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June 30th, 2009, 04:09 PM
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Colonel
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Underwater Gameplay Improvement Mod
Last edited by Burnsaber; May 8th, 2010 at 06:26 AM..
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June 30th, 2009, 07:20 PM
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BANNED USER
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
I don't suppose there's any way you could make a version w/out the recruitables, so we can use it in "Water Total War!"? Since we're using the Single Age mod we're forced into MA
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June 30th, 2009, 08:22 PM
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Thanks Burnsaber! I'll give it a try.
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July 1st, 2009, 05:16 AM
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Quote:
Originally Posted by Trumanator
I don't suppose there's any way you could make a version w/out the recruitables, so we can use it in "Water Total War!"? Since we're using the Single Age mod we're forced into MA
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Open the .dm file of the mod with a text editor and you can remove parts that you don't want in it for your game.
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July 1st, 2009, 05:22 AM
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Colonel
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Quote:
Originally Posted by Trumanator
I don't suppose there's any way you could make a version w/out the recruitables, so we can use it in "Water Total War!"? Since we're using the Single Age mod we're forced into MA
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I can. It's just a matter of taking some code out, it's not really a bother.
So you want a version with no new units? Just the sites/items & spells?
I'll upload it "soonish".
I also got some other ideas, but I'd like to hear what people think about them before I implement them.
- A cheap new summon for a "underwater guide". He's not anything special, would just possess the ability to bring troops underwater with him like the Sea King.
- Adding some more magic sites underwater, especially more air sites.
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July 1st, 2009, 05:46 AM
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Colonel
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Okay, here is a castarized version of the mod, only including the global changes of the original mod.
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August 1st, 2009, 04:20 PM
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Colonel
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Ok, I've decided to start to my updating cavalcade from this mod. The planned changes will include these:
1) MA & LA version of the mod.
2) More air & fire sites underwater. The vanilla underwater site distribution is so heavily focused on earth & nature that it isn't even funny.
3) More UW sites allowing the recruitment of independent mages (with paths other than water), these will be uncommon sites. One uncommon unique mage site per path (- blood & water) should do the trick. Ideas about what these mages could be (like backround stuff) will be greatly appreciated.
4) "The Underwater Guide": a cheap, low-level water summon spell for a commander with the ability to lead troops underwater. This should allow UW access even without construction research.
5) "Ride the Currents": I'm not sure if I can make it to work, but I'll announce it anyways. This (if I get it to work) spell will basically be a water magic teleport, but only between two water provinces. If that works, I should be also be able to make a higher level version that is basically UW only "Gateway". This should fix the absolutely massively annoying "only 1 water province movement" 'feature', and make water magic more useful underwater.
If any of you have any comments concerning the changes in the version 0.6 (are the recruits too powerful, for example?) this would an absolutely wonderful time to announce them.
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August 2nd, 2009, 02:10 AM
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Colonel
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Yay, triple post!
Anyways forgot to mention one important thing. I'll also be making a global version (that'll work in all-ages games) without the new coastal recruits for the UW nations, because people seem to be intimitated by them. It's a bit wonky solution, but it's probably necessary to make this mod more vanilla friendly.
I can understand why people would be against the new recruits ("you dare to mod *new* units to sacred vanilla nations? How dare thee!"), but I really see it as necessary. Besides LA R'lyeh, UW nations aren't reallly ramping up the victories in the Hall of Fame, you see? If I just make the UW-access more common, it would just make the UW nations even weaker.
Besides, the "only crap in land castles" feature, although thematic, really doesn't work in the long term. It just makes it hard for UW nations to hold their land provinces and disencourages them from going to land, which leads to the "turtle underwater" problem.
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August 2nd, 2009, 07:00 AM
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
You can definitely make an underwater only gateway and teleport - tiamat is underwater provinces only so you can use that as a starting point.
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August 2nd, 2009, 05:53 PM
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Well i only have good feedback on this mod from watertotalwar. the kelp fortress change is really noticable. actually have to build forts.
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