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July 16th, 2010, 04:13 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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Re: Endgame Diversity Mod - stable version (v1.1) released
Well, I'd say the barrier between underwater and land nations is both thematic and interesting to both use and overcome (what I don't like much is how sailing is handled. But so it goes). And getting underwater is quite possible, e.g., through undead thugs & troops. Making krakens isn't easy for land nations, but often possible and sometimes useful. But you can win without them. 
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July 16th, 2010, 06:12 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Endgame Diversity Mod - stable version (v1.1) released
The barrier between land and water is not an issue I've been interested to address in this mod. If you would like it addressed, I suggest checking out Burnsaber's excellent Underwater Gameplay Improvement Mod. As for the kraken, its role is just to add another interesting underwater summon; nothing more, nothing less.
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July 17th, 2010, 12:12 PM
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Major
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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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July 17th, 2010, 12:53 PM
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Captain
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Join Date: Apr 2004
Location: France
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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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July 18th, 2010, 05:11 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: Endgame Diversity Mod - stable version (v1.1) released
Quote:
Originally Posted by LDiCesare
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.
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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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I occasionally post something useful.
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July 18th, 2010, 11:20 AM
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Captain
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Location: France
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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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July 18th, 2010, 03:07 PM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
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Re: Endgame Diversity Mod - stable version (v1.1) released
Quote:
Originally Posted by LDiCesare
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?
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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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July 19th, 2010, 03:41 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: Endgame Diversity Mod - stable version (v1.1) released
Quote:
Originally Posted by LDiCesare
And please don't insult people.
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"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.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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July 17th, 2010, 12:58 PM
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Major General
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Join Date: Jun 2009
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Re: Endgame Diversity Mod - stable version (v1.1) released
Krakens were better when they randomed an X2 sorcery, because it could be used for magic diversity. I wouldn't waste gems on the current kraken.
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July 17th, 2010, 05:42 PM
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Sergeant
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Join Date: Mar 2008
Location: Paris, France
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Re: Endgame Diversity Mod - stable version (v1.1) released
Quote:
Originally Posted by Squirrelloid
Krakens were better when they randomed an X2 sorcery, because it could be used for magic diversity. I wouldn't waste gems on the current kraken.
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Well we'll know soon enough if it's a waste won't we? 
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