MagisterCultuum
Great Sage
Actualy, I don't think that Lizzie lairs were ever explorable. I didn't run into any dens, but barrows certainly work.
Its working fine for me. Of course, I don't think it is updated to the latest version of Explorable Lairs. We really need to convince Vehem to update to the latest versions of all the modmods he has included, especially xienwolf's xml modcomp. Then he can get around to adding UnitStats and FFHBUG (so I can steal his DLL for my modmod)
Edit: well, it works for lairs but not tribal villages. Was that how explorable lairs was several versions back? I don't remember.
Latest version includes an option in settings.py to make goody huts act as default (mostly, they don't pop when culture runs over them, but you can op that they pop when you step on them with normal results.)I actually wouldn't play it if it contained the latest version of Explorable lairs. I like the goodie huts the way they are.
Latest version includes an option in settings.py to make goody huts act as default (mostly, they don't pop when culture runs over them, but you can op that they pop when you step on them with normal results.)
That isn't the only reason I don't really like the updated version. Things are just a little to dangerous for my tastes. The regular barbarians are bad enough but alot of the stuff that comes out of your ruins are just to deadly.
Any idea how badly I'd break things if I installed MarnokMod on top of Fall Further? I really like the absolute chaos of the first 100 turns or so, even if a pit beast or two show up![]()
I think "very badly".Any idea how badly I'd break things if I installed MarnokMod on top of Fall Further?
As I spammed just above, you might not get such fierce results in the latest versions on my modmod, but I don't know if Vehem plans to include lastest version and whether the FF version might have more nastiness... it's very customizable!I really like the absolute chaos of the first 100 turns or so, even if a pit beast or two show up![]()
You guys that just updated and can't get the Lairs to work are falling victim to a file that is installed in the wrong folder on one of the earliest versions. Do a clean installation of the latest version and you should be set.
Hellfire improvement isn't spawning, through AC or spell.
is this intentional? if so, could you get rid of/change the description of/change to a new spell the hellfire spell?
Can't find it in there...
So, okay, maybe I'm mixing stuff I read in Marnok's own thread with stuff I read here, so...
1) What should happen when I move a unit on a Village?
2) What should happen when I move a unit on a Skeleton Lair?
3) What should happen when I move a unit on a Lizardman Lair?
I have been able to explore Skeleton and Lizard-Lairs... Villages, however, have not been acting how they were described to act in the mod!
Raize said:Hey...
Playing as the Kahdi, there's no way to get rid of a religion when it gets into your city. Hyborem's whisper can thus completely shutdown your progression towards the Tower of Mastery (by stealing the city away.)
Could the Kahdi gain an Inquisition-type unit?