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  1. #1
    selenius4tsd's Avatar Happiness Is A Warm Gun
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    Default Naval mod

    An idea that I had:

    How bout if the game just focused on naval battles, limiting the land battles?
    You could, say, make each faction start off with one settlement, one character (faction leader), and the goal would be to claim the other cities, by sea of course. You would have to be careful, because if your ship sank and your FL was on board, that would be the end for you.

    I have already done a map for this, it is 90% sea with a few small islands in the corners that would have settlements on. I would just like to know what type of features you would want in.

    Selenius.
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  2. #2
    Ludicus's Avatar Comes Limitis
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    Default Re: Naval mod

    Submarines?

  3. #3
    selenius4tsd's Avatar Happiness Is A Warm Gun
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    Default Re: Naval mod

    lol.
    Here are some screens of the map.


    (Still have to fix the radar map.)
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  4. #4
    LuckyLewis's Avatar Loutre
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    Default Re: Naval mod

    haha that would be pretty fun, but would be hard for the ai to actually work on this i think
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  5. #5

    Default Re: Naval mod

    That's a neat idea. You'd have to be careful when transporting troops as well. Imagine something like a storm striking your fleet, just like what happened to the Persians when they invaded Greece.

  6. #6
    selenius4tsd's Avatar Happiness Is A Warm Gun
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    Default Re: Naval mod

    In total there are 80 dots, so thats 80 regions on the map.

    How do you guys want it at the start for each faction?
    -1 settlement
    -1 named character (faction leader)
    -ports already built/not built ?
    -agent limit of 1 for entire game?
    -more?
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  7. #7

    Default Re: Naval mod

    Quote Originally Posted by selenius4tsd View Post
    In total there are 80 dots, so thats 80 regions on the map.

    How do you guys want it at the start for each faction?
    -1 settlement
    -1 named character (faction leader)
    -ports already built/not built ?
    -agent limit of 1 for entire game?
    -more?
    -New unit "marine"?:hmmm:
    -A lot of new naval units?:hmmm:

  8. #8
    vikrant's Avatar The Messiah of innocence
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    Default Re: Naval mod

    from ur screenshots it looks like there is no 'amount of water limit' for campaign map in mtw2 unlike rtw
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  9. #9
    Soulghast's Avatar RAWR!
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    Default Re: Naval mod

    Maybe you should make the islands look more realistic, they look exactly the same now. I don't see much point to this, as MTWII hasn't got naval battles, so the campaign would be mostly autoresolved.
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  10. #10
    Skitz's Avatar Miles
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    Default Re: Naval mod

    yea i agree about changing the islands around a little. as for faction starting postions just put islamic factions at bottom. and northern at top etc etc

  11. #11

    Default Re: Naval mod

    Hey. Doesent this mean that the americas can be on a reasonable distance from europe in a new map?
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  12. #12
    selenius4tsd's Avatar Happiness Is A Warm Gun
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    Default Re: Naval mod

    @ jaklei: It depends on how wide the game can handle the map being.

    @ RTR Fan: The islands can easily be changed, dont worry, I will still change it to more variety. As for there being a point to it, either you like it or you dont.

    @ Skitz: I was actually thinking of making the faction starting positions randomly placed. After all, accuracy is already out the window.
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  13. #13
    thoscme's Avatar Semisalis
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    Default Re: Naval mod

    interesting..
    how amny factions are you planning on using? all of them?
    proud norwegian

  14. #14

    Default Re: Naval mod

    make the island interesting maybe some volanoes? change climates terrain type and enviroment. maybe not make them all same size maybe some islands can hold 2 or three settlements so its not completly naval but still naval based. have some land brides maybe from island to island or man-made bridges, and maybe rivers and lakes. you could also add deep sea and only after you get heavey ships you can cross over that section, changing how some armys will have to travel. And if you really wanna go crazy (not sure if this would work, would need new models and animations (if we get an imp/exp)) you could set up some siege machines that can "swim" and set up so units in camp map can walk on the sea making actual sea battles.

    also adding resources to some island, so some islands are worthless and some are a nice little surprise
    Last edited by Zorgrath; February 05, 2007 at 02:28 PM.
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  15. #15
    selenius4tsd's Avatar Happiness Is A Warm Gun
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    Default Re: Naval mod

    Im actually thinking of dropping this map for another one - maybe it should be a historical atlantic ocean map, with a bit of europe in the corner, sea in the middle, and an accurate america on the west side. What do you think?
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  16. #16

    Default Re: Naval mod

    how will you do factions?
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  17. #17
    GODzilla's Avatar Civitate
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    Default Re: Naval mod

    I'm just curious: What makes you think that the worst part of the game - the super boring sea battles - can make up a mod where players just do one thing: Fighting sea battles?

    No offence meant, really (I often play funmods / maps, like the peanut map for CS lol or tower defense for wc3).
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  18. #18

    Default Re: Naval mod

    i don't get it...

    whats wrong with Europe again?

  19. #19
    Trajan's Avatar Capodecina
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    Default Re: Naval mod

    Moved to The Gathering.

  20. #20
    Brian257043's Avatar Foederatus
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    Default Re: Naval mod

    ive always thought about that. would be so fun.

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