MarnokMod .34

Marnok, i have anumber of models you are welcome to use for your Adventurer class, ill upload to file front on monday for you to take a look at them and see if you like.

Thanks, I'd like to have a look once my line is fixed (or once I get a line installed from a competitor, which would probably be quicker)
 
Random idea inspired by the adventurers bit.
What about the idea that if your adventurers work together with other adventures from around the world(or possibly just other adventurers from your own land) to conquer harder dungeons? We already could have the metal line as warriors, the adept line as mages, the priest line as clerics, the recon line as thieves. You form a group, and then (eg.) check a) if theres a "warrior" in the group, and b) if the warrior is high enough level(or some random check where its more likely to pass at a higher level) to avoid certain bad situations in various lair events?

Example: Your axeman and ranger are a group(perhaps they both have to be sitting on the dungeon tile when either of the two explores), you hit a event where you run into a group of enemies guarding a group of prisoners. If your ranger is much higher level than your axeman, you might want to let him try to sneak in and free the prisoners(with his level/tech level affecting not only his chance of success, but how likely kinda bad(discovered and flees) vs very bad outcomes(discovered and wounded/killed) happen if he fails), if the axeman is much higher level, you might want to try to let him just run in screaming and attacking the enemy(with his level again effecting his chance of winning). If you don't have either a "warrior type" or a "rogue type" you have to just pass on, or perhaps just have to take some other default action.

Heck, checks for specific promotions would be cool too. Lets say you run into a wolf inside the lair, if you have subdue animal you can subdue it and gain the wolf as a unit. Aka more reason to explore with decent units, rather than junk units, so you can throw them away if they become withered/diseased, etc.

Yes indeed, I want to encourage exploration with big useful units. Greater reward but possibly greater risk. Of course a player can still decide to use exploration as a "rite of passage" for basic units, but explerienced adventurers will tend to get better results.
I might make it so that all units on a plot which are not in guard/sleep mode are sent in to explore. So it's ok to put units to sleep "outside" and everyone else ventures inside. There would still have to be a lead adventurer, which is the one who "clicks the icon", and most results will apply to that unit.
I would probably look for specific promotions - it is possible to add results to the list based on promotions on explorers, as well as having extra results for certain attributes.
 
This sounds REALLY great and I'd be thrilled to give it a go. Are you thinking of the adventurer switch was a promotion so that any unit could get it? This would allow different missions based on the baseline unit (assassin missions vs Order priest missions vs Beastmaster missions). Oh the possibilities are truely endless! What fun!
 
Yeah the trouble with endless possibilities, is figuring out where to start :)

Good idea about different options for different adventurer types, it means when you get a popup "the governer of Cityville have been assassinated" it might actually have been another player's adventurer that did it!
 
...could you go so far as to have naval adventurers? Could perhaps dip into some of the FF code for Lanun Boarding parties to allow them to venture inland a little, but would also give a unit suited to exploring sunken treasure/Aifon's Isle.

There could perhaps be missions to chart the coast of a continent, cross Erebus, find Aifons Isle (if in game), find Marnok's Isle (....a little island that is spawned within uncharted ocean), find the Barb pirate ship, save the crew from the Bunty (...the porkier little sister ship of the Bounty)

For landlubber missions

Recon units could be given missions to chart unknown territory or a third party city (ie; neither your own, or the civ the city belongs to)

For this the unit would be given a parchment item, which upon reaching the target tile fire up a clickable button, that allows the parchment to be converted to a Map (only action that can be made that turn). Return the map to the city where the mission was gained to get a benefit. If making a map in a third party city there could be a risk of arrest, if a map of a hitherto unknown tile there could be the risk a Barb unit(s) is spawned.

Other suggestions

Collect an item/parchment from x city, and deliver it to y city (ideally with uncontrolled, barb rich territory between them). The item would act as a flag to Barbarian units to attack the unit. Perhaps the unit has an option to read the parchment, with a risk that it turns him/her criminal but a bonus that it temporarily reveals a civs troops emplacements, or makes all the civs cities viewable for a turn or reveals a wagon train shipping gold between the two cities?

