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  #1  
Old November 6th, 2009, 11:27 AM
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Burnsaber Burnsaber is offline
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Default Re: Underwater Gameplay Improvement Mod v0.9

Alright, new version.

This version is fully compactible with the UW changes in CBM 1.6, so no nations should loose boosts because this mod is enabled.

Other changes include:
- "Manual of Water Breathing" and "Troll King's Goblet" made con4 items due to concerns of nature being better for UW access than water.
- "Traverse the Seas" spell made easier to cast
- Troll Ambassador alchemy bug fixed.
- Improved the description on the Ambassador spell
- Increase to KoTR resource cost (to 35 rcost)
- Increased price for the Queens (40 water gems)
- Changed EA Oceania starting gem income to W3N2S1 (from W4N2), should make diversifying easier (it was also odd that site called "Palace of Pearls" gave no pearls).
- Changed EA R'lyeh PD into amphibious units.


If no sudden bugs emerge, this version should be pretty final. I have some ideas for additional improvements, but I'll wait for feedback on how this one works before going for them. If this mod already makes UW nations playable, my work is done (there's no point in messing with vanilla just for the sake of it).

Last edited by Burnsaber; November 6th, 2009 at 11:36 AM..
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Old November 6th, 2009, 03:50 PM

Illuminated One Illuminated One is offline
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Default Re: Underwater Gameplay Improvement Mod v0.9

I noticed just recently but land nations are not able to build castles underwater. This is really a bummer since without Kelp Fortresses there might not be really many castles to take. In any case it still encourages ignoring the uw nations for the first half of the game.

Also, what is the advantage of a RoWB over a sea kings goblet? Both cost the same (And seriously who would attack an uw nation before he has const-4?).
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Old November 6th, 2009, 04:19 PM
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Default Re: Underwater Gameplay Improvement Mod v0.9

Quote:
Originally Posted by Illuminated One View Post
I noticed just recently but land nations are not able to build castles underwater. This is really a bummer since without Kelp Fortresses there might not be really many castles to take. In any case it still encourages ignoring the uw nations for the first half of the game.
I know, but unfortunately that's not moddable. Well, it's not like you could recruit anything new.

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Originally Posted by Illuminated One View Post
Also, what is the advantage of a RoWB over a sea kings goblet? Both cost the same (And seriously who would attack an uw nation before he has const-4?).
I assume that you Manual of Water Breathing? In the previous version, MoWB was con 2 while SKG was con 6. This sort of made nature better for UW access than water (with the prevelance of indy N shamans). Now the option is there (if you don't have W mages, for example), but you should thematically use water UW breathing items over nature equivalents.
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