Explorable lairs... Fury road

thomas.berubeg

Wandering the World
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Aug 21, 2006
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In marnokmod, a Fall From heaven modmod, Marnok has coded "explorable lairs."

http://forums.civfanatics.com/showthread.php?t=277098

Whenever a Unit steps on a lair (or ruin, in Fury ROad) it gets the chance to explore the lair, with a random result, from releasing barbarians, to giving promotions, units, or gold...

i think this would be a good addition to Fury Road.
 
In version 0.6 I have something similar to this, but *much much* smaller. Please see the cargo trucks thread for a little more information.

I have not read through the entire 200+ posts on marnokmod yet, I will soon. Do you know offhand, does the AI spend effort to explore lairs? I can't see a way to make that happen without getting into the guts of the C++ AI. So far my "unique items found in ruins" pop up completely randomly, so the AI is *not* at a disadvantage at finding them.
 
I am not sure where the real advantage of those explorable lair is over the normal goody hut system is (Where you can pop gold, tech, xp or settlers as well, and it seem to be customizeable to some grade - David already has a "unique" Refugees hut result...).
And we know tha the AI will make effort to explore and collect normal goody huts. (Which btw are gone after like first 20 turns, so any bigger effort here seems a bit wasted to me)
 
marnoks mod is really cool, it definitely is worth looking into it, but i dont think it is highest priority.
But to some extend the post apo setting is very good for "events" and flavor stuff.
 
In version 0.6 I have something similar to this, but *much much* smaller. Please see the cargo trucks thread for a little more information.

I have not read through the entire 200+ posts on marnokmod yet, I will soon. Do you know offhand, does the AI spend effort to explore lairs? I can't see a way to make that happen without getting into the guts of the C++ AI. So far my "unique items found in ruins" pop up completely randomly, so the AI is *not* at a disadvantage at finding them.

The AI does spend the effort to explore (though I think it is part of the C++.)

You'de have to ask Kael, but i think that the AI seaks out Lairs to destroy them, but when it gets on top of them, finds that it cannot destroy them. however, it then has the "explore" spell available. IIRC, the AI automatically casts any available spells.
 
I think doing exploration of the ruins, to find neat stuff, definitely fits the theme. I will investigate more once the combat system stabilizes out.
 
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