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Old November 7th, 2009, 02:01 AM
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Amonchakad Amonchakad is offline
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Default Re: Underwater Gameplay Improvement Mod v0.9

Quick bug report: the "new" EA R'lyeh is still in MA, you forgot to switch #era 2 to #era 1

Beside that,great work! I'll be testing it in a couple of games in the next days, and I'll report anything I find.

Regarding underwater fortresses, while the common nature fort site almost made underwater fort building redundant, especially with high magic site settings, it actually gave a chance to land nations to secure a water foothold.
This is just an idea that springed to my mind right now, but perhaps you could consider letting all land nations build an underwater fort? Make it one of the very expensive ones; it won't give national units anyway, I think; but it still will be useful as a hiding place and as a resource/supply centre. After all if humans get to magically breathe underwater, what's stopping them from building an outpost while they're at it
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Old November 7th, 2009, 05:09 AM
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Default Re: Underwater Gameplay Improvement Mod v0.9

Quote:
Originally Posted by Amonchakad View Post
Quick bug report: the "new" EA R'lyeh is still in MA, you forgot to switch #era 2 to #era 1
Err. Right.

I uploaded a quickfix version 0.91.


Quote:
Originally Posted by Amonchakad View Post
This is just an idea that springed to my mind right now, but perhaps you could consider letting all land nations build an underwater fort? Make it one of the very expensive ones; it won't give national units anyway, I think; but it still will be useful as a hiding place and as a resource/supply centre. After all if humans get to magically breathe underwater, what's stopping them from building an outpost while they're at it
Once again, not moddable. In case we still need to boost the levels of UW access, I have some ideas. Note that I'm keeping these in reserve, I'll only implement them if they are really needed.:

1) Give all units that don't breathe poor ambhibian (Bane Lords + many other undead, elementals, Vinemen, and so forth).
2) New easy nature summon, "Kelpmen", who get stronger in UW.
3) A spell that builds a UW fort, but is only castable from land.
4) Turbocharge UW access by making the breathing items uber-easy to forge (I'm talking about making them level 0 and 1 cost for all of them).
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