MarnokMod - (Explorable lairs)

I don't mind the more and tougher barbs so much; the big thing for me is the sheer number of lairs. There were literally lairs every few tiles. Fewer lairs that produced barbs faster, so that there would still be a flood of barbs but they could be more completely stopped by shutting down the lairs, would perhaps be nice.

Also, I know this is a little counter to what I was just saying, but could "hero" barbs be boosted a bit? It a little disappointing when you see a barb that is supposedly unique and powerful, and all it has is combat 1+2... Maybe I've just had bad luck with "heroes" spawning...

P.S.: As a sidenote, I really love this mod, and can't bring myself to play FfH without it any more, which is largely why I am complaining about such things. XD
 
Plan for a config file:
What variables would you all like to be able to adjust in order to tweak the experience of playing this mod?
Here's what I am thinking.

Code:
# Marnok Config
# Various settings relating to MarnokMod for FfH2
# Allows user to tweak game performance to suit tastes

# # # # #
# If you don't want lairs to be explorable at all, just uninstall the mod!
# # # # #

# Some settings are XML based and can't be changed so easily here.
# How to change XML:
# (to be written)

# Can barbarians create lairs? Set to 0 to disable new lair building after map generation.
marnokLairBuilding = 1
# Even if lairbuilding is off, some monsters can convert existing lairs. Change this to 0 to stop them.
marnokSpecialLairs = 1

# Distance to next lair. Larger distance means lairs will be further apart.
# Appplies only to lairs built during the game; initial lairbuilding is generated by the map script and can put them closer.
marnokLairDistance = 2

# Add (or subtract) this value to the barbarian's "die roll" when in a lair
# Value rolled is out of 1000. To get more activity, add a larger number here.
# To get less activity, put a negative in here. This will also cap the top results.
# Example:
# marnokBarbarianBonus = 200 # Mad barbarianism
# marnokBarbarianBonus = -200 # Not really barbaric, just sort of annoyed.
marnokBarbarianBonus = 0

# Chance that a lair will give a unit a "die roll" on the result table.
# Even at 100, this just means the barb gets a CHANCE for a result eash turn. Most turns will be "no effect" anyway.
# Reduce this number to slow barbarian development down. Set to 0 to stop the die rolls completely (lairs will be explorable, but won't create monsters other than lizardmen and skeletons)
marnokBarbarianProcessPercent = 100

# Adjust this value to add or subtract from the Dungeon rolls. 
# This roll is out of 100, so smaller values can have a bigger effect.
# Example: 
# marnokDungeonBonus = 10 # easy dungeons
# marnokDungeonBonus = -10 # tough dungeons 
marnokDungeonBonus = 0

# Can Barbarian Allies plunder lairs while still at peace with barbarians?
# Setting this to 1 means they can (but may unbalance things, barb ally civs become more powerful)
marnokBarbAllyDungeoneer = 0

# # # # # # # # # 
# VILLAGES
# # # # # # # # # 

# Treat Tribal Villages as normal goody huts. Off by default.
# If this is set to 1, when you step into a village it will give you a goody result.
marnokGoodyHut = 0

# Relates to the "score" needed to tell a village to pick up their bags and follow you.
# Lower value means villages will be more willing to relocate.
marnokVillageThreshold = 10

# Add to this value to get better results from tribal villages.
# Negative number makes visits more dangerous.
marnokVillageFriendliness = 0
 
oh, about the second python error zif posted, i think its because you used double quotes (like ") instead of single quotes (like ')

grumble mumble stupid python mutter mumble grumble

EDIT:

updated, less error prone now I think.
(foolish me, I had reinstalled then updated the wrong ini file. No wonder I was getting no python errors...!)
 
Getting CTD amd a few python error messages early in game. Just wanted to confirm install instructions:

1) copy current FhH2 (0.32d)
2) copy asset directory into the copy of FhH2 (0.32d)
3) rename to FfH2 Marnok
3) load mod: FfH2 Marnok

Is there anything i have missed?

PS - Save games before the CTD's will load fine and sometimes play on for a few more turns before it crashes again. Any suggestions?
 
Getting CTD amd a few python error messages early in game. Just wanted to confirm install instructions:

1) copy current FhH2 (0.32d)
2) copy asset directory into the copy of FhH2 (0.32d)
3) rename to FfH2 Marnok
3) load mod: FfH2 Marnok

Is there anything i have missed?

PS - Save games before the CTD's will load fine and sometimes play on for a few more turns before it crashes again. Any suggestions?

