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Re: Endgame Diversity Mod - stable version (v1.1) released
As Corwin pointed out (thanks Corwin!) the version number of v1.1 was still listed within dominions as v1.04. I've fixed that now in the attachment to the first post. The error will not cause any compatibility problems as I understand it - if different players in the same game have the mod with or without the fix then I think they will still be fine.
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Re: Endgame Diversity Mod - stable version (v1.1) released
Regarding the kraken: It's not messed up! I specifically said in the changelog that I knew people would think it was odd, but thematically I liked it, "so there". I have not taken account of the blood in the balancing - if it were to be removed the Kraken would just be W3E1, so you shouldn't consider it to be losing out by having the blood. It's a purely thematic bonus.
I like Wrana's quote: Quote:
While the B1 is indeed likely to be fairly useless, I would be surprised if Krakens don't end up seeing a fair bit of use coming to the surface with Amulets of the Fish. Maybe some clever person will find a way to make good use of the B1 (reverse communions seem like a promising option). Or maybe not, in which case never mind. Oh, finally: Finalgenesis was firmly on the wrong track! Tentacle porn though, seriously: what's that all about? |
Re: Endgame Diversity Mod - stable version (v1.1) released
It's apparently a historical cultural thing for Japanese, which contains many interesting and overlooked quirks.
For example, did you know that samurai kohei (Juniors) are encouraged to have "intimate" relationships with their seniors? It's not as simple as that but it gets the idea across... That's only one of many, and one of the milder quirks. I'll also raise the point that the Kraken <> virgin connection as imagined by the Japanese has more history then Cthulhu. Seriously, what's a kraken going to do surrounded by virgins on the battlefield? :D Sacrificing them in a bloody frenzy isn't all that much better in my mind, messier in fact! P.S. I'd go all the way and give kraken seduction. |
Re: Endgame Diversity Mod - stable version (v1.1) released
Please, can anyone point me at downloadable 1.04 version? I need it to continue a MP game after a computer problem.
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Re: Endgame Diversity Mod - stable version (v1.1) released
3 Attachment(s)
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Edit: Maybe llamabeast will attach these to the OP as well if he spots this post, so that there is a complete mod history easily available for those who need an older version for whatever reason. |
Re: Endgame Diversity Mod - stable version (v1.1) released
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:D |
Re: Endgame Diversity Mod - stable version (v1.1) released
That's not really feasible calahan. There's an attachment limit (I believe the limit is 4) that he would quickly run into, unless he wanted to keep the version history for just the last few versions.
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Re: Endgame Diversity Mod - stable version (v1.1) released
Thoughts:
if you make more endgames units, how about some that are not so geared towards SC or thugs? Other ideas might be: Leprechauns: (Gold generators?) Gem generators: Magic Path Diversifiers: Ie., Perhaps you could hire masters of the alchemical orders? Units that DomKill? Perhaps one called The False King, that has powerful dom kill ability. Also perhaps Hierophants that have significant H scores, and perhaps the ability to heal? Random thoughts: A wizard that autocasts the spell that summons Carcator. I'd also like to see a unit based on mossbody... |
Re: Endgame Diversity Mod - stable version (v1.1) released
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But False King is an excellent idea. He may also be a thug, though not an SC, I think. Hierophants I'm not so sure about: to not make an advantage of nations with good priests negligible, they should be high-research or costly, but this would make them mostly unusable... :( |
Re: Endgame Diversity Mod - stable version (v1.1) released
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Don't use mods that often myself, so not sure how other mods deal with previous versions. I know QM tends to create a new thread for each CBM release, but that's probably a special case. |
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