Kill the CrimeLord mission - spawns a not-quite-a-Barb unit within the cultural borders of the civ where the Adventurer has spawned the mission (perhaps use Treasure chest code?). Kill the crime lord to win a ransom. Could perhaps be extended where it helps return the Governors daughter (...with a risk of upon killing the crime lord, the Adventurer runs of with the daughter)
 
Thanks, I'd like to have a look once my line is fixed (or once I get a line installed from a competitor, which would probably be quicker)

No problems, ( on the isle of wight, BT have to come out by stage coach past highway men, and still not heard of fibre optical connection....) ive added them, a couple of differnet Adventurees, ie with book or weapon, into FFH along with a Beholder, so with post a screen shot next week.
 
http://www.marnok.com/Civ4/MarnokMod.rar

Don't get too excited - I just decided to bundle up what I have at the moment in a pretty-much-working state and post it so I can say I've started :)

I'm calling this 2.0x - Id be greatful if players could download and test it for obvious problems before I move on. Basically what we have:
in settings.py:
  • ability to adjust lair placement
  • all unique features active
  • ability to decide which improvements are explorable
  • can adjust which types of creatures will own each lair type (so you could set Dungeons to produce Balors if you wanted!)
  • some other stuff
more detail:

Spoiler :
MARNOKMOD
2.0x - test release
Requires Fall from Heaven 0.34h
INSTALLATION : Install and patch Fall from Heaven. Copy the mod folder and rename it MarnokMod. Extract all files in this zip into the copy.
Please report bugs, comments and suggestions to http://forums.civfanatics.com/showthread.php?t=294785

DESCRIPTION
I thought I had better release where I am up to just to get started! Some feedback might help speed up the development process. I have not tested 100% but I have tested basic functionality.

In this release, I have changed the lair setup / monster spawning to be controlled by my python scripts. This means you, the player, can control many aspects of the game from the "settings.py" file in the python subfolder. To amend this file, I recommend downloading and installing "Notepad++" - http://notepad-plus.sourceforge.net/uk/site.htm- it is free. You can use any plain text editor it you prefer.

If you want more lairs, just increase the settings in settings.py.

For those familiar with my earlier modmod, I am taking it in easy stages here - there are no extra "bigbad" spawns, no village events yet. Building on the excellent official implementation of the ideas in my original modmod, now incorporated in the FfH release, means I want to see how things work out step-by-step instead of steaming through with my own ideas and ending up eith an odd mess.

Highlights:
MURIS CLAN! That event where you lose 1 food is now changed - the goblins spawn and spread their muck where they can. You can clean up the muck, and chase down the goblins, making this result more of an "event" and less of an insta-reload trigger.
TRIBAL VILLAGES - get rid of goody huts and have more interesting interactions with villages. At the moment you can only INVITE them to join you if within borders(they become a plot improvement) and PLUNDER if they are outside borders (for money and maybe slaves). This is a simple first-step for villages, which will be expanded later. Lanun can also "invite" buccaneer's dens to join them.
CLAN can use a ritual to cause a new lair to pop up in an unimproved space. This needs testing for balance and usefulness. The idea is, the Clan can build up barbarian presence either to harrass other players, or as a prelude to For the Horde to add more barbs to the world!
Some lairs have been changed - and Explorable Towers have been added, which when cleared turn to regular Ancient Towers.



CHANGES

settings.py
- established settings file for player control of aspects of the modmod

marnok.py
- functions wish to access from multiple files, assembled here for my convenience.

CIV4SpellInfos.XML
- Removed all "explore_lair" spells and replaced with a single spell SPELL_EXPLORE_LAIR
- added SPELL_MURIS_FOUL to support Muris goblin event (and possibly other sources of Muris)
- added SPELL_MURIS_CLEANUP to allow removal of Muris Foul
- added 'invite' and 'plunder' spells to interact with tribal villages
- added 'invite' for Lanun to invite Buccaneer's Dens to turn into Pirate Coves

CvSpellInterface.py
- amended reqExploreLair to check settings.py for lExplorable and lExplorableEpic to determine if a lair is explorable or not.
- amended spellExploreLair to handle epic.
- added reqMurisFoul and spellMurisFoul
- added SPELL_MURIS_CLEANUP to allow removal of Muris Foul
- added "invite" and "plunder" options to tribal villages as a simple first-release way to interact with them.

