Bradeline's Well

DrPepper836

Warlord
Joined
Oct 29, 2007
Messages
134
Does Bradeline's well actually do anything? I can't find a list of what it does anywhere. It had better do something good, because the game just gave me this:
Spoiler :

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:cry:
 

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It's an Epic Dungeon with only very good or very bad results for exploring it.
 
It should have corn their either. Brandaline's Well is supposed to be a source of Entropy mana.


Epic lairs disappear all to easily. I changed that in my version, but it can still occasionally be removed if when the outcome is placing a cage on the tile and holding the unit there. (I think that is actually a neutral result though, thus it relies on other changes too.)
 
It should be a simple matter of making duplicate versions of each Epic lair and replacing one with the other after exploration. I'm working on a fix right now and I'll report on whether or not it works in a minute.

[edit:] That was a long minute. Here's what I have so far. Tested all 3 of the ground lairs and it seems to work nicely. I also added a duplicate Sacrifice spell so you can still use the explored Pyre to sacrifice angels. The only issues I have right now are the duplicate entries for each lair in the 'pedia, but I'm not sure how to fix them at the moment. Fixed the issue with duplicate 'pedia entries thanks to a tip from Beefonthebone.

[edit 2:] Updated so that explored epic lairs revert to normal when worked and now they provide a yield bonus (and in some cases a resource) during the interim. Aifon Isle and Bradeline's Well now grant mana like the Sepulcher (water and entropy, respectively), but all three will only do so once explored. The Pyre still has mana underneath no matter what.
 
Is there a bGraphicalOnly tag or similar for features? That'd do it.
 
Would that mean that you could only explore it once? That doesn't seem good. It seems like epic lairs should be big enough to keep exploring for a very long time. Of course, I guess deactivating it after a while could make sense, so long as it is no more likely that clearing it currently is.


I prefer never clearing them, but adding a delay of a couple turns so it is a little harder to exploit exploring it every turn.
 
Would that mean that you could only explore it once? That doesn't seem good. It seems like epic lairs should be big enough to keep exploring for a very long time. Of course, I guess deactivating it after a while could make sense, so long as it is no more likely that clearing it currently is.


I prefer never clearing them, but adding a delay of a couple turns so it is a little harder to exploit exploring it every turn.

You can still explore a lair more than once if you didn't get the "lair destroyed" message the first time; that part was there from Marnok's code.
All I did was make it so that when the lair would otherwise be destroyed, it'd leave a placeholder instead.

That said, it would be fairly easy to make the placeholder improvements upgrade back to the real, explorable ones after a given amount of time, like Ancient Towers do now. That actually wouldn't be a bad idea.
 
I'll second MC here, unique features should be explorable more than once and never disappear.

I actually think that ALL lairs should never disappear. I'd rather have a different "cleared lair" improvement appear after you successfully clear the lair, that does NOT spawn units, and reverts back to a normal lair after a while.
 
[to_xp]Gekko;7409164 said:
I actually think that ALL lairs should never disappear. I'd rather have a different "cleared lair" improvement appear after you successfully clear the lair, that does NOT spawn units, and reverts back to a normal lair after a while.

in theory, lairs would be near sources of water, food and shelter, right? So it would make sense that once a lair is cleared, it would be a viable spot as a waystation where travellers can rest etc.

In game terms, it becomes a mini fort with maybe a small defense bonus and increased health regen.

If its abandoned, though, and not in any civ's boundary, there's a chance per turn of it reverting back to a lair.
 
Minor lairs are fine being destroyed. Otherwise they would end up being one more item on the list of things that take away a useful city tile.
As for the epic lairs, I would like to see them stick around. Not for re-exploring though. If it's in your land, more monsters shouldn't be moving in. They should provide a benefit though. I haven't been really paying that much attention to them, but are they still providing bonuses like mana? Seems to me that the ideal situation would be to not provide the mana until they've become explored. That way, you get at least one bonus from the exploration and it continues to serve a useful purpose.

One other thing that I think should be in effect is epic lairs will always spawn at least one bad result before spawning a good one. Seems rather...anticlimactic to gather an army, march over to the lair, and just be given a great sage/etc on the first usage.

Also, fewer events need to be destroying lairs. Anything that withers, diseases, or crazes a unit should not destroy the lair. Stirring up an army is reasonable enough, but I would still prefer that they are only destroyed via an empty lair or finding a treasure of some sort. Would make them more fun.
 
It should have corn their either. Brandaline's Well is supposed to be a source of Entropy mana.


Epic lairs disappear all to easily. I changed that in my version, but it can still occasionally be removed if when the outcome is placing a cage on the tile and holding the unit there. (I think that is actually a neutral result though, thus it relies on other changes too.)

We know. You change everything in your version. However, I do agree with you on that epics disappear all too easily.
 
You can still explore a lair more than once if you didn't get the "lair destroyed" message the first time; that part was there from Marnok's code.
All I did was make it so that when the lair would otherwise be destroyed, it'd leave a placeholder instead.

That said, it would be fairly easy to make the placeholder improvements upgrade back to the real, explorable ones after a given amount of time, like Ancient Towers do now. That actually wouldn't be a bad idea.

I've actually borrowed this (if that's ok?) - seems to work very nicely. I've currently set the "re-explore" timer to 100 turns rather than 30 as the "Big Good" results may be a little potent if you can obtain them that often, but other than that I've used the code as posted. Nice work.
 
I've actually borrowed this (if that's ok?) - seems to work very nicely. I've currently set the "re-explore" timer to 100 turns rather than 30 as the "Big Good" results may be a little potent if you can obtain them that often, but other than that I've used the code as posted. Nice work.
That's totally fine by me. Now that you mention it, 30 turns does seem to be too short. Maybe 60 or 80 would be better?
 
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