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  #361  
Old September 15th, 2010, 10:09 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Quote:
Originally Posted by Finalgenesis View Post
Oh also a minor UI bug:

if there are enough commanders in a province where you can scroll the list up and down, and ember lord happens to be on the rightmost column (and not the 1st row), you cannot scroll the list back up above him, the UI registers the click on the ^ arrow as selecting the ember lord. Of course you can just select another province and switch back.

Great mod btw!
This is related to the image size. The image for the ember lord is actually way to big. 256x256 pixels. And the whole box can be selected. Even the transparent parts. (Sadly, this is an implementation problem I think. (I think the size of the image need to be a power of 2)). The Grendelkin should have the same problem.
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  #362  
Old September 17th, 2010, 08:29 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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Originally Posted by Gandalf Parker View Post
Wouldnt it be generally more useful to edit the test nation on the distributed zip so that the # on each line is something like -- or ~ ?

I would think that most people want it not to show up. And the ones that do want to use it (please dont delete it) are usually more able to edit the file to replace all the ~ with #. Their editor might even support a mass find/replace action.
Couldn't it simply be included as a separate "EDMtestnation.dm" instead?

Would be way simpler to just switch the test nation on and off then.
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  #363  
Old September 23rd, 2010, 09:17 PM

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

i ran this mod with cbm1.6 and it always crashes my game if i try to use a summon.
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  #364  
Old September 28th, 2010, 06:53 AM

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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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  #365  
Old October 22nd, 2010, 11:06 AM

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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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  #366  
Old October 23rd, 2010, 04:11 PM

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

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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.
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  #367  
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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  #368  
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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  #369  
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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  #370  
Old December 19th, 2010, 09:49 PM

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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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