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May 19th, 2009, 08:50 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
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Thanked 73 Times in 49 Posts
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Re: Oceania - Let's fix it. Mod discussion
Burnsaber:
That's probably why Quagmire should stay. It fits in it and you should be able to work with it.
I hope more nations are going to get fixed. In MA it's needed more. I'd say - Man, Agartha, Machaka need more love most.
P.S. Haven't seen you on irc recently...
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May 19th, 2009, 12:56 PM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
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Re: Oceania - Let's fix it. Mod discussion
1)About the "flood" spell, why you don't make it as a global that gives amphibian to all aquatic creatures?
like the fish amulet created by a/w, just on big scale.
2)Maybe another idea could be "dema alliance", an high level global that spawn dema's soldier on your coastal provincies?
if you do so, look at warcraftian troll berserk from warcraft: the frozen throne(spelling?): they are perfet(inmo) for some savagecrazysonofabeetchmaneatervicious headhunter.
they even came with comic relief already packed in if you need!
3)Never played mp, but if the problem is late game, why not a level 8-9 conj spell, that summon a random big (very big) and angry(very angry) something from the sea? you know, kraken,giant snake,giant turtle, giant hydra,giant walrus,giant worm/wyrm,giant kraken, giant Nessie,good ol'Cthulhu(xxl size,ofc),giant wet teddybear and stuff like that.
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May 19th, 2009, 06:08 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Oceania - Let's fix it. Mod discussion
I like quagmire I think it fits on the idea of ice and water....
I could also see a battlefield version of haste - where the entire battlefield was covered in ice.
Hrm looking over the stuff I did - I also created Scylla and Charybdis two monster summons for Oceania. Way over the top tho.
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May 20th, 2009, 01:39 AM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Oceania - Let's fix it. Mod discussion
Well the water queens are pretty weak. 2 of them are aquatic, and the third one is mediocre on land.
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May 20th, 2009, 02:00 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Oceania - Let's fix it. Mod discussion
Quote:
Originally Posted by Trumanator
Well the water queens are pretty weak. 2 of them are aquatic, and the third one is mediocre on land.
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I meant the cursed triton queens, which I mentioned in this post
http://forum.shrapnelgames.com/showp...9&postcount=24
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The Following User Says Thank You to Burnsaber For This Useful Post:
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May 20th, 2009, 02:22 AM
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BANNED USER
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Join Date: May 2004
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Re: Oceania - Let's fix it. Mod discussion
Hmmmmm...
it would be interesting to add the swamp icon to the ocean land form; combined with the quagmire national spell.
Not immediatly obvious but it would make the oceania cavlary quagmire immune.................
As for the land recunit... Replace the turtle units with other units, and or freespawns?
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May 20th, 2009, 02:47 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Oceania - Let's fix it. Mod discussion
Quote:
Originally Posted by chrispedersen
As for the land recunit... Replace the turtle units with other units, and or freespawns?
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I'm going to replace the land recruits with the Son of Selkie and Daughter of Selkie, as I detailed in the post I mentioned in my previous post. The turtle infantry will stay recruitable underwater (I just make the Sons & daughter replace the land form of turtle infantry and make new turtle units to replica the land forms for the UW turles).
Freespawn is a good idea thought. I'll perhaps give the turtle commander & Merman priest & Wave Lords land forms some weak freespawn.
"Oceanian turtle raids are well known in coastal lands and the coastal merman villages are quite prone to counter-raids from the vengeful humans. Many mermen have lost their homes and families to the vile humans. Thus, Turtle chiefs do not have much trouble finding recruits in land."
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May 24th, 2009, 02:00 AM
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Sergeant
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Join Date: Jan 2009
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Re: Oceania - Let's fix it. Mod discussion
If your adding a Polynesian feel to Oceania. You have cannibalistic tribesmen, who are excellent navigators. Magic being nature, with possible blood, fire, water. And small chance of maybe astral.
And in the small chance that you gave the tribesmen a mount. You would have two choices, early ages possible a Moa. While later ages the would use horses.
You could also maybe add something like the Tengu. As we have birdmen mythos as well.
Taniwha, which depending on where your from. Are great sharks, eels, sea serpents.
Vampires was also mentioned by someone. I can't remember what they are called. But the head or whole upper body seperated from the rest. And could fly, and most victims were children or pregnant women.
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May 24th, 2009, 02:33 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Oceania - Let's fix it. Mod discussion
Damn! Just when I noticerd that the Dema alliance can't be done (line of summons would just take up spell slots and be quite a "less-than-optimal" solution), I get all these nice sounding suggestions. If I ever get around to making LA Oceania, I'll be 100% sure to introduce these themes. Polynesian myth lore was a very intresting read.
I actually have the .dm file about 60% complete. Graphics about 95% complete. I'm starting for the EA Oceania one (due to thematic stuff, I'll make a different mod for EA and MA Oceania) The changes to EA Oceania in a nut-shell:
-- Land recruitables changed to Son of Selkie & Daughter of Selkie
-- Knights of the Deep will get nerfed. Reduced stats & capitol only.
-- Triton Kings get H1 (to make bless somewhat useful)
-- A3W1 Summoning spell for Selkie (mage A3W2N1 seducer on land, A1W2N3 animal spawning seal on water) and the Cursed Queen summon spell W5H1 (size 5, 100hp, W2N2 with 210% S/D and 100 W/N/E picks)
-- 1N1W & 2N1W Land summons for ichtysatyrs and ichtycentaurs respectively.
-- The Flood national spells. A2W1 spell that gives mist & rain, W5A2 coming of the flood by llamabeast and W4 "Will of the Kings" that sends a Tidal Wave event, if I find a way to make it only target coastal provinces.
-- 1E1W land summon for "Merman Knights", they are rich sons of merman traders who can afford iron equipment (on sea the armor will rust however).
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May 24th, 2009, 03:03 AM
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BANNED USER
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Join Date: May 2004
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Re: Oceania - Let's fix it. Mod discussion
glamored on land?
quagmire?
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