Fall Further - The Original Thread

Also, it wouldn't hurt to have a few city ruins spawn on the starting map, representing cities long since fallen.

I really like the idea of explorable ancient city ruins. And btw: FlavourMod already puts some ruins on the map. At the moment I'm only using them as a surrogate for destroyed fortresses but it should be easy to put some more ruins on spots where you would usually found a city.
 
If you actually built a city on top of an unexplored ancient ruin (provided you could), you would end up with a living city that still spawns some random (unfriendly) creatures in adjacent squares. Then, you'd need a exorcist to the rid of the ghouls and ghosts plaguing the countryside. Sounds like Poltergeist's buried graves. . .

"They're ba-ack!"

(Okay, I'm just kidding).
 
I've been doing this forever in MIMM/MEM. :p

Aye - I did similarly in a post-apocalyptic mod that a group of us were working on some time ago (which hasn't seen the light of day yet) - but never ported the idea across to FF. In that one, the ruined cities represented rich scavenging grounds and were yield-improvements, but in FF the idea of them being lairs is definitely interesting.

I think the 043 version of lairs is going to be somewhere in between the Marnok version we already have, the version Kael has implemented, and something a bit different. What I have in mind will also allow for ruined cities to yield a different set of results to normal lairs (more so than under the current system) so there can be some flavourful discoveries in the city.
 
It's very easy to implement in FFH because of the spawn on mapgen parameter for improvements (can't remember what it is called off the top of my head). One thing I do like about it is that ruins have special events tied to them so settling near ruins in the early game can result in events that give you extra research. Making them special types of lairs is very interesting, especially with the right results.
 
I thought of something else that might strike your curiosity (interest).

What if a cursed land was created when the map is spawned, like in a desert for example. It doesn't have to be very large. Nothing at first betrays its haunted nature.

Each haunted square has a small chance of generating undead as long as a non-barb unit remains on anyone of them. The longer intruding unit(s) remain in the cursed land, the more powerful the various spawned undead and the greater the frequency of their appearance. Sooner or later, the intruders will get killed. Leave the land untouched for several turns, and the counter "resets" itself back to the "weaker" skeletons.

Somewhere in the cursed land lies an ancient city ruin. It is invisible until the intruding unit enters its square. If the intruder explores the ruin, the entity controlling these undead appears in an adjacent square, along with a "circle of carcer" to emprison it and the intruder (four adjacent squares?). If it is a stack of intruders, only the most powerful unit remains while the others are kicked out of the circle.

If the intruder defeats the entity, the other undead are removed (they find resting peace in the world beyond), and the winner gets some treasure or a special power. A "Good" intruder might lower the AC. An "Evil" intruder might instead gain control of the entity in some way.

To prevent all the undead from overrunning the neighboring lands, they should have a duration of a few turns after they leave the cursed lands.
 
As far as this idea about ruined cities goes, would any of these upgraded ruins be "sanctifiable" by adepts, so as to lower the Armageddon counter? Would kinda stink if your about to sanctify a city but, opse, it upgraded a turn before you got there.
 
I guess "sanctify" should still be an option if you have a fitting adept/priest, instead of going in and checking out what's to be found ;)
 
Does there exist a master list of city names that are preprogrammed for certain FF civilizations? If so, where can I get it?
 
@Rothos:
You can open the file Fall Further 042\Assets\XML\Civilizations\CIV4CivilizationInfos.xml with a text editor and see the city names for every civ under the "<Cities>" headline.
Enjoy!
 
Just besides the important issues, one thing about the upgradable workers.

Since they get experience and promotions, AI players are not protecting them anymore. During war they just continue working, even when I have a huge Army just a tile next to them.

Is there anything that can be done about this?
 
Or deny the AI access to it.

Same issue with automated workers - which I guess are technically "AI workers". Removing the defensive promotions would be easiest in the short term until we can get around to tracking down the relevant AI.
 
Is it not possilble anymore to give away Units to other players?

In our actual hotseat multiplayer game I wasn't able to pass a Mage to my friend who played the Khazad.
I think it should at least be possble to pass units over to an ally (esp. Basium/Hyborem)
 
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