Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Mod Underwater Gameplay Improvement Mod - .com.unity Forums
.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old November 7th, 2009, 02:08 PM

Illuminated One Illuminated One is offline
First Lieutenant
 
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
Illuminated One is on a distinguished road
Default Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix

Quote:
Originally Posted by Burnsaber
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).
Hmm, I didn't know that.
I neither think it's the lack of access into the water that's a problem nor the lack of uw summons (so no to 1, 2, 4). Seriously you don't just start a war because you can but because you want to profit (and you'll certainly wait until you either have good summons, thugs or some powerful magic, I really see noone attacking an uw nation with const-0 gear and nationals and winning, if there is any balance). The problem is simply that after you have won the war (or invested into labs and temples in the course of your conquest) you risk loosing everything to the next best uw sneak attack (oceania?) without PD and castles - easier access actually makes this worse (because if you can tir can also).
So I'd suggest simply making the kelp forest spell reasonably cheap - not cheap and accesible enough to make it spammable, though. It's fine if it's castable uw only, since this requires you to hold a uw province for a couple of turns (instead of stealth take + instafort).
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:24 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.