[to_xp]Gekko
QCT junkie
btw, why no monster-spawning lairs in the ocean? that would be a lot of fun 

[to_xp]Gekko;7350395 said:do they? I'm pretty sure I've read in the changelog that the shipwrecks were explorable but wouldn't spawn monsters. btw, are they explorable by ships or only by flying units? ships should be able to explore them imho, to make them more useful and also cuz it really makes no sense for a griffon to explore something that is sunken![]()
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Anybody got a hint where to start looking for the things that make the lairs tick (in XML / python files)?
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I'd like to see how difficult it'd be to mod the lairs into "mini-roguelikes", of course not with actual maps, just several "levels".
I.e., you start with "explore level I" and then you get either a good or a bad result. Then they switch to "explore level II" and so on.
The "lower" you go, the greater the danger, but also the greater the rewards.
And you'd almost always have a fight of some kind in the first levels, but being the winner would almost always lead to a reward of some kind on a lower level.
Only once you explore the lowest level, the dungeon would disappear.
The typical dungeon would only have an average of three to five levels, but there could be some special ones with many more.
Another idea would be to limit access to "depths" based on unit strength. So a typical Scout could only explore to lvl2 (before being "too afraid" to go on), whilst a Beastmaster could explore down to 7. Some dungeons could be "infinite", i.e. you would have no unit brave enough to explore down to it's lowest levels.
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Thanks.
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rezaf
Isn't it easier to just look at the turn counter before spawning something that can wipe out a civ ?
The hard part is that their isnt a definite line between to easy / challenging / to hard. Some players can handle the early Ogre that spawns, some cant (Ogre's were moved to be a late game result). It depends on a lot of things. It could depend on a few turns.
And maybe the potential to get wiped out is a good thing. If its turn 4 and all you have defending your city is a warrior and your sending units in to explore a dungeon maybe thats just a bad strategy.
Its hard to find the perfect point of risk/reward and at some level its personal preference. But exploring dungeons in the early early game should always be a major risk.
@ Charles: Did you see Kael's posts on the first page of this thread? Should be able to get the gist of it even without speaking python or whatever it is.