 2009, 05:29 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Oceania - Let's fix it. Mod discussion
I just don't see how headhunters are at all thematic for Oceania.
MUCH more appropriate for machaka.
I would love to give the melqarts ability to eat commanders to machaka sorcerers. I wouldn't makeit gluttonous. But occasionally it *would* result in magic increases.
I wonder if you copied the melqart and just redid all his stats, fixed gluttony and unrest if you could retain the eat commander function.
I also wonder if they just said.. if gluttony > x then there is a possibility of eating a commander....
Another interesting thing would be to allow a headhunter unit which starts with a shrunken head miscellaneous item.
In combat the head would animate ala carcator.
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May 19th, 2009, 08:50 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Oceania - Let's fix it. Mod discussion
Including air as a requirement makes sense, although of course since it will be a national spell MA Oceania won't be able to cast it anyway unless you give them access to it.
As for the quagmire, it is no particular advantage to Oceania to have it cast, and also swampiness doesn't really fit with their theme. Another disadvantage is that having the spell cast three battlefiend enchantments at once gives the strong impression of a modder having got overexcited! However, I was just trying to imagine what would happen in the onset of a phenomenal deluge accompanied by rising waters from all sides, and the ground turning swampy seemed like a very realistic effect. In fact it is hard to imagine it not turning swampy. In any case I'm easy with whatever you go for.
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