MarnokMod - (Explorable lairs)

Sorry for the delay, I've been ill. Had the runs. Also spent a day trying to find out what "TMI" means and why people keep saying it too me.
 
So, Marnok, I've heard your mod plans to expand sea warfare. How?
 
Already in: Sea Lairs where you can find treasure and boats / monsters spawn. So there is a lot of peril for early + midgame out in the sea allready in its current implementation and definately the sea is not a peaceful place in this modmod allready.
Try it out if you like to experience (you have to play pre bts 3.17 though if you can. Best in a separate copy of the mod). Its definately worth a try. to say the least

That is planned to be expanded on as you can see if you read the last pages in this thread.

If it works out as nicely as the land-part is already it will greathly improve the naval experience for sure.


Just answering for Marnok instead so he can update his modmod faster. :p

Could use some unique higher-level Units spawning from the sea-lairs though. That whould expand on that peril... (Some rare named Arcane Barges / Frigates / Galeons for example or the odd Queen of the Line / Man o War. Maybee make Bucanees Dens upgrade like pirate coves and spawn better units on higher levels?
Man o War or Stygean Guards and Water-Walking Eidolons, Water Elementals / Air Elementals sound more like they whould fit a naval origin instead of the land-lairs they come from now. Krakens whould also be nice as randomly water-lair spawning boss-level monsters taking to the fray in midgame then the sea whould become a place just as hard-fought over as the land is. So no more planting of Workboats and forgetting... Oh and Sea-Serpents + Turtles could also function as lair-builders and lair-garrison for the sea with a distinct lair for them.)
 
When exactly is there sposed to be an update for FfH v0.032i? Cuz I'm not downgradin to pre-3.17 jus to play Marnok's mod.
 
When exactly is there sposed to be an update for FfH v0.032i? Cuz I'm not downgradin to pre-3.17 jus to play Marnok's mod.

As indicated in the thread above, he's working on it. Remember that FfH and these mod mods are done by people in their spare time and they are generous enough to share their work with the rest of us.
 
As indicated in the thread above, he's working on it. Remember that FfH and these mod mods are done by people in their spare time and they are generous enough to share their work with the rest of us.


I'm well aware of that. I'm a bit of a modder myself. I am on 2 teams, if ya look at my sig. I was jus anxious. Sorry.
 
Me three.

So you're working on version I now correct?

Patch I was kind of an important one.
 
Kael:


So Marnok schould wait one day more...

EDIT:
gah!, why my post is still the last one? Marnok, are you alive? :p

No, but that's never stopped be before :)

Sorry, been busy. Just came back to CIV today, I'll get the latest patch and install, mod up and see what breaks.
 
OK

http://www.marnok.com/Civ4/test_marnok.rar

This version is the set of files I was working with before my break, updated to 3.17 / FfH "l"

I have run a few hundred turns from different starts and it seems mostly OK, but perhaps some more experienced players could test it before I set it to generally live?

In particular, if you asked for a custom setting, please check settings.py and see if it is there. The settings.py file now allows for a very wide range of play styles and preferences, so it is almost impossible for me to check everything in combination.

Code:
06-07-08
- Updated to BTS 3.17
- Updated to patch L
- releasing as "test" - ran for 100 turns without error

19-06-08
- CITIES : Barbarian Cities can now be created at game start, in quantities influenced by settings.py
	-marnokCityChance
		= chance out of 1000 that plot will try to create a city
	-marnokCityDistance
		= how close other cities may be. Will always be a minimum of 2.
	-marnokCityPopulation
		= city population will be flat random of 1 to this number.
- NOTES : 
	- Cities do not pick a "best spot". They are either created at the location, or not.
	- Cities are initially defended by one warrior per population.
	- Cities have no buildings or infrastructure.


