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  #901  
12-10-2008, 04:25 PM
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:
the developers have said that they are all part of the single ‘Outlaw’ species.
Where was that said?
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  #902  
12-10-2008, 06:54 PM
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Prior to your miraculous (and possibly fraudulent) interview, of course.
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  #903  
12-11-2008, 07:52 AM
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OddChat.
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  #904  
12-25-2008, 12:25 PM
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A question about AE: why aren't the Mudokons in the Zulags 1 and 2 blind?
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  #905  
12-25-2008, 04:19 PM
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Purely gameplay reasons. Blind Mudokons make the most sense storywise in the first level, but the most sense gameplaywise later in the game. Someone with a better imagination will have to come up with a good suggestion why the Glukkons have let sighted Muds mine.
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  #906  
12-26-2008, 01:11 PM
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Someone with a better imagination will have to come up with a good suggestion why the Glukkons have let sighted Muds mine.
Do you mean that everyone could see it?
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  #907  
12-26-2008, 05:44 PM
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I mean that I can’t think of an explanation right now.
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  #908  
12-26-2008, 06:43 PM
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I remember reading once, either by Alf or by Max, that the non-blind Mudokons weren't digging for bones, but were digging for other valubles, probably to cover the costs for the mines.
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  #909  
12-27-2008, 04:06 AM
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I remember reading once, either by Alf or by Max, that the non-blind Mudokons weren't digging for bones, but were digging for other valubles, probably to cover the costs for the mines.
I can't understand... help me please...
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  #910  
12-27-2008, 07:52 AM
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I can't understand... help me please...
Suppose you built a mine to harvest Mudokon bones, and then found coal or gold seams in it, now Blind Mudokons are slightly harder to maintain than normal ones, and Glukkons are out to make the biggest profit after all, so the gold and coal etc would be mined by Mudokons who could actually see what they were digging to cut costs, the only difficulty would be ensuring the two groups never met. This would explain the paranoiac security around the place.
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  #911  
12-27-2008, 08:55 AM
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:
Suppose you built a mine to harvest Mudokon bones, and then found coal or gold seams in it, now Blind Mudokons are slightly harder to maintain than normal ones, and Glukkons are out to make the biggest profit after all, so the gold and coal etc would be mined by Mudokons who could actually see what they were digging to cut costs, the only difficulty would be ensuring the two groups never met. This would explain the paranoiac security around the place.
And why in the game this doesn't appear? Why do I see some normal Mudokons digging something that I think it's bones whereas it's something else?
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  #912  
12-28-2008, 02:59 PM
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Didn't the Glukkons get the labor they needed for Necrum mines by getting Mudokens addicted to Soulstorm brew and only giving them more if they worked in the mines? If the Mudokens were all Soulstorm addicts who would do anything for the next can of the stuff, then they would probably dig up their ancestors bones and not think of it as long as they got their Soulstorm, and thus there was no need to blind them. But then again, maybe the normal Muds were digging up something else, I'm not really sure.
So were the sales from Soulstorm Brew not enough to cover the costs of the mine?
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  #913  
01-03-2009, 12:28 PM
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What does the train take to the Slig Barracks? (I'm talking about AE)
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  #914  
01-03-2009, 02:12 PM
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What does the train take to the Slig Barracks? (I'm talking about AE)
Abe.
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  #915  
01-03-2009, 02:35 PM
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HMMMMMMMMMMMMMMMSLIGS?
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  #916  
01-03-2009, 07:01 PM
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Was it a cargo freighter or passenger train? Personally, I don't think the Cartel sees a difference.
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  #917  
01-03-2009, 10:14 PM
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Slig food/pants/parts to make pants?
who knows?
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  #918  
01-04-2009, 02:41 AM
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Bullets. Those sligs are trigger happy!

Or maybe pillows. You never know.....
  #919  
01-07-2009, 07:24 AM
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I think FeeCo Depot is useless for Slig Barracks...
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  #920  
01-07-2009, 07:40 AM
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Sligs do need supplies, food, ammo, equipment... and they probably come to them trough FeeCo trains. So I doubt the FeeCo Depot is useless to them.

  #921  
01-07-2009, 08:12 AM
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:
I doubt the FeeCo Depot is useless to them.
I do it too... now... thank you, Xav
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  #922  
01-09-2009, 11:52 PM
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maybe it is to transport the sligs themselves
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  #923  
01-11-2009, 05:22 AM
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Question: why can't Mudokons jump and roll in the games?
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  #924  
01-11-2009, 06:24 AM
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Do your spend your idle hours thinking of the most mind boggling or laborious questions for us?
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Last edited by Fuzzle Guy; 01-11-2009 at 06:28 AM..
  #925  
01-11-2009, 08:15 AM
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They can... just they don't do it...

  #926  
01-13-2009, 01:01 AM
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Because the coders were incapable of accomplishing a realistic result. Simple. To make mudukons jump independently would of consisted of many, many tests being run at once(I'm guessing) to see if there were platforms above them to grab onto, if there was a platform with a safe landing space, if there was a platform with a place where the mudukon would end up hanging etc. and that could of caused lag. this is, of course, pure speculation. plus mudukons not being able to jump adds to the puzzle aspect
  #927  
01-13-2009, 08:02 AM
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:
They can... just they don't do it...
But why? It would be funny.
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  #928  
01-13-2009, 03:17 PM
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I'm often roaring with laughter when I see a Mudokon take both feet off the ground.
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  #929  
01-15-2009, 01:16 AM
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they can jump, but only when you give them a command when the're "wired" out on laughing gas and maybe when you tell them to work then they're under the hanging ring lever thingys, and they can't grab onto ledges.
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  #930  
01-17-2009, 06:27 PM
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Does anyone know how exactly an octigi takes control of its host's mind?
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