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  #41  
Old May 19th, 2009, 12:56 PM
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Default 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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  #42  
Old May 19th, 2009, 06:08 PM

chrispedersen chrispedersen is offline
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Default 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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  #43  
Old May 20th, 2009, 12:37 AM
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Default Re: Oceania - Let's fix it. Mod discussion

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Originally Posted by Burnsaber View Post
Actually, I really don't know. I was thinking of #clearing the nation and then giving the recruitables.. I'll have to test this. I'll be sure to tell the results.
So yeah. You can only mod one of the recruitment lists. So Dema alliance is absolutely out of the picture (it's probably for the best, the less units I add, the better). Is this already added to the mod wishlist? I'd absolutely LOVE to see #landrecunit/com & #waterrecunit/com commands.

Quote:
Originally Posted by Swan View Post
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.
Not possible with current modding tools, I'm afraid.

Quote:
Originally Posted by Swan View Post
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!
Actually the Dema alliance too is out of the picture, due to some modding quirks.

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Originally Posted by Swan View Post
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.
Well, Oceania will get the queens. Their graphics states them as at least size 5 and they'll probably have stats along the lines of Draikana pretender, so very thuggable, perhaps even minor SC's. Since they'll also diversify your magic, they'll make for a very nice late-game summon (costing water gems, to disencourage clamming)

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Originally Posted by chrispedersen View Post
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.
It seems that the crowd has spoken, the Quaqmire-effect stays.

Don't know, ice really isn't Oceanias forte. Besides, I probably have enough national spells for now. (Damn you spell limit, damn you! *shakes fist*)

I also thought about Charybdis, but since he'd be clearly aquatic, mjeh. Oceania doesn't need any more UW power, it needs something to wield on land (other than independents). Scylla is also somewhat implemented already (the Draikana pretender), so I just took heed from the legend and created the cursed queens.
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  #44  
Old May 20th, 2009, 01:39 AM

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Default 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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  #45  
Old May 20th, 2009, 02:00 AM
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Default Re: Oceania - Let's fix it. Mod discussion

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Well the water queens are pretty weak. 2 of them are aquatic, and the third one is mediocre on land.
I meant the cursed triton queens, which I mentioned in this post

http://forum.shrapnelgames.com/showp...9&postcount=24
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  #46  
Old May 20th, 2009, 02:22 AM

chrispedersen chrispedersen is offline
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Default 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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  #47  
Old May 20th, 2009, 02:47 AM
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Default Re: Oceania - Let's fix it. Mod discussion

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As for the land recunit... Replace the turtle units with other units, and or freespawns?
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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  #48  
Old May 20th, 2009, 08:20 AM
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Default Re: Oceania - Let's fix it. Mod discussion

Quote:
Quote:
Originally Posted by Swan View Post
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.
Not possible with current modding tools, I'm afraid.
too bad

Quote:
Well, Oceania will get the queens. Their graphics states them as at least size 5
Why so small? make 'em really huge.

Quote:
Freespawn is a good idea thought. I'll perhaps give the turtle commander & Merman priest & Wave Lords land forms some weak freespawn.
that's what i meant for my global, just make it like mechanical militia( or quirk doesn't mean " technical/modding dificulties?)

Last edited by Swan; May 20th, 2009 at 08:35 AM..
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  #49  
Old May 20th, 2009, 04:50 PM

BandarLover BandarLover is offline
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Default Re: Oceania - Let's fix it. Mod discussion

Aaawwww...so no possibility of human head hunters helping them out on land? You could take a page from Sombre and have a national summon spell that summons a Dema chieftain, who can then be set to summon allies for Dema troops, maybe?
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  #50  
Old May 20th, 2009, 05:29 PM

chrispedersen chrispedersen is offline
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Default Re: Oceania - Let's fix it. Mod discussion

I just don't see how headhunters are at all thematic for Oceania.
MUCH more appropriate for machaka.

I would love to give the melqarts ability to eat commanders to machaka sorcerers. I wouldn't makeit gluttonous. But occasionally it *would* result in magic increases.

I wonder if you copied the melqart and just redid all his stats, fixed gluttony and unrest if you could retain the eat commander function.

I also wonder if they just said.. if gluttony > x then there is a possibility of eating a commander....

Another interesting thing would be to allow a headhunter unit which starts with a shrunken head miscellaneous item.

In combat the head would animate ala carcator.
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