Getting rid of treasure chests.

King Doom

Chieftain
Joined
Mar 23, 2008
Messages
30
How do I do this? I'm sick and tired of being unable to defeat a faction because they managed to get an event that spawned a treasure chest on top of a mountain in a one tile wide island surrounded by ice. Seriously, it ruins what is otherwise an extremely fun game when you need to spend three hours using the world editor to comb the map for the bloody thing and I'd very much like to never ever need to do that again. If I've wiped out his armies and taken every city he has, Auric should not be able to go and hide in a treasure chest and keep spamming me with 'LETS BE FRIENDS OKAY?' messages.
 
well..
remove the "kill all units" option. and be satisfied with the "kill all cities".

On the other hand, I'd like to be able to see/find other's people treasure chests...
maybe with a "dig" spell usable anywhere... but doing nothing if there are no treasure chest on the tile (or maybe surrounding tile)

+ maybe a little something when you killed the last city of a civ : a city spell to launch that show you where there are some treasure chest of said civ... precisely, or only roughly... 'like the map you get when you have an "villager gave you a map" and the treasure chest is somewhere on that place.
 
Worldbuilder is pretty much the only way to remove them, unless you get a flying unit and run around collecting them normally. It helps if you know where to look; most of them will spawn on the smallest island available or in the polar regions.

The Lanun world spell will kill most of them, though I don't think that's practical.
 
normally you can't see and can't take a lone treasure chest lying there from another civ.
i tried to take them by WB-giving perfect sight to my unit but to no avail.
 
well..
remove the "kill all units" option. and be satisfied with the "kill all cities".


Treasure chest keep players alive in the same way as forts.

Except that you can't remove them without using the WB.

Which is the reason why I have never won a Conquest victory in a multiplayer game.


+Treasure chest from events are bugged making it nigh impossible to find them (and certainly not worth the effort.)

Please either fix those bugs or tell me how to remove them from the game altogether.
 
There's a difference between getting rid of Treasure Chests and making the code work properly. Maybe when you capture the last city any treasure chests could revert to your control ("Say boss, lookit this trezhjur map wot we found in dere throne room!")
 
Jabie has a point...
 
I really dislike this event, personally. I'm not aware of any way to mark or remember the location that chests spawn, so I have literally never gone to hunt one down. Not that I would anyhow, since it would require briefly emphasizing seafaring long enough to build an exploratory navy that can survive the journey.

Maybe I'll like it more once the AI improves at seafaring, making ocean voyages something to prioritize again.
 
I really dislike this event, personally. I'm not aware of any way to mark or remember the location that chests spawn, so I have literally never gone to hunt one down. Not that I would anyhow, since it would require briefly emphasizing seafaring long enough to build an exploratory navy that can survive the journey.

Maybe I'll like it more once the AI improves at seafaring, making ocean voyages something to prioritize again.

I thought the real problem was not the AI, but the kelps that are everywhere and slows your units terribly and the sea creatures.

As for what I've heard, the developer team refuses to deal with the seafaring issue till 1.5 version, which would come the next year, hopefully.

About the event: It was hardly useful, even in base FFH sometimes the only thing you got from the chest was a poisoned or a bad event. Just was worth it if you were going to there BTW.
 
I got Arcane Lore from it, pretty rewarding I'd say.

I'd rather research KotE, a school, and Sorcery than Fishing, Sailing and Optics to develop a reasonable navy and divert production in a coastal city away from producing useful things like growth buildings or land units. Even if it does mean a shot at a late-game tech.

Let's not forget that by the time you've done all that, how do you remember where the chest spawned? (seriously, if there's a way, I want to know :p )
 
Yeah; chests should definitely be revealed/marked somehow, instead of just an indicator showing 'there's a chest somewhere off that way'. Even if they needed to go ahead and give chests vision, that'd be better then the current state, where the event is nothing but an ominous warning of unavoidable glitches to come.
 
Chances are you've got a mana node or two in your borders by the time you get sorcery, and being Amurites, you will definitly get sorcery at one point. All you need to do is get a water walking mage, no need at all for the naval techs. And even then, most of the time there's no deep sea between the island and the mainland, so you can just use galleys.

As for remembering it, it had spawned just above another civ, so twas a bit easier for me to remember where it was exactly. But, afaik, isn't there an option to put markers on a tile when you zoom out to global view? Though I think you can't use it on unexplored tiles.. Hm.
 
You could just go the route of Equipment Promotion based chests and have them all belong to the Barbarians, but be able to be opened by anyone. I think however the event based Chests can ONLY be opened by the guys who got the event, so that would change how things work.


Chests don't have vision because they were granting contact with distant civs before you could cross oceans, and other such unintended benefits due to the vision.

You could create a PyPerTurn promotion which auto-kills any chest when the owning player has 0 cities. Wouldn't trigger till the next turn, but at least it'd work better than perma-life.


You can mark any tile from any view, CTRL+L if I recall correctly.
 
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