CvEventManager.py
- added initial lair spawning under onGameStart
- added per-turn spawning from lairs in onBeginGameTurn
- added Clan project Support the Clans to allow Clan player to add extra lairs to the world

CIV4ImprovementInfos.xml
- removed unit spawn types from explorable lairs
- set explorable lairs appearance chance to 0
- added Tribal Village
- added Explorable Tower
- added Muris Foul

CIV4ArtDefines_Improvement.xml
- added Muris Foul

CIV4UnitInfos.xml
- added Muris Clan Goblin

CIV4PromotionInfos.xml
- added PROMOTION_FOUL for Muris Clan to allow pollution spread

CIV4EventInfos.xml
- change EVENT_GOBLIN_WASTE_1 adding callback, removing tile damage and removed EVENT_GOBLIN_WASTE_2

CIV4EventTriggerInfos.xml
- matching changes to above

CIV4ProjectInfo.xml
- added Support the Clans repeatable ritual for Clan

CIV4GameText_Marnok.xml
- created and text keys inserted as required by other changes

CIV4WorldInfo.xml
- set all <iUniqueFeatureChance>1000</iUniqueFeatureChance> to force unique feature creation

 
3 Issues from major to minor:

Ancient Towers (the non-explorable ones or the ones left after they are explored) are non-razeable and don't advance into castles / citadels as well so there really is no way of getting rid of them.
This is truly annoying as it can very well be that up to 2 or 3 are in a cities fat cross rendering those tiles rather useless... :(
Might be in the current version of Main FFH though and not exclusively in your modmod. Don't know for sure. If so and you can change it please do... (and it should be doable as both razeability and upgradeablity have been part of the game sometime recently...)

From time to time (seemingly random but happened about 5-10 times already in about 200 turns...) a barb goblin scout takes my capital relocating the garison right next to it (might it stem from spawns inside borders or things being pushed aside by cultural expansion? Just a wild guess. Sadly it doesn't seem fully and reliably repeatable). Rather annoying but can be fixed by a simple autosave reload. Still would be rather helpful if the reason for it could be found and the thing fixed... (and no its not an invisible one taking the capital as no combat is displayed in the log and some of the captures have displaced 2 or even as much as 3! units at once with just a single goblin in the capital...)

I had the odd hangup after exploring a lair. Just once and non-repeatable. Had to axe the program once. Perhaps one of the results is off and causing this... ?

Otherwise it works like a charm for me (and feels much more organical now that the lairs are part of the main mod, no real oddities anymore... The city ruins as lairs also really play out nice. Thanks a lot for implementing that and shows me how well it works even without the ruins evolving into something else just as they are... :)), even though the monsters seem a bit flimsy compared to the old versions but I'm sure you'll get different difficulty-settings up sooner or later... :D

Much kudos as always to your outstanding work. :)

Still some Lairs for the deep seas might be rather neat. ;)
 
3 Issues from major to minor:

Ancient Towers (the non-explorable ones or the ones left after they are explored) are non-razeable and don't advance into castles / citadels as well so there really is no way of getting rid of them.
Fixed in version I am struggling to get released :)
From time to time (seemingly random but happened about 5-10 times already in about 200 turns...) a barb goblin scout takes my capital relocating the garison right next to it
Fixed in version I am struggling to get released :) - this one was a flaw in the "clear starting areas" bit, it cleared the improvement but not the spawning!
I had the odd hangup after exploring a lair. Just once and non-repeatable. Had to axe the program once. Perhaps one of the results is off and causing this... ?
Could be, but I'm not sure. I haven't seen this
Otherwise it works like a charm for me (and feels much more organical now that the lairs are part of the main mod, no real oddities anymore... The city ruins as lairs also really play out nice. Thanks a lot for implementing that and shows me how well it works even without the ruins evolving into something else just as they are... :)), even though the monsters seem a bit flimsy compared to the old versions but I'm sure you'll get different difficulty-settings up sooner or later... :D

Much kudos as always to your outstanding work. :)

Still some Lairs for the deep seas might be rather neat. ;)

Thanks for testing and the feedback! I am currently putting the finishing touches to what I will call 2.1, though it will need to be kicked around a bit by brave volunteers to make sure it works right. What I will try to do, is get it mostly working and upload later today. Then I can test it and with a bit of luck, others will test too and help me pick up all the odd bits.

