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  #1  
Old October 22nd, 2010, 11:06 AM

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

having tried this mod out now a couple times i say its the best and most imporant mod i ever played with, I would integrate it into CBM, especially seeing that now all games uses both. congratulations!
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Old October 23rd, 2010, 04:11 PM

Kobal2 Kobal2 is offline
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Quote:
Originally Posted by earcaraxe View Post
having tried this mod out now a couple times i say its the best and most imporant mod i ever played with, I would integrate it into CBM, especially seeing that now all games uses both. congratulations!
Heh. Amusingly enough, I reach the opposite opinion from the same ground facts - since most recent games use both without issues, keep them separate. That way, people can enjoy both mods together if they wish to, or vanilla+EDM, or CBM without EDM. All up to the game host & players, their whims and their fancies.
In the words of a Unix sysadmin I used to know : more options good. Fewer options bad.
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Old November 3rd, 2010, 10:47 AM

mehrunes_dagon mehrunes_dagon is offline
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Cool Re: Endgame Diversity Mod - freedom to mountain cyclop!

I've used previous version of the mod in some SP games. This mod together with sitemod brings a lot of diversity.

But i think something must be changed

I think that treant should only be summonable in forest because ancient trees should only live deep in forest. And maybe Grendelkin should be only found in swamps

I am also very sad that in version 1.1 cyclops are not magically diverse and have no fire skill

In previous version, my enemy would not know if he will will be burnt, thunder-striken, trampled or killed by hand of my cyclop. In version 1.1, thunderstriking by cyclop requires both air bag and staff of storms; none of the cyclops can cast magma eruption; lack of fire shield prevents cyclop from becoming good super-combatant

I suggest that cyclop seen in ver.1.1 be renamed to "granite cyclop" and be summonable everywhere on land; stronger cyclop seen in ver. 1.1 (called "Mountain Cyclop" or "Ancient Cyclop") be summonable in mountains

I hope to see the strong cyclop in next version of the mod. If this does not happen, i will probably fork the mod
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