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  #31  
Old December 16th, 2004, 08:37 PM
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Default Re: Patch \'n mod

Oh, yes they do work. It was just a sudden thought i got.
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  #32  
Old December 16th, 2004, 08:39 PM
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Default Re: Patch \'n mod

Quote:
Kristoffer O said:
> You MISCREANT! If with enough faith you can tell mountains to lift up.

No you can't. They'd stare at you as if you were stupid. Mountains are very good at that.
Omigod, what a shocking revelation! Could Jaysus be that wrong?
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  #33  
Old December 16th, 2004, 08:52 PM
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Default Re: Patch \'n mod

Quote:
Kristoffer O said:
Oh, yes they do work. It was just a sudden thought i got.
Sitesearching + Clamhoarding with them is imo probably rather difficult compared to the other 2 underwater nations .

Imo they are like an underwater pangenea new age , but way cooler
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  #34  
Old December 16th, 2004, 10:24 PM
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Default Re: Patch \'n mod

Quote:
Kristoffer O said:
> You MISCREANT! If with enough faith you can tell mountains to lift up.

No you can't. They'd stare at you as if you were stupid. Mountains are very good at that.
Mount Rushmore is the only mountain in the USA capable of staring - perhaps the mountains in Europe are different?
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  #35  
Old December 16th, 2004, 11:44 PM
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Default Re: Patch \'n mod

they stare, just very slowly
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  #36  
Old December 17th, 2004, 12:33 AM

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Default Re: Patch \'n mod

It's very interesting that Oceania is implemented as a mod (Oceania is spelled wrong on the web page btw). I'd bet it's to preserve compatibility with ongoing games. Currently, I see few (no?) MP games that are played with purely modded nations (except for that only modded nation game of course), so I wonder if this addition would make modded nations show up more frequently in MP games.
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  #37  
Old December 17th, 2004, 02:02 AM

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Default Re: Patch \'n mod

Oceania seems to have the national heroes of Atlantis, which is pretty unthematic...
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  #38  
Old December 17th, 2004, 03:47 AM
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Default Re: Patch \'n mod

Good point Jurri. I think there is a #nonationalheroes command available in modding. I'll take a look. You can probably do it yourself as well. There are no heroes made for Oceania yet.

> I'd bet it's to preserve compatibility with ongoing games.

That's part of the deal. Another part is that some features were difficult to make as a theme. There are more restrictions on themes than on modded nations. As we are making an overhaul of the nation/theme system in dom3 it would be quite bothersome work on another theme remake just for dom2.
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  #39  
Old December 17th, 2004, 04:12 AM
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Default Re: Patch \'n mod

Quote:
Kristoffer O said:
Good point Jurri. I think there is a #nonationalheroes command available in modding. I'll take a look. You can probably do it yourself as well. There are no heroes made for Oceania yet.

...
Yes, #clearheroes. Or if you want to do a lot more work, you can mod each of the unit numbers of the nation's heroes, like I did in my Amazon Empire mod. Hardest part of that is needing to make image files for the hero units.

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  #40  
Old December 17th, 2004, 07:45 AM
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Default Re: Patch \'n mod

Nice mod!
The replacement nation does indeed seem quite powerful; sirens are an excellent touch, and also happen to be an easy way for Oceana to expand in coastal provinces early-game. What is interesting about them is that if they fail to lure an enemy commander, nothing happens! It is a "no-risk" assassination attempt. That seems pretty tough. Methinks almost a wee bit too powerful.

I like the fact that the underwater units all have strat-moves of 1 -- finally!

I think Oceana is certainly more interesting and powerful, at least at first glance, than Atlantis. Water and nature, what an interesting combo!
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