xienwolf
Deity
Love the new mechanic for lost units 

Aha, I need to work on that then. There's a chance of your unit freeing themselves, but appearing far away. I think if that happens, I need to make it that they always survive. Perhaps they are turning up dead there. If you don't spot the message (or it doesn't appear) it would be hard to know what happened.I played a game using this last night, and had a lot of fun. Here are a list of oddities and bugs I encountered.
-Two patches of visibile map appeared when I had no unit present. They appeared around the time a unit of mine was trapped and killed or freed. BUT, not where the unit was, just nearby.
I'll test that when I can, I must have typed something wrong. You are meant to get a boost to research I think.-The Pool event triggered, I got a message that my unit saw visions of skills my people did not possess, and nothing happened.
I'll give it some heavy hints.-The AI does not know what to do with tribal villages within its borders.
Yep. There's an AI control thing. Sometimes they will sit and guard for a while. I'll check again, they are meant to decide to go wandering at a later date.-Powerful bosses spawned from dungeons are not wandering, nor are their henchmen.
Yes. Wonder if I've got a reference to "caster" instead of the boss when henchmen spawn? But then there should be a trail of henchies... I'll examine.-When a powerful boss appears, my unit gets pushed 2 to four tiles off of the dungeon. Shouldn't it be one?
OK, I'll look into it. Of course you can change this yourself in settings.py!-May want to up the spawn rate on Haunted Graveyards. In 140 turns, I had one specter appear.
No change, must be a fluke.-I am not sure if you changed the item spawn rate from events, but I got 2 rods of wind.
EDIT: did you have some way to see invisible? The LOST unit becomes an invisible, held Barbarian unit. If you can see invisible you would see it there. I need a True Invisibility option! like "system invisible" - not a spell effect but a game interface thing. /EDIT Sounds mostly right. The AC thing is wrong, only the noble self-sacrifice from the first option should give -AC. I don't know why your units were pushed out, the one who dived in to save them and the world ("fly you fools!") became 'Lost', which is the idea of this event. You get a choice of either having a unit become Lost or spawning a bigbad. Your gamble paid off. Much later your unit emerged - it had done the job, defeated the enemy and emerged victorious!This next one is weird, and I am not sure if it is intended:
-I got the "Terrible Foe in the Heart of the Lair" event from a barrow. Both options say they give -2 to the armageddeon counter. I decided to try and kill the foe. Note that I had triggered it while having four warriors selected. One of my units vanished, and the rest were pushed two tiles into a city of mine. A turn or two later, a barbarian warrior appeared on the tile (it looked like a normal warrior, not an orc). I figured this was the foe, or my unit was driven mad, but I got no message. I easily killed it. Many turns later (I think around 20 or 30), my unit reappeared with all of its upgrades and exp.
I look forward to the next update, and I love the new events.
There is a "True Invisible" option, either you can set the <bInvisible> tag, or you can use INVISIBLE_ALL, which just happens not to have any units in the game capable of seeing that type. Though the way that Dies Dieie is written they won't hide you in their territory.
I've only seen multi-plot-push with multiple explorers, so I've not recreated your situation yet.
I don't know how you came to see the "lost" unit. I'll need more feedback to figure out how it happened.
Thanks for letting me know, I'll try those results a few dozen times and try to repeat. Also I'll put some try: except: block in to catch errors and avoid nastiness.I found 2 Python exceptions from exploring lairs (both likely tied to a broken event).
1 at the result where you find the old women transfixed by her canvas when picking the option to help her finish her work (the -2 AC Option...) (Does break the game with a ctd shortly afterward. Happened 3 times out of 4 times that event came up...)
The other one was with the pool when the result with the unit shaking off its past experiences and seeing visions of its new fate (didn't break my game so nothing all to bad).
hm, I need to check if this is a basic problem with invis, whether I am using it wrong.That said its a very neat and polished experience now overall (and i truly like the new "unit gone missing" effect (miles better than unit = dead). Hawks do seem to see the unit though. Happened on recon and when they have been based on a hunter gone missing by the event they stay around next to the dungeon (still based on said hunter perhaps?) and see the hunter.)
Yes an early flesh golem is perhaps a litle powerful, though it isn't exactly certainThe golem-laboratory thing seems a bit off though (given how often it appears. I presume its a neutral result? Whould be sensible, sorts of...).
A flesh golem right from the start might be a bit! over the top (even though i very! much like it since its very similar to the stellar Lizardmen vs. Dwarves event in many ways...).
Perhaps put in place some kind of tech requirement? (construction might be a sensible spot given that some civs get it early while others delay it without it being a very late tech and its fitting flavorwise...Thats one event so good it should be put into the main mod without much doubt...
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Yes, I am looking at more "story-element" type events. The popularity of the DvL event and the emergent story thread prove these are an amazing thing in the game, so I plan on trying to figure out more ideas for these. (If my site wasn't down I'd direct you to look at my fantasy adventure idea generator - try marnok.com in an hour or so!) If we had a few dozen events and explore results of the calibre of DvL, even amending existing events with new options, the game feels more alive.Also a possibility to get an very early wizard (with access to a very! powerful sphere for that part of the game no less.) if you are very lucky (Priest with command 1 and a lucky combat...). But that makes the event all the better given how unlikely such a feat is overall... (Thats quite an emergent quest along the lines of what Kael likes so much...)
[to_xp]Gekko;7498869 said:I like the way FF handles epic lairs, i.e. they are never fully cleared, and they can be successfully explored once every 100 turns or so. deleting them from the map after exploration just feels lame since they are supposed to be important landmarks![]()