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  #1  
Old May 17th, 2009, 12:36 AM

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

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Originally Posted by chrispedersen View Post
On my version of oceania - I gave them versions of hurricane, rain, and mist that was more easily castable by them.
Hmm.. Rain & Mist sound like good ideas. Mist especially is helpful against archers, will help somewhat on land. Mind if I steal this?

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As they were shaped in mist, I gave their second shape glamour.
Second shape of what units? mermen? I'm a bit confused.


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And I modded a version of friendly currents autocast by their bishop priest
Not a good idea. At all. Knights of the Deep are pretty ridicilious as they are now, no need to buff Oceania underwater.

3-4 Knights of the Deep + Bishop Fish can obliterate any UW independents, with just a N4 bless to counter poison damage.
A: Steal away - give me a credit in the readme. if you send me a pm with your email address I'll send you what I can dig up too.

B. The second shape I was referring to was their land form.
This, by itself, is enough to make oceania powerful on land.

You do need to change the Oceania text description to introduce the theme of water and mists.

C. I *think* I gave bishop fish a land form as well. I know I made them younger (or increased max age).

The Friendly currents spell was on land. Worked great.

D. I also increased the seduction of the Siren - as I think that had been overlooked in the version of CBM. Making a Siren summoning spell might be thematic (national).

E. Finally I was looking at a spell that would increase dominion by 1 candle. Giving them a unique flavor. I almost got it to work. I had a unit with disease and 1 hp, that spread dominion. A little kludgy.

However the problem was it showed up with a commander, and for some reason the commander wouldn't show up diseased.

But I really liked the idea of adding glamour to oceania - makes it seem very 13th warriorish meets the ocean - pictures of viking warriors disappearing into the mist.
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  #2  
Old May 16th, 2009, 06:23 PM
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Default Re: Oceania - Let's fix it. Mod discussion

Burnsaber, have you thought about adding selkies to Atlantis?

They could be shapeshifters that would actually be stronger (or atleast more useful) on land, since they'd turn into human soldiers, but in the water they'd be either porpoises (not great in combat--capital only?), or human sized otters (maybe an upgraded amphibious summonable holy version requiring Astral/Water and costing astral "clams", that would transform in combat like Mictlan's jaguar warriors).

They might have limited stealth (maybe 5 maximum?), which would go a long way towards enhancing Atlantis, since I don't think any of the UW Nations have stealthy troops, especially ones that can operate on land. This could be balanced by only allowing them to heal while underwater, and giving them Kappa-type fatigue that would keep them close to the shore.
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Old May 16th, 2009, 08:19 PM

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

Selkies would fit nicely into the half-animal-half-man theme of Oceania I guess.
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Old May 17th, 2009, 06:38 PM
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Default Re: Oceania - Let's fix it. Mod discussion

Burnsaber: I'll draw you an otter and a porpoise by this weekend. Not a problem.

I very much like the idea of Oceania being powerful physically in the ocean, and then powerful magically on land (in that they could have additional ritual spells for land, like Hurricane).
'Mist' is another good idea.

Another idea that strikes me as to how to differentiate Oceania would be to base it somewhat on the end of Clash of the Titans, where Proteus releases the Kraken. So maybe give Oceania a powerful amphibious endgame summon that can only be cast on land?

To give you a "for instance", the Cyclops in the Odyssey was supposed to be the son of Poseidon, so maybe something there?
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Old May 17th, 2009, 07:33 PM
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Default Re: Oceania - Let's fix it. Mod discussion

Here's the porpoise:



attack sprite


I'm not sure about the sizing, so if you decide to use this, and if you think it needs resizing, just let me know and I'll fix it.

I hope you'll be able to access these. I tried putting them into a .zip folder, but it didn't work, somehow. So if you need this in a different format, you might need to help me get it set up for you. I don't know why it's being difficult...so I might need a little instruction, if it becomes necessary.
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Old May 17th, 2009, 08:23 PM
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Default Re: Oceania - Let's fix it. Mod discussion

Here's the otter:



attack sprite

I'm thinking maybe otters could be statwise based on wolves? Possibly with claws attack instead of bite, but with less overall damage, and maybe 1 or 2 extra hitpoints.

Otters might possibly also have a slight (25%) cold resistance, because of their fur.
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Old May 17th, 2009, 10:35 PM
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Default Re: Oceania - Let's fix it. Mod discussion

Here's a seal:



attack sprite
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Old May 17th, 2009, 10:36 PM
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Default Re: Oceania - Let's fix it. Mod discussion

Here's a seal:



attack sprite
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  #9  
Old May 18th, 2009, 02:46 AM
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Default Re: Oceania - Let's fix it. Mod discussion

Wow!

Thanks Honeybadger!

I have today and tomorrow off from from work, so I'll probably manage to whip up something.

I've also been toying with the idea of adding scylla-like beasts as national summon. I have a way to tie it to the Dema alliance.
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Old May 18th, 2009, 03:45 AM

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

I like Calchet's ideas a lot. The Nuckelavee in particular would be awesome.

The principle theme of Oceania seems to be half-men, so it would definitely be good to extend that somewhat.

Looking forward to seeing what you come up with Burn!
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