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  #1  
Old May 29th, 2009, 06:53 AM
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Default Re: OEM - Oceania Enchanment mod v0.7

Well, those lucky, lucky bastards. Proper little pretenders pets, those Atlantians. What EA R'lyeh wouldn't give to be able to recruit a Coral Priest or a Reef Dweller in a coastal fort!
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Old May 29th, 2009, 05:18 PM
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Default Re: OEM - Oceania Enchanment mod v0.7

Quote:
Originally Posted by chrispedersen View Post
But the tragedy of the queensmakes sense why the tritons should turn to the selkies. And the circle turns full turn for now the triton kings are doing what the queens originally did mating with one outside their kind
Well, when I made the Selkies meddle with the Triton Kings,I was mostly thinking of this. The Selkies are lonely and going extinct. The Triton Kings are lonely and the have their royal blood going extinct. They have all the reasons to seek out each other. But alas, they have nothing in common besides that, hence it's not working out that well. Both parties didn't get what they wanted. Selkies love their daughters, but they're much more restrained than their mothers (and they're not actually Selkies, so the Selkie race is still going to die out). The Sons are fine warriors, but have their mothers free spirit, and do not make for fine lords and nobles. It's a kind of farce really. Ugh, I have all these ideas I want to convey through the description texts, but I'm constantly running out of description space.

But I like your idea about pride being the undoing of the Queens. I'll likely inculde your description with slight alterations. It also explains why the Queen hero isn't affected. He's a compassionate soul, not placing himself above other creation.

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Originally Posted by chrispedersen View Post
Ok.. after playing with the mod here are my comments.

The selkies are cool, of course. However, there is very little reason to cast Trade for Iron, or contact kindred - yes, they have a slightly higher magic resistance - but its not worth a mage action.

Yes, you could use it while sieged - but still a very minimal use.

For it to be worthwhile, it has to add a capability that is really different than what oceania already has. So for example a halt sacred against bless, or a unit with very high magic resistance (maybe), or glamoured units.

Since d.o.s are stealthy you may wish to think of adding stealth.

I think giving the Daughters of selkie a seduction like a Siren
would make her awesome.

PD still uses turtle chiefs on land.

Overall, I find oceania so easy to expand and win with SP that its boring... but I don't think thats your mods fault.

Finally, the big evocation spell - is over the top strong. Liked the song of longing however.
Well, trade for Iron was meant to give you access to heavy frontline troops that will not perish to simple archers like turtel warriors and wave lords. Giving them as a summon is a bit random, but since I can't mod recruitment lists *shrug*. I was thinking about making the Wave Knights be the land recruitable and make the sons summons. Might make more sense, "Call to Arms", so to speak. Hmm. Actually, I'm liking this better, there probably isn't so many Sons to begin with to justify them as recruitable troops any way. The Call Kindred are mostly there for thematic reasons, since I really hate way how EA Oceania suddenly tronsforms from the triton rule to capricorn rule. Where were those ichtysatyr hordes anyway? Hiding behind some kelp bush? The ichtycentaur spell might be useful for some fast flankers.

Stealth. Hmm. The regular mermen could be stealthy (to give them a niche), since they have experience about hiding from humans.

About daughters? You probably mean their underwater forms? Hmm. Don't know. Can't really see the need. They're just there to give you access to reasonable land mages, that is enough of a purpose for me. Your underwater raiding access is pretty good already.

the PD turtle chief? I see no problem in that. Giving them a daughter of selkie at 1PD is pretty unreasonable, very few nations get a mage even at 20.

About the Coming of the Flood. I'll probably have to reduce the number elementals by a notch (50%?)

About Song of Longing. What can I say? I'm just a hopeless romantic.

Quote:
Originally Posted by Zeldor View Post
Burnsaber:

I hope you are planning some Atlantis mod too, as using only Oceania one would be unbalanced. I just noticed that all Atlantis gets in land forts is Coral Priest [yeah, just H1 guy] and Reef Dweller. I assume that in non-coastal provs you get totally nothing.
?

