Ok, before I start of with the newest build, I forgot one thing in my last game:
Got a minor bard as villageresult & used him to push culture, got 1200 at the epic game, IIRC, tad bit to much for a minor if u ask me, I could b wrong in remembering it, but am pretty sure.
I played 45 turns now on normal game speed, monarch game, creation mapscript, FFH vanilla (except your mod^^); no settlers, 2% barb village per tile upon creating map.
Got a barb village six tiles away from my capital, I thought:"Great!", until i realized it also was on a mana resource, so razing was the task, but as things go, all turns out differently:
- turn 13: Acheron created (in just that village)
- turn 34: got system msg: "1 was killed"
- turn 35: Doviello civ destroyed (I guess "1" referred to Lucian, checked Civpedia, but hes in there with his normal name & I'm pretty sure I didnt have this msg in the last testbuild (Lucian tends to die early))
- turn 43: Calabim destroyed
So, I had this barrow on a desert tile next to Acheron town, nice pick & training for my warriors, problem was: whenever i ended my turn on this tile to go raze the lair, another skeleton popped up & removed my brave willing warriors, tried it 6 times. Guess Im gonna set your "marnokBlockSpawn = 0" to 1 from now on, cant wait for Hunters to get rid of near lairs & i wont use scouts for that, bit of micromanagement too, if it was intended.
Intentionally I hoped for a lesser spawncycle, but after six times...
I remember with the last version, i could occupy a lair a few turns until eventually a spawn removed me, liked it better that way!
About Acheron town: he sits there accompanied by two warriors, whenever a third pops up (making unitcount up to 4, he disappears; I know u made "marnokSpawnStackCap = 4", so does Abashi count as 2 units?
Another vanishing barb effect I also observed with the last version: Sometimes (like now & as I recall: Lizzie Hunters) the barbs advance into my culteral border or near town & next turn they are gone, no fight, no nothing. There was a village next to my capital now & I had a scout guarding it (tending it^^), until those Lizzies came to near. Question rises up: can villages defend themselves?!
Two last things:
"Villagers tend to your unit" senseless spent 10G, if my unit is fully healed (esp. early on in the game, where I have to drop from 100% research to get money), but on the other hand, they remove some, if not all negative proms, guess it stays that way!
"...welcomes u as Guardians & Defenders", just my rough guess: they turn friendlier to me, reducing the time until i can try to relocate them?!
About all for now, starting a new game, that Dragon's Horde is just too suppressing for me & i need to get "marnokBlockSpawn = 1"!^^
Keep up the good work!
Got a minor bard as villageresult & used him to push culture, got 1200 at the epic game, IIRC, tad bit to much for a minor if u ask me, I could b wrong in remembering it, but am pretty sure.
I played 45 turns now on normal game speed, monarch game, creation mapscript, FFH vanilla (except your mod^^); no settlers, 2% barb village per tile upon creating map.
Got a barb village six tiles away from my capital, I thought:"Great!", until i realized it also was on a mana resource, so razing was the task, but as things go, all turns out differently:
- turn 13: Acheron created (in just that village)
- turn 34: got system msg: "1 was killed"
- turn 35: Doviello civ destroyed (I guess "1" referred to Lucian, checked Civpedia, but hes in there with his normal name & I'm pretty sure I didnt have this msg in the last testbuild (Lucian tends to die early))
- turn 43: Calabim destroyed
So, I had this barrow on a desert tile next to Acheron town, nice pick & training for my warriors, problem was: whenever i ended my turn on this tile to go raze the lair, another skeleton popped up & removed my brave willing warriors, tried it 6 times. Guess Im gonna set your "marnokBlockSpawn = 0" to 1 from now on, cant wait for Hunters to get rid of near lairs & i wont use scouts for that, bit of micromanagement too, if it was intended.
Intentionally I hoped for a lesser spawncycle, but after six times...
I remember with the last version, i could occupy a lair a few turns until eventually a spawn removed me, liked it better that way!
About Acheron town: he sits there accompanied by two warriors, whenever a third pops up (making unitcount up to 4, he disappears; I know u made "marnokSpawnStackCap = 4", so does Abashi count as 2 units?
Another vanishing barb effect I also observed with the last version: Sometimes (like now & as I recall: Lizzie Hunters) the barbs advance into my culteral border or near town & next turn they are gone, no fight, no nothing. There was a village next to my capital now & I had a scout guarding it (tending it^^), until those Lizzies came to near. Question rises up: can villages defend themselves?!
Two last things:
"Villagers tend to your unit" senseless spent 10G, if my unit is fully healed (esp. early on in the game, where I have to drop from 100% research to get money), but on the other hand, they remove some, if not all negative proms, guess it stays that way!
"...welcomes u as Guardians & Defenders", just my rough guess: they turn friendlier to me, reducing the time until i can try to relocate them?!
About all for now, starting a new game, that Dragon's Horde is just too suppressing for me & i need to get "marnokBlockSpawn = 1"!^^
Keep up the good work!