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December 16th, 2004, 06:23 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Patch \'n mod
Looks fun! Can't wait to try it tonight...
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December 16th, 2004, 06:26 PM
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Re: Patch \'n mod
it wasnt aviable, but you know when u click a race its like
Description
Priests
Military
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Special Themese: I coulda sworn I saw Oceania here/
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December 16th, 2004, 06:30 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Patch \'n mod
Oceania is indeed in the description, but cannot be selected as a theme (when playing Atlantis). You need to switch the mod on to have Oceania instead of Atlantis (as for other mods changing a nation).
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December 16th, 2004, 08:01 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Patch \'n mod
Thanks to Illwinter for taking the time to make this a mod rather than just waiting for Dom III.
I'm not sure it would be really be overpowered vs. Ry'leh... it is like saying Vanhiem is no good because using fire blessed vans you could overrun nations like Mictlan, T'ien Chi, or Ulm in the early game.
A few typos I think, the Mermidon description says he can't leave the water, but he is amphibious. Also, the Triton King mentions summoning hippocampuses, is this dominion/scale related?
EDIT: Didn't notice the Siren's air magic above water 
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December 16th, 2004, 08:04 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: Patch \'n mod
walk on the land with your sirens, they become air1 water1 casters there. As for balance problems oceania seems to have really expensive researchers, that should balance their superiour armys out somewhat.
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December 16th, 2004, 08:35 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Patch \'n mod
Quote:
quantum_mechani said:
A few typos I think, the Mermidon description says he can't leave the water, but he is amphibious. Also, the Triton King mentions summoning hippocampuses, is this dominion/scale related?
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Mermidon has been changed. Initially it was not amphibious. Old description seems to hang on.
Hippo summon is dominions related. Works as VQ and GK summoning. This ability partly makes up for the missing conjuration spells of dom3.
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December 16th, 2004, 06:36 PM
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Re: Patch \'n mod
I must be blind.
The downloads I see
Demo
Item refernce
summond creatures
mod manuel
addenum
walthrough
patch 2.15
At first I thought patch 2.15 had the mod but it did not, where do I download it. I feel verys stuped.
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December 20th, 2004, 01:06 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Patch \'n mod
I had a lot of fun spending most of yesterday playing a new 2.15 game as Oceania. It didn't seem overpowered against other water nations to me - they can all field swimmers, fodder, and armored underwater troops. Oceania may have a slight troop advantage, or not, but it seems perhaps weaker than Atlantis or R'lyeh at research, magic, and above-sea troops. It's different and interesting, anyway. Luring folks into the sea is fun... and interesting when the unexpected happens.
Regarding magic-changing capricorns and sirens... I wonder if their morphing magic skills can lead to discounts in empowerment - I didn't try that yet...
PvK
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December 20th, 2004, 03:49 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Patch \'n mod
No empowerment cheezieness possible 
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December 22nd, 2004, 01:55 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Patch \'n mod
This is a repost from the bug thread, but thought it should be put here as well because it is relevant to this thread and won't be buried under other issues.
Three bugs with Oceania: - Mermidon (1101), the land-form, has wrong action points. It retains the AP value of the underwater form, Base 24 modified by armor, when it should have base 14. As a consequence, they are as fast as heavy cavalry on land.
- Turtle warriors turn to regular mermen (1046) when you take them to land and back to water again. This is because the regular Oceanian merman (1046) has land-form merman (1047), which is shared by the turtle warrior. 1047 reverts back to 1046, regardless of whether it started out as turtle warrior or merman 1046.
- Turtle Captain suffers the same fate as turtle warrior, he just becomes merman captain.
I think the turtle warrior and captain bugs are a consequence of incorrect secondshape assignment, because turtle warrior is #1097 and turtle captain is #1099, but I can't get monsters #1098 and #1100 (presumably the turtle warrior and captain landforms, respectively) visible in any way. These bugs take a lot of the flavor out from Oceania, in my opinion.
Edi
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