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May 31st, 2009, 03:15 AM
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General
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Join Date: Mar 2007
Location: Japan
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Re: OEM - Oceania Enchanment mod v0.7
In any case, all joking and wingeing and moaning about R'lyeh aside, I really appreciate the beautiful work you've done here for Oceania, Burnsaber. Thanks!
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http://z7.invisionfree.com/Dom3mods/index.php?
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May 31st, 2009, 03:25 AM
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Join Date: Oct 2006
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Re: OEM - Oceania Enchanment mod v0.7
Yeah, you're doing great work, Burnsaber. Oceania has always been one of the least interesting Nations for me, but you've done a lot to turn that around.
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June 1st, 2009, 02:22 AM
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Join Date: Oct 2006
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Re: OEM - Oceania Enchanment mod v0.7
Anything can happen, ofcourse, but are the two Nations reasonably balanced against one another?
This is a bigger issue than with land-based Nations, don't forget--there's little opportunity for the classic "dogpile strategy" that is so often brought up when balance issues between Nations are debated.
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June 1st, 2009, 10:26 AM
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Join Date: Oct 2007
Location: Poland
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Re: OEM - Oceania Enchanment mod v0.7
Problems with uw playing are:
1. It's a blitz game, mid and late game performance of a nation does not matter, as you have 2-3 provs between your caps and war is over withint 15 turns max. No room for fancy tactics, just brutal power + luck. So awake pretender + stronger troops. That's why Atlantis sucks [+ no N for them + pathetic magic diversity]
2. Temp scales don't matter, you just take Cold3, which is stupid.
3. Free forts for OCeania [no N for Atlantis, dunno about R'lyeh].
4. Extremely pathetic indie mages with almost no magic diversity, so you are stuck with paths from your pretender [and you usually need him awake, so much less].
5. Really low admin in forts, hard to make resource heavy troops [which usually suck anyway].
6. Too hard to get on land, too hard to get into water. It's liek 2 separate games, but one is without winner.
7. Too many nations have really really really really bad heroes. Does any water nation get anything decent? I think that some heroes should be totally removed or replaced with much stronger version [I think C'tis is best example, when 'hero' means just a weak guy with no magic and just Valor bonus].
8. Movement - some should really have mapmove 2 uw. Probably just a small part, but we all know that fish and squids can get really good speed. So Krakens could do so here too. And that stupid 'feature' of reduced movement for flying units uw.
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The Following User Says Thank You to Zeldor For This Useful Post:
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June 1st, 2009, 06:49 PM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
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Re: OEM - Oceania Enchanment mod v0.7
Quote:
Originally Posted by Zeldor
7. Too many nations have really really really really bad heroes. Does any water nation get anything decent?
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Actually EA atlantis gets a really awesome hero. A BK with W3N2 and a forge bonus 25, so acess to N and an amazing clam forger (for better or for worse.) but in general, your right
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June 4th, 2009, 03:05 PM
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Colonel
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Join Date: Jun 2007
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Re: OEM - Oceania Enchanment mod v0.8!
Ok, updated version before I start working on the UWGEM (Underwater gameplay enchanment mod).
Changes
-- Wave knights are now your land recruits, they are elite heavy infantry with resource cost sliced in half (since their equipment is not forged, but traded for), but are more expensive to compensate.
-- Coming of the Flood now gives less elementals
-- Improved & typo fixed descriptions, especially on heroes.
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