When the mod is ready, I'll post in this thread. Delayed by sister giving birth this morning, and electricians working in house.
Now that the mechanics of Explorable Lairs are in the main mod, it gives me a nice clean slate to start again with my modmod. It also means, I suspect, other people could be making seperate modmods which feature explorable lairs. Therefore I don't want to do anything to change how the basic system works in my modmods or it will cause all kinds of confusion.
First version will be a test version for the brave! There will have to be a fair bit of tweaking and testing.
The plan:
1. New lair spawning system.
I have toned it down a bit from the mad million-monster events of the previous version, but a lot will still be in the settings.py to allow wilder spawns if you prefer.
I am thinking that lairs, when not being explored, will spawn normal creatures, and only pop a supervillain as the result of a random event.
2. Take control of lair placement
Using settings.py so you can create your own playstyle experience; lots of lairs, or just a few...
3. Simpler "area-control" thing
I am doing a much simpler version of the area control by villages etc. Improvements can be added to a list which lets them be controlled. This means if you don't like the system, the list of improvements can just be emptied and the system won't do anything. I will start with villages/forts controllable and putting control on surrounding tiles. I might add in barbarian allies being able to control dungeon-lairs. When buccaneer's dens go back in, Lanun would be able to control them, and so on.
4. More lair exploration events
I have a few ideas of my own, plus I am stealing other peoples ideas to add even more diversity to exploration results.
Also I'll be looking at regular events which happen to target lairs. The spawn of a raiding party, placement of a magic item on the lair (I am changing the script so items can't be picked up while the lair still exists, unless you control the lair! so if you lose Orthus' Axe in a dungeon, you have to clear the dungeon to get it back...!), creation of a big bad villain, upgrading the type of monster produced at the lair... all of that kind of thing.
As always I'll be looking for feedback
CURRENT VERSION:
http://www.marnok.com/Civ4/MarnokMod.rar
Now that the mechanics of Explorable Lairs are in the main mod, it gives me a nice clean slate to start again with my modmod. It also means, I suspect, other people could be making seperate modmods which feature explorable lairs. Therefore I don't want to do anything to change how the basic system works in my modmods or it will cause all kinds of confusion.
First version will be a test version for the brave! There will have to be a fair bit of tweaking and testing.
The plan:
1. New lair spawning system.
I have toned it down a bit from the mad million-monster events of the previous version, but a lot will still be in the settings.py to allow wilder spawns if you prefer.
I am thinking that lairs, when not being explored, will spawn normal creatures, and only pop a supervillain as the result of a random event.
2. Take control of lair placement
Using settings.py so you can create your own playstyle experience; lots of lairs, or just a few...
3. Simpler "area-control" thing
I am doing a much simpler version of the area control by villages etc. Improvements can be added to a list which lets them be controlled. This means if you don't like the system, the list of improvements can just be emptied and the system won't do anything. I will start with villages/forts controllable and putting control on surrounding tiles. I might add in barbarian allies being able to control dungeon-lairs. When buccaneer's dens go back in, Lanun would be able to control them, and so on.
4. More lair exploration events
I have a few ideas of my own, plus I am stealing other peoples ideas to add even more diversity to exploration results.
Also I'll be looking at regular events which happen to target lairs. The spawn of a raiding party, placement of a magic item on the lair (I am changing the script so items can't be picked up while the lair still exists, unless you control the lair! so if you lose Orthus' Axe in a dungeon, you have to clear the dungeon to get it back...!), creation of a big bad villain, upgrading the type of monster produced at the lair... all of that kind of thing.
As always I'll be looking for feedback
CURRENT VERSION:
http://www.marnok.com/Civ4/MarnokMod.rar