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  1. M

    The future of Fall from Heaven

    I've been thinking, and I want to make a mod for FFH standalone which allows me to put real-world historical empires in conflict with one another.
  2. M

    The future of Fall from Heaven

    thread responses too many - dnr! a. so, no point buying Civ5 then? b. pls make game moddable - because I already want to change the game, even though I have not seen it :) c. nude mod!
  3. M

    MarnokMod

    well what happened is... ... I didn't do anything for ages :( Been a bit busy, this is still on my mind but I can't seem to get enough time to update, test and play. When is Civ5 out?
  4. M

    Bounty Hunter Promotion

    The promo as it works now seems to me more like they are looting equipment from defeated foes. It doesn't feel like "bounty hunting". Bounty Hunter ought to give a bonus vs. heroes, and/or a bonus vs. experienced units, but make the unit go out of control (like enraged) as the bounty hunter...
  5. M

    MarnokMod

    Hi all! First of all sorry I didn't update this weekend, I was busy re-arranging my computer (some new bits, lots of installing, copying etc). Regarding zone of control, it is actually a lot easier than you suggest - there's a facility to call a script function whenever a unit moves near...
  6. M

    MarnokMod

    When I find some time!
  7. M

    Forts?

    In the first grid, the simple check would decide that each of the 'o's was a chokepoint, and that is actually true. A second check might be required to decide whether to build on any one plot, involving borders, also actual plot contents (less likely to build on a resource, more likely to build...
  8. M

    Forts?

    To check for chokepoints, just check the N-S pair of tiles, and the E-W pair. It may not be a useful chokepoint, but if both of a pair are blocked, it should be some sort of bottleneck. No point checking the diagonals or anything else. (Is this right? This is what I am doing, hope it is right!)
  9. M

    MarnokMod

    Well, I'm not going to release the culture-border change things until I am happy. I think actually the opposite of what you describe could happen - you could build a fort to stop rivals exploring, because forts will drop some small culture too. So you can block a chokepoint or surround a...
  10. M

    Can something be done about dungeon spawns?

    Having read all this, I am wondering if I'll try a new approach to Grace in a modmod. Idea : Instead of Grace returning a simple true or false, we have a new value which returns a value from 1 up, indicating the monstrousness of the boss. Let's call it Peril. The Boss tables would be...
  11. M

    Margaland

    Send Naomi Watts out to to an embarrassing and implausible vaudeville act, he will be yours (but it will take twice as long as it strictly needed to take)
  12. M

    Can something be done about dungeon spawns?

    It is easily possible to scale results if you want to mod it. Arrange the monsters spawnable by tier in seperate sub-lists; build the main selection list by combining the sublists. Only combine certain lists at certain times. Already there is a "grace" check, if the game is withing the grace...
  13. M

    MarnokMod

    The idea is that the footprint won't expand further - if you can work fat cross, that's all you get. Again, this is just testing and may be optional, but I prefer it working that way (so far). I need to check mountain range spread and see if I can control it adequately. Just having a...
  14. M

    MarnokMod

    I'll check the txt_keys - I'll make them, and new icons, a priority. Barb-ally civs claiming barb forts - I will have to check if this causes war, but it may be irrelevant. In the version I am testing, claimable improvements will only remain claimed while there is a unit in them. Their...
  15. M

    MarnokMod

    Yeah I was getting bored waiting for .41, so I decided to do the old raindance - if I start work on 40z, 41 will get released in a flash just to annoy me.
  16. M

    MarnokMod

    Updated to patch 'z'. Seemed to work OK for me! I had forgotten the joy of having a "lost" unit unexpectedly survive a lair! No real changes in here yet. I am planning and testing some changes. Some of it just to tidy up messy implementations, as well as some new stuff.
  17. M

    Modders Guide to FfH2

    Taking control of culture spread in cities - has anyone done anything on this? Just to save me trawling through the dll, if anyone already knows which functions control this, please let me know!
  18. M

    Adventurer Kings - thoughts?

    Another thing is, if a player can name heirs in the event that their leader is killed, existing heroes could become leaders. What traits would each current hero have? Harder-to-get units may be better leaders. Perhaps Acheron has amazing unique traits, maybe Brigit is a major leader. Civ Heroes...
  19. M

    Adventurer Kings - thoughts?

    Unless they are upgradable - or have "synergy" promotions so they can gain abilities when they develop a certain tech or adopt a favorite civic, etc. That way they don't start hugely powerful but are still useful. If we had powerful units from the start, this is balanced by the fact that...
  20. M

    Adventurer Kings - thoughts?

    I was surprised too! I wouldn't want to take anything away from thir uniqueness, I think implementing other leaders would be subtly different. Thing is, it would have to be an all-or-nothing deal, so I would need stats (and unique promos etc) for every leader to play around with. Just digging...
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