Captain Fail
Chieftain
- Joined
- Jun 18, 2010
- Messages
- 1
Hi!
I really enjoy this modmod, and have been spending far too much time on it as of late...
I've been trying out as many of the civs as possible, and decided to try out a game with the Lanun on a medium and small map. I'd noticed the kelps before of course, but since I mainly played erebuscontinent as more or less landlubber civs (I particularly love the Khazad... tasty gold), but as the lanun they became really, really annoying.
So, to the core of this post: Why does kelp slow my ships to a crawl? Sailing is slower than ground movement, with kelp covering nearly every coast and ocean tile in the whole world by mid-game (on marathon, at least). Naval warfare in general just becomes a pain this way.
Is there a reasoning behind giving kelp an insane movement point cost of 6, or is it an oversight? Kelp grows along the bottom in my experience, and ships could care less about its presence.
If nothing else... is there a way to turn kelp off? I wanted to try out a game as a real backstabby pirate, but it doesn't seem feasible like this.
EDIT: Oh, and on a related note...
I've got a pirate sitting outside another civ's capital, blockading it... and it's raking in 900+ gold every turn. Is this intended...?
I really enjoy this modmod, and have been spending far too much time on it as of late...
I've been trying out as many of the civs as possible, and decided to try out a game with the Lanun on a medium and small map. I'd noticed the kelps before of course, but since I mainly played erebuscontinent as more or less landlubber civs (I particularly love the Khazad... tasty gold), but as the lanun they became really, really annoying.
So, to the core of this post: Why does kelp slow my ships to a crawl? Sailing is slower than ground movement, with kelp covering nearly every coast and ocean tile in the whole world by mid-game (on marathon, at least). Naval warfare in general just becomes a pain this way.
Is there a reasoning behind giving kelp an insane movement point cost of 6, or is it an oversight? Kelp grows along the bottom in my experience, and ships could care less about its presence.
If nothing else... is there a way to turn kelp off? I wanted to try out a game as a real backstabby pirate, but it doesn't seem feasible like this.
EDIT: Oh, and on a related note...
I've got a pirate sitting outside another civ's capital, blockading it... and it's raking in 900+ gold every turn. Is this intended...?