Vehem
Modmod Monkey
- Joined
- Nov 22, 2005
- Messages
- 3,219
Any ETA on a 0.32g compatible version? Any chance that you'll update to the latest xienwolf xml modcomp and the latest marnok's explorable lairs (and maybe include UnitStats and FFHBUG) when you get the new version ready.
Going to be a slow one I'm afraid - 040 will be the 0.32g release and will include the Austrin, along with as many of the updated components as I can reasonably include in the time. Might be a few days yet though.
Any chance that you'll update to the latest xienwolf modcomp and NOT the latest Marnok's explorable lairs? XD
Sorry, I love explorable lairs, but the latest version seems to have issues with flooding the map with hundreds of barbarians and slowing the game to a crawl... I'm all for including the new tribal villiage and hero mechanics and everything, but do make sure to tweak the barbarian spawn rate so it isn't so insane?
I've been keeping track of that thread and Marnok is still working to get everything balanced nicely. I probably won't be updating that component until he's happy with how it's working.
I love how you've added the ability to toggle each FF civ on and off. Would it be possible to add the same functionality for other aspects of the modmod? (i.e. the worker mod, the alignment mod, and Mardok's mod)
Not easily - I can look into that, but it would be a fairly major design shift (if I'd thought about it in advance, I may have been tempted to do it that way though).