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View Full Version : Underwater Defence?


Thanatus del Dragos
August 21st, 2010, 06:12 PM
How do you mod in Underwater Defence for a new nation that doesn't start underwater. Like what EA Agartha, LA Atlantis or LA Jomon has? Thanks.

Foodstamp
August 21st, 2010, 09:54 PM
You would have to overwrite the nation. The modding commands only allow for underwater PD for underwater nations.

Thanatus del Dragos
August 22nd, 2010, 10:42 AM
Haha, thanks, I tried about half a dozen different commands to get it to work. Oh well.

HoneyBadger
August 30th, 2010, 11:04 AM
I feel it might be more interesting to instead mod in a series of summonables, that could serve as an underwater defense-proxy. Something that would perhaps build up over time (there are some options for this), but that would eat gems, and mages, instead of gold.

Gregstrom
August 30th, 2010, 11:59 AM
Shame that's not possible, though. Well... you can have summonables that kill the caster, thinking about it.

HoneyBadger
August 31st, 2010, 09:39 AM
Oh I didn't mean physically eat mages. I meant you'd assign mages the task of summoning the critters, using up their time, and potentially putting them, physically, in a vulnerable position on the map, until such time as their task was completed.

Nikelaos
August 31st, 2010, 04:48 PM
the problem I see to using summonable alternatives to pd is that with normal pd it would cost more to go from 10 to 11 than 1 to 2, when summoning it always costs the same and there is no limit to how much you could have there. I feel there is a risk of it being abused giving excessive protection for little relative cost.

HoneyBadger
September 1st, 2010, 06:03 AM
Such a thing wouldn't be any more abusable than any other summonable.

If you want to be really harsh, in terms of balance, you could always require multiple one-way shapeshifting, to improve the "PD". Say, 10 rounds of shapeshift, and on the 11th round, the critters sortof "evolve".

It's micro-hell, even for me, but it might be interesting, otherwise.