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July 13th, 2010, 08:46 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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Re: Endgame Diversity Mod - stable version (v1.1) released
Quote:
Originally Posted by Diabl0658
Is the kraken supposed to kill himself with his own poison? Because this is what is happening.
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It happens with kraken Pretender, actually, and the Kraken in this mod is copied from it. So just make Snake ring for your kraken. 
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July 13th, 2010, 09:32 AM
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Second Lieutenant
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Join Date: Jun 2009
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Re: Endgame Diversity Mod - stable version (v1.1) released
Yeah, but that costs extra gems and takes up another misc slot(you know, beyond the Amulet of the Fish you already needed).
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July 13th, 2010, 04:08 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Endgame Diversity Mod - stable version (v1.1) released
Yep well, I just copied the original kraken pretender, as Wrana says. Presumably it's deliberate that it has some vulnerability to its poison? The correct solution in my opinion is not to give it snake ring, but to give it regeneration.
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The Following User Says Thank You to llamabeast For This Useful Post:
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July 14th, 2010, 07:34 AM
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General
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Re: Endgame Diversity Mod - stable version (v1.1) released
I'd like to see that changed for the pretender. It's not much of a limitation, but it's very annoying, especially for early expansion.
And so very unthematic. How can you take a seriously a god who routinely poisons himself?
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July 14th, 2010, 05:09 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: Endgame Diversity Mod - stable version (v1.1) released
Quote:
Originally Posted by thejeff
And so very unthematic. How can you take a seriously a god who routinely poisons himself?
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People took Socrates seriously, and he only had to poison himself once! If you do it on a monthly basis, it's a guaranteed way to get worshipped as a living deity. 
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The Following User Says Thank You to Gregstrom For This Useful Post:
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July 18th, 2010, 06:27 PM
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BANNED USER
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Join Date: Jan 2009
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Re: Endgame Diversity Mod - stable version (v1.1) released
Quote:
Originally Posted by Gregstrom
Quote:
Originally Posted by thejeff
And so very unthematic. How can you take a seriously a god who routinely poisons himself?
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People took Socrates seriously, and he only had to poison himself once! If you do it on a monthly basis, it's a guaranteed way to get worshipped as a living deity. 
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I used to poison myself almost daily and managed to attract followers with almost every poisoning, sometimes even more than one at a time. 
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July 14th, 2010, 05:19 PM
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Second Lieutenant
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Join Date: Feb 2007
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Re: Endgame Diversity Mod - stable version (v1.1) released
Why no fortune telling ability for the octopus, sorry, kraken ?
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July 14th, 2010, 06:02 PM
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Major General
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Re: Endgame Diversity Mod - stable version (v1.1) released
Quote:
Originally Posted by Digress
Why no fortune telling ability for the octopus, sorry, kraken ?
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(1) Its not German
(2) Its not an Octopus, its a Squid!
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July 14th, 2010, 06:48 PM
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Major General
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Join Date: Sep 2006
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Re: Endgame Diversity Mod - stable version (v1.1) released
Its Welsh, just lives in Germany, thats why its called Paul the pysic squid. Still, obviously all squids/octopus should have fortune teller abilitys because you or I could never predict 7 football results in a row at a world cup.
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July 16th, 2010, 03:31 PM
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Captain
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Join Date: Apr 2004
Location: France
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Re: Endgame Diversity Mod - stable version (v1.1) released
Ok. I'll ask a silly question about the Kraken.
As far as I understand it, its only role is to make it even harder for land nations to go underwater, isn't it?
I mean, it's easy to summon by water nations. They have tons of water gems, and underwater labs that are easily defended in forts they can build.
How can a land nation summmon one?
First, the land nation must get underwater.
Second, it must build/get a lab there.
Third it must have enough gems and the mages needed.
Krakens are great underwater. They are powerful, regen like hell when given a ring, and have magic paths to help themselves. Only underwater nations can summon them en masse and easily.
In my opinion, the barrier between land and water is the single most annoying feature if Dominions, and krakens just make that worse.
I'd suggest removing them from the mod or providing an amphibious unit that can be summoned only from water and/or one only from land (read Grendelkin).
(But then, I should probably stop playing games with water nations.)
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