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  #51  
Old October 5th, 2009, 04:21 PM
Squirrelloid Squirrelloid is offline
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Default Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83

Wouldn't it be possible to add a new commander to EA Atlantis that was a Coral Priest copy? I realize this takes a unit ID number away from modders, but there's quite a few of those...
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  #52  
Old October 6th, 2009, 12:52 AM

kianduatha kianduatha is offline
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Default Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83

Other notes that I have after doing some more testing with various combinations of CBM 1.6 and this mod:

EA R'lyeh loses their slave troll recruits with this mod. Now personally, I didn't even know that CBM gave them slave trolls, but there you have it.

with EA Atlantis, CBM gives Living Pillars 12 MR. Enabling UWGIM lowers that to 10

It really would be nice to get the Coral Priests back at perhaps UW-only castles as Squirreloid mentioned. It would give a certain reason to spam castles underwater. Also, the Coral Priest is the only worthwhile commander Atlantis can get for under 200 gold.
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  #53  
Old November 6th, 2009, 11:27 AM
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Burnsaber Burnsaber is offline
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Default Re: Underwater Gameplay Improvement Mod v0.9

Alright, new version.

This version is fully compactible with the UW changes in CBM 1.6, so no nations should loose boosts because this mod is enabled.

Other changes include:
- "Manual of Water Breathing" and "Troll King's Goblet" made con4 items due to concerns of nature being better for UW access than water.
- "Traverse the Seas" spell made easier to cast
- Troll Ambassador alchemy bug fixed.
- Improved the description on the Ambassador spell
- Increase to KoTR resource cost (to 35 rcost)
- Increased price for the Queens (40 water gems)
- Changed EA Oceania starting gem income to W3N2S1 (from W4N2), should make diversifying easier (it was also odd that site called "Palace of Pearls" gave no pearls).
- Changed EA R'lyeh PD into amphibious units.


If no sudden bugs emerge, this version should be pretty final. I have some ideas for additional improvements, but I'll wait for feedback on how this one works before going for them. If this mod already makes UW nations playable, my work is done (there's no point in messing with vanilla just for the sake of it).

Last edited by Burnsaber; November 6th, 2009 at 11:36 AM..
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  #54  
Old November 6th, 2009, 03:50 PM

Illuminated One Illuminated One is offline
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Default Re: Underwater Gameplay Improvement Mod v0.9

I noticed just recently but land nations are not able to build castles underwater. This is really a bummer since without Kelp Fortresses there might not be really many castles to take. In any case it still encourages ignoring the uw nations for the first half of the game.

Also, what is the advantage of a RoWB over a sea kings goblet? Both cost the same (And seriously who would attack an uw nation before he has const-4?).
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  #55  
Old November 6th, 2009, 04:19 PM
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Default Re: Underwater Gameplay Improvement Mod v0.9

Quote:
Originally Posted by Illuminated One View Post
I noticed just recently but land nations are not able to build castles underwater. This is really a bummer since without Kelp Fortresses there might not be really many castles to take. In any case it still encourages ignoring the uw nations for the first half of the game.
I know, but unfortunately that's not moddable. Well, it's not like you could recruit anything new.

Quote:
Originally Posted by Illuminated One View Post
Also, what is the advantage of a RoWB over a sea kings goblet? Both cost the same (And seriously who would attack an uw nation before he has const-4?).
I assume that you Manual of Water Breathing? In the previous version, MoWB was con 2 while SKG was con 6. This sort of made nature better for UW access than water (with the prevelance of indy N shamans). Now the option is there (if you don't have W mages, for example), but you should thematically use water UW breathing items over nature equivalents.
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  #56  
Old November 6th, 2009, 06:02 PM
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Default Re: Underwater Gameplay Improvement Mod v0.9

This looks great, Burnsaber. I always like to see underwater getting attention.

Speaking of water and construction items, what does everyone think of adding a Const 6 Forgeable item that only needed water paths (W4, maybe? Allowing you to build an aquatic Nation without access to air, in other words), and allowed aquatic units (commanders only would be fine) to breathe on land?
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  #57  
Old November 6th, 2009, 06:13 PM
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Default Re: Underwater Gameplay Improvement Mod v0.9

Quote:
Originally Posted by HoneyBadger View Post
Speaking of water and construction items, what does everyone think of adding a Const 6 Forgeable item that only needed water paths (W4, maybe? Allowing you to build an aquatic Nation without access to air, in other words), and allowed aquatic units (commanders only would be fine) to breathe on land?
Er...you mean like the modified Amulet of the Fish (Con 4 in UWGIM?)

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  #58  
Old November 6th, 2009, 06:29 PM
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Default Re: Underwater Gameplay Improvement Mod v0.9

Oh, I must have missed that...anyway, no. I'd like the Amulet of the Fish to stay the same, actually. I think it's a good item to have in the game as a lesser magic forging, for those who can take advantage of it, although some thought might perhaps be put into rebalancing it, I haven't looked at the Amulet of the Fish in a while.

I'd rather see a water-only item be more difficult to forge, to keep any possible issues with balance under control.

By the way, is it possible to add blood magic sites to underwater provinces? I think it should be...but I can't verify it.
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  #59  
Old November 6th, 2009, 07:08 PM

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Default Re: Underwater Gameplay Improvement Mod v0.9

The mod makes the fish ammy W only.
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  #60  
Old November 6th, 2009, 10:31 PM
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Default Re: Underwater Gameplay Improvement Mod v0.9

That's what I'm disagreeing with, yes.
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