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