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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old July 17th, 2010, 12:12 PM
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Fantomen Fantomen is offline
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

I am currently using the great kraken as a means for a land nation (LA caelum) to get a foothold underwater. I think a lot of land nations are going to have spare water gems left simply *because* they aren't water powers, and therefore won't use them much.

Suddenly this pile of water gems become useful when going underwater, just get a watermage, take a water province, cram out some krakens and you have yourself a pretty good start.
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Old July 17th, 2010, 12:53 PM

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

I thought I would use water gems for grendelkins. But indeed I should have used them for krakens instead. I just thought the grendelkins were worth something, which I don't think they are.
Water nations will also match your kraken with 2 of their own, so I'm not sure it helps land nations in any way. Troll kings have the good idea of being summonable from land for instance, and seem a better deal until you've got an underwater lab, which can be problematic in itself.
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Old July 18th, 2010, 05:11 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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I thought I would use water gems for grendelkins. But indeed I should have used them for krakens instead. I just thought the grendelkins were worth something, which I don't think they are.
Heh, Grendelkins not worth it eh? The single most powerful unit in the mod, and not worth anything?

Sure, if you send them out naked, they get cut up eventually. You don't send them out naked... you send them out fully geared.

Stupid Cesare.
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Old July 18th, 2010, 11:20 AM

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

Your supposition that someone would send grendelkins naked anywhere is astounding.
Did you actually use some grendelkins, fully kitted, and use them with success?
I kitted some of them fully, and they performed VERY badly.
I will not waste water gems on them, because water gems are better used on getting underwater, with troll kings for instance.
If I want an SC, I'll stick with Tartarians. They are cheaper and pften have useful magical paths, don't need as much in terms of elemental resistances or reinvigoration, are neither much harder to research nor to cast.

Did you actually use them in some game? Did they perform well? Were they cost-effective? How do you feel that they can't swim? Did you try to send some of them underwater just to see how they crawl down there to the point of being unable to even reach their opponent before routing and dying?

And please don't insult people.
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Old July 18th, 2010, 03:07 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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Originally Posted by LDiCesare View Post
Did you actually use them in some game? Did they perform well? Were they cost-effective? How do you feel that they can't swim? Did you try to send some of them underwater just to see how they crawl down there to the point of being unable to even reach their opponent before routing and dying?
I've used them to great effect, but I have not tried to take them underwater. Are your statements based on how the unit performs in general or *only* how it performs underwater?
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Old July 19th, 2010, 03:41 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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And please don't insult people.
"Stupid" is actually a term of endearment that I occasionally use

And yes, I was speaking of them on land. They should not go into the water, which is sad. It seems thematic for them. I really wish they had the amphibious tag.
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Old July 19th, 2010, 10:55 AM

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

Quote:
"Stupid" is actually a term of endearment that I occasionally use
Sorry, this was not obvious. A smiley then would have helped.

Yes, they are great on land, but given the water gems cost, I have a real issue about summoning them versus using the water gems for something else.
If underwater is not an issue, then they are great.
If water nations exist, I feel the mod overall makes it even harder to get down there, due to krakens on the one side, which are way easier to spam for water nations than land nations, and grendelkins on the other, which are going to disrupt your spending of water gems towards something that's mostly useless underwater.
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