Remembr if you want more difficulty, you can always play with the settings.py. Putting Ogres in the initial spawn list for Dungeons might be fun :)
 
How hard would it be to merge this mod with, say FiRe or Fall Further?

On a scale of 1 to Hard, about a Hard.

I'm not going to try, unless I finish everything I want to do and decide to start on a Frankenmod merging everything I can!

Of course, any modder is welcome to take what I've done and include it, or versions of it, in their mod. Maybe wait until it's a bit more stable though.
 

Thanks for the feedback - this is now updated, I am calling it MarnokMod2.1 - but I have not had time to test thoroughly, so please be aware! I'll be going to sleep shortly after uploading and posting this so no fixes for a few hours. I ran a game for a few turns and didn't encounter and real badness. There's a great potential though for silly mistakes!

Changes from last upload, apart from problem fixes noted earlier:

24/11/08
- Blocked pick up of equipment on an explorable lair. Need to clear the lair to claim the equipment.
- Various changes to Boss / Henchman spawning to allow "themed lairs"
- When a Boss spawns a Henchman, that Henchman can become the spawn type for the lair
- Henchmen can have a special shared Promotion; all units spawned by that lair will have the same Promotion. Example, they might all be Nomads
- Units will be renamed with a special "clan" name based on Boss name
Spoiler :
This is potentially cooler than it sounds, I think! an axeman called "Grundar Whiteshield" spawning with "Grundarian Wolf Riders", all with Heavy... or an assasin called "Scur'Atlis" with some "Atlis-clan goblins" spawning in a desert lair, each with Nomad... that sort of thing. If it works out right, I'm a genius.

17/11/08
- 'Support the Clans' now forces a unit to spawn in created lair
- added 4th option to Graveyard event to allow player to choose Haunted Graveyard. This is explorable and spawns Undead - if you don't pay for a proper graveyard, these things will happen!
- added event to spawn Boss types in Ruins, Barrows, Mysterious Towers, Dungeons with callback handler
- added note to settings.py that, for this event to work with user-modified explorable lairs, this event's xml will need to be changed.
- added callback function for spawn boss event
- merged marnok.py into CustomFunctions.py
- added various dungeon exploration events inspired by forum posts by Veridian, OrgoneBox, cabbagemeister, Jabie. Thanks for all the suggestions, I have implemented the ones I had time for and which fit the themes I was aiming for. Others will follow...
- added Lost promotion, basically a copy of Held.
- replaced "failed to return" event, modified from idea by Fafnir13 - unit now becomes "lost", "barbarian" and "invisible to all".
Spoiler :
The mass of a Higgs Boson is 47.203kg. I was surprised too.

- "lost" individuals will be freed or killed when lair is destroyed, creating a Schroedinger's Adventurer situation!
- "lost" individuals have a small chance to die, gain XP, gain a promotion, or free themselves each turn.
Spoiler :
This also is cool as yesterday's chips. (French Fries if you are American, Pomme Frittes if you are French) Anyway, it means instead of "you are dead, reload!" you get "your guy is missing, but gaining 1XP per turn.. he might turn up OK, but he might not, and you won't know until you clear the lair or wait several turns to find out!" Which is 7 times better than just a "death" event.
 
oops - safe to download now. Just found about 50 bugs (an older version of a fle crept in)
I think I have ironed out the worst of them, and re-uploaded, please report any errors etc here so I can fix them tomorrow and everyone can have a bug-free version.
 
uploaded a fixed rar with a couple more python errors sorted. Didn't ought to break a saved game.
 
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