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  #1  
Old September 28th, 2010, 06:53 AM

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

Sounds to me like you haven't got all the images in the right place. You need to extract not only the .dm folder, but all the images, which should be placed in a subdirectory called "diversity" within the mods folder. This should happen automatically if you extracted the zip with directories intact, but being as you're having a problem I guess somehow that didn't happen.
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  #2  
Old January 25th, 2011, 03:16 AM

rcook12a rcook12a is offline
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

I really want to try this mod. I have it all unziped in the Divirsity folder in the Mod folder, but I've experienced no changes. What am I missing? Went through the whole Mod pdf and don't see anywhere where it says how to actually activate a Mod.
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  #3  
Old January 25th, 2011, 03:29 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

In the main menu of the game, go to Preferences -> Mod Preferences, and activate the mods you want
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  #4  
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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  #5  
Old October 23rd, 2010, 04:11 PM

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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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  #6  
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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  #7  
Old December 19th, 2010, 10:08 AM

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

Any reason why the Zmey is only 50 years old? I was quite surprised when BoT started affecting my Zmeys. Is there a reason thematically or is this an oversight?
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  #8  
Old December 19th, 2010, 10:41 AM

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

An oversight, I'm afraid.
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  #9  
Old December 19th, 2010, 09:49 PM

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

Please to be changing to 1337 years old.
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  #10  
Old December 20th, 2010, 01:21 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

How exactly the Wendigo mechanic works? I mean it´s changing stats/size/etc.... would it be possible to use a similar mechanic to allow normal mages to advance to a better/more experienced mage form.... as an example, would it be possible to use the mechanic to make a MA Man Daughter of Avalon to change to a Mother of Avalon after certain number of turns and, afterwards, to a Crone of Avalon?
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