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  #51  
Old May 20th, 2009, 06:17 PM
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Gregstrom Gregstrom is offline
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Default Re: Oceania - Let's fix it. Mod discussion

Quote:
Originally Posted by chrispedersen View Post
I just don't see how headhunters are at all thematic for Oceania.
MUCH more appropriate for machaka.
Oh yes?

http://www.associatedcontent.com/art...primitive.html

Burnsaber's reasoning earlier in the thread worked well for me.

Quote:
Originally Posted by chrispedersen View Post

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.
I like that - could it be done as a #onebattlespell combat summon?
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  #52  
Old May 21st, 2009, 05:54 PM

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

Quote:
Originally Posted by Gregstrom View Post
Quote:
Originally Posted by chrispedersen View Post
I just don't see how headhunters are at all thematic for Oceania.
MUCH more appropriate for machaka.
Oh yes?

http://www.associatedcontent.com/art...primitive.html

Burnsaber's reasoning earlier in the thread worked well for me.

Quote:
Originally Posted by chrispedersen View Post

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.
I like that - could it be done as a #onebattlespell combat summon?
Oh cool!!!!!

In a way a personal totem!
Make it a national spell, as well as a #onebattle.

Animated head: ?1 {B/D} with a one path bonus.
The animated heads whisper totemic advice: Autocast Bloodslave

It would ALSO be cool if there were various totemic spirits

progressively stronger
Ravenous Wolf
Bear of Sloth
Archer of Dusk (human)
Mage of Despair
Nightmare of Terror....
Demon
Etc.

they are all called Totem; they all disappear after a fight.
However, since they are all called the same, each summons gets a progressively stronger totem.

I liiike it!!!!
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  #53  
Old May 24th, 2009, 02:00 AM

Lavaere Lavaere is offline
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Default 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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  #54  
Old May 24th, 2009, 02:33 AM
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Default 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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  #55  
Old May 24th, 2009, 03:03 AM

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

glamored on land?
quagmire?
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  #56  
Old May 24th, 2009, 11:49 AM
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Default Re: Oceania - Let's fix it. Mod discussion

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Originally Posted by chrispedersen View Post
glamored on land?
quagmire?
The new land recruits have glamour as does the Selkie summon. I don't want to mess with the land forms of vanilla merman units (the less changes, the better).

The Coming of the Flood brings Quaqmire. I really don't see any reason for a national quaqmire, since Oceania is already more than able to cast it with nationals.
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  #57  
Old May 24th, 2009, 07:58 PM

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

Personnally, I like Oceania. The key is to start with an improsoned rainbow pretender, such as the master lich. By the time he breaks free, you should control all the under water provinces. You also should have lots of researchers. Triton Kings are good and automatically summon good underwater troops. Build armies of wave warriors. They are a decent on-land army. Lead them with mermages equipped with sceptres of authority. When your pretender is free, have him cast acashic record to find the magic sites your site searcher couldn't. FInding death sites is the key. Then follow the skull mentor strategy suggested by Baalz in his guide to Hellheim. You should have no trouble getting to 300 RP which will get you to conjuration six in short order. Then cast streams of Hades. Have this commander summon ghosts. Crush a weak land province and build a lab. Recruit any mercenaries available to the land province and conjure like crazy. Have your pretender teleport in and cast Troll King's court. As your research builds up, you can get to the elemental royalty. Tarraresque. Tartarians. You can build a quite formidable land army if you can get to Conjure 8 before anyone else.
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  #58  
Old May 24th, 2009, 11:01 PM
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Default Re: Oceania - Let's fix it. Mod discussion

I should have checked out this thread sooner - I just posted my EA Alchera mod, drawing on Australian Aboriginal and Maori myth - there's a lot of overlap with the Dema alliance stuff. If anyone continues working on the Dema, they should feel free to take whatever they like from my mod (if so, I'd appreciate a credit or at least a heads-up).

I feel a little less original now, but that's part of the price of knowledge.
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  #59  
Old May 25th, 2009, 12:06 AM

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

Quote:
Originally Posted by Rick L View Post
Personnally, I like Oceania. The key is to start with an improsoned rainbow pretender, such as the master lich. By the time he breaks free, you should control all the under water provinces. You also should have lots of researchers. Triton Kings are good and automatically summon good underwater troops. Build armies of wave warriors. They are a decent on-land army. Lead them with mermages equipped with sceptres of authority. When your pretender is free, have him cast acashic record to find the magic sites your site searcher couldn't. FInding death sites is the key. Then follow the skull mentor strategy suggested by Baalz in his guide to Hellheim. You should have no trouble getting to 300 RP which will get you to conjuration six in short order. Then cast streams of Hades. Have this commander summon ghosts. Crush a weak land province and build a lab. Recruit any mercenaries available to the land province and conjure like crazy. Have your pretender teleport in and cast Troll King's court. As your research builds up, you can get to the elemental royalty. Tarraresque. Tartarians. You can build a quite formidable land army if you can get to Conjure 8 before anyone else.
Rick, all I can say is try this in MP. I like Oceania as well - but no one I know suggests its competetive MA.

A few problems: You lose to R'ylleh. You don't have the astral income to support acashic record. You cannot count on mercenaries MP. You will not win the research race to Con-8 before other nations.
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