... Where has the GM said this?
... Where has the GM said this?
Right here.
Hrm. It must have been swamped in the middle of all this voting.
Which plague problem? We don't have one except we actively get one.I'm pretty sure Bulwark would help with this plague problem...
true why dide we not think aboute it and i did not know the baneling thing...does no one here know how Banelings happened?
Zerg found a mold thingy that could infect them. In a month the mold was adapted to and Banelings happened.
Let the plague happen, Zerg will evolve until it stops being a problem.
I know thats why I picked Dehaka for adaptation/survival. We could probably adapt eventually, but its still a divine plague not a conventional one so I figured best not to take chances....does no one here know how Banelings happened?
Zerg found a mold thingy that could infect them. In a month the mold was adapted to and Banelings happened.
Let the plague happen, Zerg will evolve until it stops being a problem.
Sad to hear that.AN: Gonna apologise for the slow updates. Motivations getting low at the moment for this quest.
Damn. Good picks all around.[] Primal Goblins - A subtype of goblins that will breed true. Far more violent, and competitive, but stronger, tougher, and faster. They are also capable of reasoning, and will be naturally friendly to the zerg. Expect attrition from infighting. Primal goblins are slightly larger than normal goblins and have normal chances of heroic units rather than the rare high goblin chances.
[] Infested Goblin- A subtype of goblins, sort of. Adds the creatures to the swarm completely and totally. They become a new strain that the swarm can use, much like the other strains. This eliminates the problem entirely. You can assimilate more goblins at will, as their lack of intelligence makes them unable to resist the process. Infested Goblins look monstrous, and are capable of horrifically deadly infiltration and ambush tactics.
[] Pack Goblins - Doesn't increase intelligence, but switches goblins to surprisingly friendly behavior. Instead of natural hostility, they need to be provoked. Expect this type of goblins to breed like rabbits and follow 'pack leaders' which can be zerg or assigned people. High Goblins will be less rare, and Pack Goblins will be incredibly deadly swarm type units in addition to their normal sneakiness.
[] Mad Goblins - A bizarre strain that comes from the desire for intelligence. Expect little combat capability, but a propensity for mad flights of fancy. The goblins will die a lot in this breed, but they will discover strange things sometimes too.
Pro-This has the most overall combat potental.
Pro- Potentially one of the best assassin unit due to infiltration and ambush and if in need of more units can just find/breed more goblin to infest.
Pro- High war asset potential because of the rapid breeding. If they can learn to build then great maual labor.
Pro- Tech specialist and can sell said tech for other stuff and can potentially be used to look for weakness if enemy tech and gear.