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  #311  
Old June 29th, 2010, 03:47 PM

llamabeast llamabeast is offline
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Default 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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  #312  
Old June 29th, 2010, 03:54 PM

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Default 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:
The more appropriate response would be "think AD&D". There, based on some mentions of "Kraken cults" in Cthulhu mythos, krakens were encouraging worship of themselves and accepting blood sacrifices to themselves. As they were supposed to be clever beings, they must have had some real use for all those sacrifices...
These Krakens are very intelligent, and more, they are somewhat alien, and entirely uncaring for humans. If they can empower themselves through pacts with demons at the cost of human innocence, they will not pause for a moment. Of course, their study of the demonic arts is limited in the water (which is why they are only B1). But they have plans to come to the surface, and one day they will.

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?
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  #313  
Old June 29th, 2010, 04:53 PM

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Default 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? 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.
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  #314  
Old June 30th, 2010, 09:28 AM

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Default 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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  #315  
Old June 30th, 2010, 09:34 AM

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

Quote:
Originally Posted by Numahr View Post
Please, can anyone point me at downloadable 1.04 version? I need it to continue a MP game after a computer problem.
I think these are all the versions of EDM released to date unless I missed one, which is certainly possible. (apart from version 1.1 which is currently attached to the OP)

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.
Attached Files
File Type: zip diversity1_0.zip (379.5 KB, 95 views)
File Type: zip diversity_1_03.zip (379.6 KB, 98 views)
File Type: zip diversity_1_04.zip (379.5 KB, 105 views)
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  #316  
Old June 30th, 2010, 12:26 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Quote:
Originally Posted by Finalgenesis View Post
I'll also raise the point that the Kraken <> virgin connection as imagined by the Japanese has more history then Cthulhu.
Nothing has more history than Cthulhu!! He is eternal! And when The Stars Are Rignt He will awaken and devour you miserable unbelievers!
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  #317  
Old July 1st, 2010, 04:28 PM

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Default 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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  #318  
Old July 2nd, 2010, 08:14 PM

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Default 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...
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  #319  
Old July 3rd, 2010, 10:23 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Quote:
Originally Posted by chrispedersen View Post
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?
I agree with this generally, though current version has some diversification abilities.
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...
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  #320  
Old July 4th, 2010, 07:10 AM

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

Quote:
Originally Posted by rdonj View Post
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.
True, but the attachment limit can be got around (for example) by having the latest version as a separate attachment for easy download, and put all the other versions in a single .zip file. As long as the .dm files have different names for different versions, archiving them should be fine. At least that way all versions will always be available from the OP.

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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