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Old April 27th, 2010, 03:01 PM

kianduatha kianduatha is offline
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Default Re: Underwater Gameplay Improvement Mod- Quickfixes for all

Mmm, I love the new Dagon--early game SC like a Wyrm(not quite as good of course) but has full slots for later. You have plenty of room for scales and a few magic paths to make him terrifying, too.

Incidentally the Coral Hauberk change makes Triton Troopers actually recruitable for UW combat, especially vs someone like R'lyeh. And Shark Knights are downright scary! I actually really like it, because things like Coral Guards for EA Atlantis suddenly have a niche as 19 prot badasses.

EA Oceania has this weird thing going on where it gets two different mermage recruits from its underwater castles right now. Also MA Atlantis has Atlantean Light Infantry recruited from coastal forts when presumably Reef Warriors should be able to be recruited.
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Old April 28th, 2010, 11:59 AM
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Burnsaber Burnsaber is offline
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Default Re: Underwater Gameplay Improvement Mod- Quickfixes for all

Quote:
Originally Posted by kianduatha View Post

EA Oceania has this weird thing going on where it gets two different mermage recruits from its underwater castles right now. Also MA Atlantis has Atlantean Light Infantry recruited from coastal forts when presumably Reef Warriors should be able to be recruited.
Hmm. I removed all traces of the coastal recruitment stuff, but this might be some sort of clash with the recruitment changes of CBM. I'll look into it. Just to be sure, you didn't have UWGIM global + national enabled together or national + CBM both enabled?
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Old April 28th, 2010, 02:22 PM
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Globu Globu is offline
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Default Re: Underwater Gameplay Improvement Mod- Quickfixes for all

Hey Burnsaber, a couple of things.

CBM has that typo "#selectnation31" -- you may want to fix that in your version of it.

And in regard to this:

Quote:
Originally Posted by Burnsaber View Post
Hmm. I removed all traces of the coastal recruitment stuff, but this might be some sort of clash with the recruitment changes of CBM.
I don't think you have -- at least not for Oceania as of v0.91. The code that does all that seems to still be in there:

Code:
-Turtle chief copy

#newmonster 2875
#copyspr 1293
#copystats 1293
#watershape 2875
#landshape 2874
#gcost 30
#end

#newmonster 2874
#copystats 1294
#copyspr 1294
#watershape 2875
#landshape 2874
#gcost 30
#end

-Turtle Chief -> Mermage
-Sea
#selectmonster 1293
#copystats 1415
#copyspr 1415
#magicskill 2 2
#magicskill 6 1
#end
-Land
#selectmonster 1294
#copystats 1416
#copyspr 1416
#magicskill 2 2
#magicskill 6 1
#custommagic 9984 100
#end


[ . . . . ]

#selectnation 48
#clearrec
#addrecunit 1056
#addrecunit 1046
#addrecunit 1291
#addrecunit 1048
#addrecunit 1041
#addrecunit 1043
#addrecunit 1045
#addrecunit 1408
#addreccom 1050
#addreccom 2875
#addreccom 1052
#addreccom 1054
#addreccom 1696
#addreccom 1293
#addreccom 1040
#addreccom 1038
#end

I had removed all this stuff in my own version of CBM long ago and forgotten about it, since I found it screws up Oceania's PD by providing it with a gimped, magic-less mermage. Now that I've been messing around and know a bit more about Dom3 modding, I realize it's probably a matter of the PD 2nd commander not being reassigned to the new unit ID or something, but as it, it does cause that problem. (See attached screenshot.)
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