I did. and farming is fun... but tedious in the end.. and you'll really need that defensive stack for offensive wars... so it's a trade-off.
Playing multiplayer with a friend. We've found that the major ruins never completely explore? This is somewhat game breaking as with a single strong defensive stack and a little luck in finding one of these unique features, you can repeatedly farm the positive results.
Is anyone else experiencing this issue?
It's not an issue, it's a feature. Some of us really enjoy being able to explore. (By the way, don't play with the Grigori if you don't like this feature -- their heroes will explore automatically within friendly territory if they aren't moved each turn.)
Sorry to hear that it ruins your enjoyment of the mod, but you don't have to explore them, you know. If it's ruining your enjoyment, then show some restraint and don't do it. I've played dozens of games using Magister's mod, and I haven't found the extra exploration to be game breaking.
So this is considered a feature and the unique dungeons are not intended to yield the resource that they list? Sounds pretty wonky to me.
That said, the only reason I play this mod is because of the unbalanced craziness which makes it totally fun. Creating a Luchuirp super capital with the City of a Thousand Slums, Guild of Hammers, and 30 workshops (60 free specialists!) is just *fun*.
You'll get the resource they list when you research the appropriate technology for the mana type (Necromancy, Divination, Elementalism, Alteration, Sorcery).
In the next release, you will be able to prevent other players from exploring any lair simply by keeping a unit fortified on that tile.
Adventurers do not explore automatically within friendly territory if they aren't moved each turn; they only explore non-existent lairs in unowned territory.
I'm not sure what you mean by "not intended to yield the resource that they list."
def reqExploreLair(pCaster, sSpell):
if pCaster.isBarbarian():
return False
if pCaster.isOnlyDefensive():
return False
if pCaster.getSummoner() != -1:
return False
if pCaster.getDuration() > 0:
return False
if pCaster.getSpecialUnitType() == gc.getInfoTypeForString('SPECIALUNIT_SPELL'):
return False
if pCaster.getSpecialUnitType() == gc.getInfoTypeForString('SPECIALUNIT_BIRD'):
return False
if pCaster.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
return False
pPlot = pCaster.plot()
if not pPlot.isPythonActive():
return False
iPlayer = pCaster.getOwner()
if not pCaster.isHuman():
pPlayer = gc.getPlayer(iPlayer)
if pPlayer.getNumCities() < 1:
return False
pCity = CyMap().findCity(pCaster.getX(), pCaster.getY(), iPlayer, TeamTypes.NO_TEAM, False, False, TeamTypes.NO_TEAM, DirectionTypes.NO_DIRECTION, pPlayer.getCity(-1))
if not pCity.isNone():
if -1 < CyMap().calculatePathDistance(pPlot,pCity.plot()) < 5:
return False
if sSpell != -1:
[COLOR="Red"]iTeam = pCaster.getTeam()[/COLOR]
iSpell = gc.getInfoTypeForString(sSpell)
for iUnit in range(pPlot.getNumUnits()):
pUnit = pPlot.getUnit(iUnit)
if pUnit.getOwner() == iPlayer:
if pUnit is not pCaster:
if pUnit.getDelayedSpell() == iSpell:
return False
elif pUnit.getFortifyTurns() > 0:
[COLOR="Red"]if not pUnit.isInvisible(iTeam, False)[/COLOR]
return False
return True
Playing a game and running into an instance where the game is just hanging after I end my turn. It just sits "Waiting on other Civilizations". From repeatedly going into the world builder, the way to get around this is to completely eradicate the Sidar. None of their individual cities are building anything to cause the issue or have units that is causing the issues.
This is all to the best of my ability to diagnose at least. I tried erasing other civs and cities and it does nothing.
Attached is the save file.
Cheers,
Diplomatic penalties with the Mercurians could be due to founding the Ashen Veil, founding the Octopus Overlords, (being of the Infernal civ,) or creating units with the Unholy Taint or Demon promotions.
Note that this check is performed when the unit is initialized, which could be before the unit's default race is replaced by Illusion or Puppet.
Also note that this check would still be run when you capture a demon rather than building or summoning it. If you are playing as the Svartalfar against the Sheaim late in the game, I suspect that your Beastmasters probably captured some of their Pit Beasts.
(I just added the <bImmuneToCapture>1</bImmuneToCapture> tag to <Type>PROMOTION_DEMON</Type> to stop that from happening. Now I'm about to test and make sure that it does not cause any problem with the Gela's ability to dominate demons. Edit: No problem there.)