Installation procedure looks OK. I am currently sweeping through fixing bugs, but I'm not getting the CTDs as yet. I shall search the forums to see if any other mod has caused a CTD and what caused it, see if I can figure that out. It may be that by fixing the baffling array of errors I let slip through yesterday, the CTD will go away anyway. (If it only happens rarely, maybe some very rare event is broken - I am going through testing each option so if it is that, I will find it soon)

So, for now, perhaps redownload - I have literally just a minute ago re-uploaded with a bunch of fixes. None of the XML was changed so your game save ought to be compatible with the new version.
 
Downloaded new version - works fine - no CTD's,- cheers :)

hurrah! I am really embarrassed to have released such a bug-filled pile of poop in the first place, but at least most (or maybe all...) of the poop is removed now. Apologies again to anyone inconvenienced by this, I suffered from a major concentration failure last week!
 
I still have the same problem...
Civ4ScreenShot0183.jpg

Civ4ScreenShot0182.jpg
 
i still get python errors but they dont crash the game - some are due to events i think but i get the odd one in main FfH2 as well so not really bothered. Just played the first 120 turns on your modmod Marnok and i would just like to say well done :goodjob:

It really changes the dynamic of the gameplay. In my current game, the usual rapid expansion of al players has been slowed down considerable and the world feels more "wild". Although, i feel like a bit of a cheat as i dont think the AI is able to exploit villages and lairs although i imagine it would be even more enjoyable in a full multiplayer game.
 
Downloaded the updated file, and the every turn errors are gone. Playing as the clan, and converting a lair within cultural borders produces this error.
 

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i still get python errors but they dont crash the game - some are due to events i think but i get the odd one in main FfH2 as well so not really bothered. Just played the first 120 turns on your modmod Marnok and i would just like to say well done :goodjob:

It really changes the dynamic of the gameplay. In my current game, the usual rapid expansion of al players has been slowed down considerable and the world feels more "wild". Although, i feel like a bit of a cheat as i dont think the AI is able to exploit villages and lairs although i imagine it would be even more enjoyable in a full multiplayer game.

Glad you are enjoying it!

The AI seems to do OK with lairs, obviously not as smart as a human player so maybe I will put some help in for decision making (or even an AI dungeon result bonus). It's on my list.

I don't think the AI is as smart at using villagers. It is something I will keep an eye on.
 
Downloaded the updated file, and the every turn errors are gone. Playing as the clan, and converting a lair within cultural borders produces this error.

Ah, meant to be iVisitVillageCost. Lastest update fixes it!
 
Plan for a config file:
What variables would you all like to be able to adjust in order to tweak the experience of playing this mod?
Here's what I am thinking.

*insert code here*


That would be ~exactly~ what I am looking for. :) Specifically the distance between lairs variable would be the one I would want to set a bit higher.

Also, a question: It seems like you can only peacefully visit a tribal village once per turn. However, the barbarian civs can peacefully visit a lair once per unit. Considering that the most common result from visiting a lair is a free unit, which can then visit the lair, this allows the barbarian civs to turn cash into units at a rather scary rate, especially if they find a lair near someone they want to attack early game. Is this intentional?
 
That would be ~exactly~ what I am looking for. :) Specifically the distance between lairs variable would be the one I would want to set a bit higher.

Also, a question: It seems like you can only peacefully visit a tribal village once per turn. However, the barbarian civs can peacefully visit a lair once per unit. Considering that the most common result from visiting a lair is a free unit, which can then visit the lair, this allows the barbarian civs to turn cash into units at a rather scary rate, especially if they find a lair near someone they want to attack early game. Is this intentional?

Everything is intentional. However my intention on this matter might change rapidly :)
 
gorilla dens are called "TXT_KEY_XXX" as well

the Tribal Village Settlers spell/ability says "Explore the dungeon" for its description, and the spell/ability is called "Assault the Lair to...etc.", im guessing it should be something like "Create tribal village" for both instead.

edit added:
a manticore hero named Bore just destroyed my civilization lol
 
When the villagers "Pack up their belongings and ask to be escorted to a new hom" should the village dissapear?
 
For the Horde is actually probably now overpowered, hilariously enough (it was pretty useless before). My friend was able to get a Minotaur on turn 60 with it. o.O

Also, Barbarian civs should perhaps get better results from raiding tribal villages, since they can't raid lairs, and don't seem to be able to visit tribal villages.
 
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