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  #1  
Old August 30th, 2010, 05:04 PM

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

Oh, I don't think they're easy to kill with thugs even with the nerf they received. The strength nerf doesn't matter in this situation since if they hit most thugs will die anyway. The -4 to attack they received gives the thug(s) a chance - but I think that usually they'll die anyway since without a damage multiplying weapon they won't be able to inflict enough damage before the grendelkin connects.

We disagree on whether thugs should have a chance against them. I think they should because by that stage of the game all nations can either recruit or summon some kind of thug - but not all nations can field the S magic needed for most of your suggestions. BTW, I'd rather not nerf their MR since that effectively is just a boost to S nations when they face grendelkin.

As far as grendelkin operating solo, I agree with you that they can't really achieve immunity to everthing and also have decent MR, luck and reinvig. But I think this is a good thing and that they shouldn't be able to do that when operating in a solo capacity.

Where I think they really shine (and what I see as their main purpose) is in providing muscle for armies. In that situation you can equip them with 50% resist gear and have your mages boost them to 100%.

I want mention one other notable thing about them - darkvision 75. Unlike most non-undead/demon SCs they won't be crippled by darkness.

All in all, I think the nerf to grendelkin was reasonable and that they will continue to be used. If it turns out they are being recruited less I think a bit of a pricing adjustment would fix that.
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  #2  
Old August 30th, 2010, 04:16 AM
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Fantomen Fantomen is offline
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Shishis are nice raiders, I used tham a lot and I think they're nice and balanced. Actually I'm not sure the attack nerf was even warranted.

Also agree on the grendelkin and roc, I think our dear llama was a bit too quick with the nerfbat in general.
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  #3  
Old September 12th, 2010, 04:02 PM

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

A question, would mechanical giant receive bonus hp from Agartha golem cult?
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  #4  
Old September 14th, 2010, 05:30 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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Originally Posted by Finalgenesis View Post
A question, would mechanical giant receive bonus hp from Agartha golem cult?
Just tested it, the answer is yes. Making it a very viable, and much needed, lightning immune SC for MA Agartha.
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  #5  
Old September 13th, 2010, 08:01 AM

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

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!
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  #6  
Old September 15th, 2010, 10:09 AM
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Soyweiser Soyweiser is offline
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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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  #7  
Old September 13th, 2010, 04:15 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

You can also use the + and - keys to scroll the list of commanders up and down.
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  #8  
Old September 14th, 2010, 11:17 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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.
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  #9  
Old September 17th, 2010, 08:29 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Quote:
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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  #10  
Old September 23rd, 2010, 09:17 PM

TaoCuathon TaoCuathon is offline
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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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