Really? I thought the sucky land recruits was an oceanian thing. I'll probably have to expand this a bit then. The Underwater Gameplay Enchanment Mod, which is something like this mod, but for all underwater nations + UW combat spells + some other changes (the Kelp Castle site has to go, for example. I've never seen one site warp the game so much). But I'll make a own thread for it, once I've collected my thoughts about this.

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Originally Posted by vfb View Post
Well, those lucky, lucky bastards. Proper little pretenders pets, those Atlantians. What EA R'lyeh wouldn't give to be able to recruit a Coral Priest or a Reef Dweller in a coastal fort!
What does EA R'lyeh get? I know the MA R'lyeh gets some sucky hybrid troops but at least they're workable.
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Old May 29th, 2009, 08:22 PM
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Default Re: OEM - Oceania Enchanment mod v0.7

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Originally Posted by Burnsaber View Post
What does EA R'lyeh get? I know the MA R'lyeh gets some sucky hybrid troops but at least they're workable.
EA R'lyeh gets nothing in forts above ground, coastal or otherwise. Just the independent recruitables.

Mind Lords (with a fish amulet) and slave mage communions make them better than EA Oceania on land, I've got to admit.
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Old May 30th, 2009, 04:17 AM

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Default Re: OEM - Oceania Enchanment mod v0.7

By the way, somewhere in the docs, you said the daughters of selkies had seduction.. but they don't. Intended? I think if they had it - similar to sirens that D.O.S would be a great unit.
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Old May 30th, 2009, 05:50 AM
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Default Re: OEM - Oceania Enchanment mod v0.7

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Originally Posted by llamabeast View Post
Isn't the point, though, that while all water nations have poor recruiting on land, the other two are nonetheless powerful on land, while Oceania are feeble? So there is probably no need to do anything to the recruits for the others.

I think people have different ideas as to what this mod is trying to achieve. The way I see it, the current situation is that Oceania are the strongest in the water, and the weakest on land. Although this may have seemed like an interesting idea to KO, in fact it just means that Oceania easily conquer the seas and then are stuck and have a boring game. This mods seeks to strengthen Oceania on land while weakening them a bit in the sea. In the process it gets to greatly add to the thematic depth of the nation. Seems just perfect to me.
Er, yeah. I really shouldn't post after midnight. EA Atlantis has pretty good melee troops and R'lyeh has heavy astral (which can do pretty much everything), they're quite fine. Thematically, they're a lot more intresting too, no need the deepen their thematic depths.

However, the idea of expanding this mod a bit isn't necessarily a bad one. I could easily expand this mod to cover some issues underwater combat has in general in EA.

EA Issues:
- Oceania owns all with free Kelp Castles and Knights of the Deep
fix: Kelp Castle to uncommon site and KotD nerfs
- EA Atlantis has no shots against either R'lyeh (all troops under mr 11!) nor anything that could hit Knights of the Deeps in melee
fix: Increase mr on some troops (coral guard?) and/or a national antimagic (h3/h2 with limited AoE, perhaps?), the KotD nerf should even out their match-up with Oceania.
- IIRC, if I recall correctly, both EA R'lyeh and EA Atlantis lack heroes. I actually have one made for both already (for a update to WH that apparently never was to manifest, but it's okay) and I was thinking of making a Traitor Queen hero that would be accessible to both of them.

Quote:
Originally Posted by chrispedersen View Post
By the way, somewhere in the docs, you said the daughters of selkies had seduction.. but they don't. Intended? I think if they had it - similar to sirens that D.O.S would be a great unit.
I can't recall saying that. But, I dunno. I really see no reason for it. The Daughters are a must-recruit-every-turn-if-able unit already (to get A2 ones for lighting spam, and they also can get some combinations of magic you can't access otherwise, like E and A on same mage for Scultata Voluntrus & buffed Rain of Stones) and that 10% random opens up for some sweet "luck-outs" (E2! A3!)

Have you gotten any of the heroes? I'd like to hear your opinions about them. There is a bit of commented out code in .dm file to make them recruitable if you want to view them all quickly. (remember to also read the Selkie heroines underwater form description)
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