Lair Tweaks based for MNAI 2.5

Horatius

Prince
Joined
Sep 30, 2006
Messages
579
Just a few tweaks for MNAI 2.5 that I made for myself regarding lairs.

The changes are:

- In the first 3 turns of any game (including turn 0) non epic lairs can be explored without consequences: the only result will be "lair destroyed", no good or bad stuff will spawn.
This is so that one can destroy, for example, ruins that are 4 tiles from your first city without fear. The game is more balanced for me this way. After turn 2, normal rules apply.

- Goblin Clan archers will not be placed in goblin forts at the game start but at turn 3. Again, a few turns to destroy the very nearby goblin forts instead of regenerating the map or wasting turns with the settler...

- Lairs cannot be explored if they're inside an opponent borders and you are not at war with him/her: just like during peace you cannot pillage others improvements : they own the plot after all.

- Epic Lairs have a 50%-50% chance for a good or bad result instead of the bad result being the favorite to occur (unless one had a high level unit exploring them).

- Mistform removed from bad lair exploration results (not even a comment is needed for this change).


If someone finds this useful just backup and substitute the respective files at Assets/python (customfunctions.py and cveventmanager.py) and Assets/python/entrypoints (cvspellinterface.py) and use the ones inside the zip below.

EDIT: dang, I can't correct the mistake on the title, lol.
 
Back
Top Bottom