View Full Version : what good are kelp ancients?
parone
May 10th, 2012, 01:50 PM
seriously, what do you use these for? immobile commanders?
Executor
May 11th, 2012, 07:31 AM
Underwater PD 1, well, if you're too cheap to buy some Triton commander.
elmokki
May 11th, 2012, 09:24 AM
They are, unlike triton commanders, also free of upkeep.
brxbrx
May 11th, 2012, 09:56 AM
Is this from a mod?
Soyweiser
May 11th, 2012, 10:09 AM
cbm 1.92. it includes part of the underwater improvement mod.
shatner
May 11th, 2012, 12:32 PM
One quirk of those things is that they can build labs because the unit they are modded from has magical paths which are being suppressed on the Kelp Ancient. There have been occasions where I've really needed a lab somewhere but don't have or want to move an amphibious mage over there, so instead I can burn a single nature gem to summon someone to build it for me and act as speed bump PD afterwards. It's niche but it's something.
parone
May 11th, 2012, 07:42 PM
im relieved to find out that they aren't obviously useful. i thought i was just really dense.
sansanjuan
May 11th, 2012, 09:58 PM
Curious if you were a non-native uw nation (no uw pd available) and cast a few of these, the uw pd ritual would augment this guy. If so, it's certainly an edge case at best. Then again I may just be full of hooey.
ssj
Admiral_Aorta
May 11th, 2012, 10:28 PM
It wouldn't augment it because it's just a unit in the province.
brxbrx
May 12th, 2012, 02:06 AM
cbm 1.92. it includes part of the underwater improvement mod.
Then could we please start marking threads that are concerned with CBM? Or maybe give it its own subforum.
earcaraxe
May 12th, 2012, 05:47 AM
or mark the vanilla ones instead?
Soyweiser
May 12th, 2012, 07:21 AM
Brxbrx, I would love for people to clearly mark if they topic is about SP/MP mods etc. But that is never going to happen. Just be happy we have less subject "question" topics.
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