16-06-08
- SPAWN CONTROL: Lair-Spawning now controlled by Python. This covers only those initial spawns from lairs. <SpawnUnitType> in the XML is removed. Unattended lairs will spawn according to user-definable settings.
	- Can set multiple choices for unit to spawn at each improvement type (marnokSpawnTypes)
	- Can set variable spawn rates (marnokLairTypes)
	- Can set a percentage chance for each lair to spawn it's unit type at the start of the game (marnokPreSpawn)

- Amended various functions to use a neater "likesPlot" function in marnok.py. This function returns True if the unit will want to settle in it's plot. This guides AI action (AI_unitUpdate) and grants the "Lair Roll" to get specials.
	- the list of which units like which plots is in the marnok.py not the settings.py (though a user could amend this, that's not the general intention)


15-06-08
- XML : Set Barrow, Ruins, Goody Hut, Sunken City and Buccaneers Den to <iAppearanceProbability>0</iAppearanceProbability> in CIV4ImprovementInfos.XML
- These lair-types are now added on game start in CvEventManager.py
- quantity and type created is set in settings.py 

14-06-08
- New Treasure system. Now creates a Goody to display location on map, but creates no permanent reminder. "Hidden Treasure" unit no longer created; handled by a variable on the plot.
- Multiple new results for Village Visit. 
	= Healing
	= Upgrade Metal (could get Bronze, Iron or Mithril early for the unit)
	= Bonus XP
	= Gold
	= Treasure Map
	= Become a Settler, remove village (become Tribal Village settler if settlers are not allowed)
	= Gain a Famous Person (minor specialist) 

11-06-08
- FAMOUS PEOPLE : lesser versions of Great People, can add to great person production in a city, or upgrade to a unit type
	Famous People will spawn from villages as a top-level result
	Famous People will also be found in lairs from time to time
	UNIT_FAMOUS_SCIENTIST - upgrades to Adept
	UNIT_FAMOUS_ARTIST - Upgrades to Scout
	UNIT_FAMOUS_ENGINEER - Upgrades to Worker
	UNIT_FAMOUS_PRIEST - Upgrades to Disciple
	UNIT_FAMOUS_MERCHANT - Upgrades to Worker
	UNIT_FAMOUS_COMMANDER - Upgrades to Warrior

10-06-08
- Changed "copy self" option in reqMarnokBarbarianInLair so that all heroes will produce axeman (had incident where Lucian cloned himself after going Crazed)
- Removed Craggy Island from Bonus (isn't ready yet. Should not have been an entry for it)
- added some missing txt_keys
- reduced Drown megaspawn
 
Am I doing something wrong?
I've installed the latests version test_marok and it does not seem to do anything.
No barbarian cities get created, no matter what number I set the marnkoCity Chance at, no lairs spawn and no tribal villages spawn.

I then tried it with the version posted on the main page and the modmod does nothing happens either.
I'm using FFH2 patch 0.32l with civ patched to bts 3.17

I copied the assets folder into the ffh directory

This happens regarless of the maps i chose and regardless of my civ game settings.

Thanks
 
Am I doing something wrong?
I've installed the latests version test_marok and it does not seem to do anything.
No barbarian cities get created, no matter what number I set the marnkoCity Chance at, no lairs spawn and no tribal villages spawn.

I then tried it with the version posted on the main page and the modmod does nothing happens either.
I'm using FFH2 patch 0.32l with civ patched to bts 3.17

I copied the assets folder into the ffh directory

This happens regarless of the maps i chose and regardless of my civ game settings.

Thanks

Ok I fixed my problem.
I was also usign the unit stats mod mod, and that was causing the issue.
Since I removed it, the mod works fine!
 
were roaming wraiths and 6+str beast intentional? If so, then barb cities and raging barb options are not for this mod: AI can't handle situation and I, as a player, in monarch level survived only thanx to reloading til I got something good from lairs.
 
Short answer. Yes. :) Good Times. :) Works without lots of reloading after some time. But you'll need a few games to adjust.
Oh and higher dificulties + creation mapscript + no building requirements reccomended. That will help the AI. At Immortal it does rather fine for me (with barb cities and raging Barbs turned on. I don't belive they change much in this modmod anyways.).
Archers are more balanced in this mod (and thats not for them made better. :D). Try them. City defense promotions help. ;)

Oh and you should keep away from lairs until you can handle some of the Strength 10 Baddies spawning from them after a delve gone wrong...

Sadly my machine is down for a time so i sadly cant test right now. :( Will soon again hopefully. :)
 
Just wanted to drop out of lurking to thank Marnok for this excellent ModMod. Only managed to play two games so far but it provides a good challenge, and sets a very nice "survival against the odds" mood.
 
Here's an interesting development. I got tired of having good units plagued, withered, etc. and decided to try using a Hawk to do my dungeoneering. Sure enough, I got lucky and my Hawk came back with 5 EPs and an Adventurer promotion. I can use the promotion, but what do I do with EPs?
 
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