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  #1  
Old July 13th, 2010, 08:46 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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Originally Posted by Diabl0658 View Post
Is the kraken supposed to kill himself with his own poison? Because this is what is happening.
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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  #2  
Old July 13th, 2010, 09:32 AM

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Default 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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  #3  
Old July 13th, 2010, 04:08 PM

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Default 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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Old July 14th, 2010, 07:34 AM

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Default 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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  #5  
Old July 14th, 2010, 05:09 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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And so very unthematic. How can you take a seriously a god who routinely poisons himself?
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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Old July 18th, 2010, 06:27 PM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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Quote:
Originally Posted by thejeff View Post
And so very unthematic. How can you take a seriously a god who routinely poisons himself?
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.
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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  #7  
Old July 14th, 2010, 05:19 PM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Why no fortune telling ability for the octopus, sorry, kraken ?
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  #8  
Old July 14th, 2010, 06:02 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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Why no fortune telling ability for the octopus, sorry, kraken ?
(1) Its not German
(2) Its not an Octopus, its a Squid!
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  #9  
Old July 14th, 2010, 06:48 PM
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Default 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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  #10  
Old July 16th, 2010, 03:31 PM

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Default 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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