I've been logging the results of lair/dungeon explorations DURING my game. I find my results with the epic lairs to be very similar to yours, although I am getting about a 60% chance of very bad guys rather than something good.
The regular lairs/dungeons are worse. I am still running about 80% bad results over good. Again, my criterion for a bad result is if my explorer is killed/lost/damaged. Of those 80% bad results a little more than 70% is stuff coming out of the lairs, and of those, 90% are Orc Warriors, anywhere from 1 to 6 of them.
In my current game, I am playing FF+ d'Tesh and they are the supremo explorers. Just build a couple of Scouts and let them go. They are invisible and cannot be killed by the bad results coming out of lairs (although they do get damaged).
I honestly don't see much of a difference at all with units that have the promotions that are supposed to give better results. I always have at least one unit with 2 of the 3 (Adventurer and Courage) as they both come from an explored lair...along with the worthless Valor.
Looking at the results, I cannot say definitively there is a bug, but the results need more variety - too much gold and too many Orc Warriors.![]()
def spellMarnokDungeoneer(caster):
iPlayer = caster.getOwner()
pPlot = caster.plot()
pPlayer = gc.getPlayer(caster.getOwner())
iRnd = CyGame().getSorenRandNum(100, "Primary Dungeon Result List")
iRnd += caster.getNoBadExplore()/2
iDestroyLair=100
if iRnd < 21:
iDestroyLair = MarnokDungeoneerBadRandom(caster)
elif iRnd >= 21 and iRnd < 30:
iDestroyLair = MarnokDungeoneerBigBad(caster)
elif iRnd >= 30 and iRnd < 40:
iDestroyLair = MarnokDungeoneerMonster(caster)
elif iRnd >= 40 and iRnd < 50:
iDestroyLair = MarnokDungeoneerRandomStuff(caster)
elif iRnd >= 50 and iRnd < 65:
iDestroyLair = MarnokDungeoneerCivSpecific(caster)
elif iRnd >= 65 and iRnd < 70:
iDestroyLair = MarnokDungeoneerAlignSpecific(caster)
elif iRnd >= 70 and iRnd < 75:
iDestroyLair = MarnokDungeoneerReligionSpecific(caster)
elif iRnd >= 75 and iRnd < 90:
iDestroyLair = MarnokDungeoneerGood(caster)
elif iRnd >= 90:
iDestroyLair = MarnokDungeoneerBigGood(caster)
def spellMarnokDungeoneer(caster):
iPlayer = caster.getOwner()
pPlot = caster.plot()
pPlayer = gc.getPlayer(caster.getOwner())
iRnd = CyGame().getSorenRandNum(100, "Primary Dungeon Result List")
iRnd += caster.getNoBadExplore()/2
iDestroyLair=100
if iRnd < 21:
iDestroyLair = MarnokDungeoneerBadRandom(caster)
elif iRnd >= 21 and iRnd < 30:
iDestroyLair = MarnokDungeoneerBigBad(caster)
elif iRnd >= 30 and iRnd < 40:
iDestroyLair = MarnokDungeoneerMonster(caster)
elif iRnd >= 40 and iRnd < 50:
iDestroyLair = MarnokDungeoneerRandomStuff(caster)
[b]elif iRnd >= 50 and iRnd < 90:[/b]
iDestroyLair = MarnokDungeoneerGood(caster)
elif iRnd >= 90:
iDestroyLair = MarnokDungeoneerBigGood(caster)
To show a step by step of what i did to try and install.
Step 1: Started FF 050 installer to bts mod folder, ignore inability to read source files,
Step 2: ?????
Step 3:copy pak0.fpk file from FFH to same place (assets folder) of FF 050,
Step 4verwrite art/xml folders with your patch.
yep, you#ve missed something. You need to install the FF patch n, too. then reinstall my unofficial patch.
that's 99,9% not a FF bug, rather a bug/feature of my modmod. You should only have this effect with the defense mastery tech. weird.Thanks Xienwolf. I have one other question. Why are many of my units randomly gaining heroic defense 1? There is no mutate or anything on them, and it will be brand new units starting out with it or older units randomly getting it while just sitting around in cities. This is running aristocracy, consumption, military state and agrarianism as the calibam (had it happen running order, empyrian, and OO, all in different games).
-Colin