MarnokMod - (Explorable lairs)

I agree with Sureshot.

Also, the Pyre of the Seraphic and Broken Sepulcher should be permanent again, with spells to raze and deadly consequences for doing so.
 
have you considered doing anything special with the World Improvements? my withered svartalfar scout adventurer Briforkin Cruelface (awesome lol!) came upon the tomb of sucellus and it just feels like there should be options heh

At the moment, these are just barbarian flypaper so there will often be big piles of baddies here. I may do something else with them, but I need more lore to know exactly what they are!

There ought to be quests/tasks/adventures for all of these, but I am wondering if the big K has any plans for them...
 
When the villagers "Pack up their belongings and ask to be escorted to a new hom" should the village dissapear?

Aha, there's 2 ways it can happen. I knew I needed a different message...
in the first case, when you get the spell/icon, you pick them up and the village goes away.
in the second case, you can get this result from a Visit. In this case the village stays, but behind the scenes, the Support value drops back to 1 (so you don't get such good results on average for a while). I wasn't too sure if this was a Good Option, I wanted to try it out. The idea is, everyone who likes you is leaving, but the village is carrying on.
Thing is I just played a game and found this option too often. I had a plan for a top-level random set of good results - this settler spawn, a treasure map, a better unit, etc.

Like everything at this stage, I'll take feedback and amend the general mod (or put something in the forthcoming options file).
 
Aha, there's 2 ways it can happen. I knew I needed a different message...
in the first case, when you get the spell/icon, you pick them up and the village goes away.
in the second case, you can get this result from a Visit. In this case the village stays, but behind the scenes, the Support value drops back to 1 (so you don't get such good results on average for a while). I wasn't too sure if this was a Good Option, I wanted to try it out. The idea is, everyone who likes you is leaving, but the village is carrying on.
Thing is I just played a game and found this option too often. I had a plan for a top-level random set of good results - this settler spawn, a treasure map, a better unit, etc.

Like everything at this stage, I'll take feedback and amend the general mod (or put something in the forthcoming options file).

Would suggest that the village gets disbanded - it feels better that way!
 
the nice thing about the village not disbanding is that it allows for creating more villages, so that they arent just diminishing as time goes on (unless theres some other way for villages to spawn)

But they should dimminish over time? as the world get slowly colonised - small villages will be consumed with my empire. At the moment, i have 5 unused settlers sat in my capital - all from villages. It feels a bit explotatitive...
 
OK what I will do is remove the random chance for settlers from villages. Leave the option to pick them up when you are friendly to them (usually means leaving a unit there for 10 turns). Add a new top result.
Allow for some villages to spread later perhaps - maybe a 50% chance if barbarian drops a lair within a cultural border, it is a village. Sort of rare, but allows them to be replenished if you are playing a long game with lots of wild areas.
 
am i just on a lucky streak or do tribal villages never disappear from visiting them now? used one tribal village and got about 5 tribal settlers, 2 workers, 2 scouts, and several warriors, and the tribal village is still there

when you say youre removing the random chance for settlers from villages, do you mean normal settlers or tribal settlers?

i got a CTD during one game after playing for a while, no idea what caused it tho

edit added:
are the barbarians supposed to be able to create Abashi the Black dragon? he just spawned somewhere in my current game O_o
 
edit added:
are the barbarians supposed to be able to create Abashi the Black dragon? he just spawned somewhere in my current game O_o


He spawned from a lair that i tried to destroy - made me chuckle ... especially as he ran away from my lone vampire and headed to the nearest barb town
 
he spawned before i even had hunters and before orthus appeared, not sure how to beat him with warriors heh

edit added:

i got archers and hunters and then doviello killed the black dragon somehow heh

nevermind about the non-disappearing tribal village, my luck ran out :p
 
looked in the civilopedia, and the following improvements show as TXT_KEY_XXX's:
Orthus Throne
Wolf Den
Tiger Den
Gorilla Den

theres some weirdness with Villages (not tribal, i mean the plain ones), while a Cottage will still upgrade to Hamlet, and Hamlets will upgrade to Villages, but Villages wont upgrade to anything. Also, Towns will upgrade to Castles instead of Enclaves, also Enclaves upgrade to Enclaves heh.
i suspect this is because you disturbed the order of the improvements in the improvementinfos.xml file, i forget how to fix this, possibly by putting any new improvements you make at the end of the file so that the order of the others isn't disturbed

edit added:

after lookin through the improvementinfos.xml file i noticed you did put your new improvements at the end, i did find an oddity tho, the improvement_smoke improvement is listed twice in a row, im guessing thats the problem, im testin it out

ya, the smoke entry being duplicated was the problem, just delete one and it works as it should heh


edit added later:

is there anyway to cure crazed? got two of my hunters crazed and its rough because the others with them are likely doomed if they go barb heh.. maybe a tribal village or ruins reward of removing crazed (and things like diseased etc.) sometimes?
 
I'm not off to such a great start with this. The first village I visited had 4 Orcs and 1 (one) gold. So there goes my Scout. My Warrior decides to have a look in some Ruins. Say hello to Abashi the Black Dragon. All of a sudden, getting a map doesn't seem so bad.
 
I'm not off to such a great start with this. The first village I visited had 4 Orcs and 1 (one) gold. So there goes my Scout. My Warrior decides to have a look in some Ruins. Say hello to Abashi the Black Dragon. All of a sudden, getting a map doesn't seem so bad.

Ah, that's because I secretly hate you and I put in a check to see if it is you, and only give bad results :p

Abashi will of course go, I think I thought abashi was something else when I was browsing the units! I think I will put in a special check - for powerful interesting units which belong to a civ, they can only appear if the civ is not being played. so Abashi could be a top-level spawn later in the game is Sheaim are not represented as a player/AI.
 
looked in the civilopedia, and the following improvements show as TXT_KEY_XXX's:
Orthus Throne
Wolf Den
Tiger Den
Gorilla Den
OK I'll fix the TXT files. Just me being lazy.
the smoke entry being duplicated was the problem, just delete one and it works as it should heh
Extra smokes? did I do that? odd. OK I'll look into it... smoking is bad for you kids mmmkay... in order to mess up your gamesave surely it must've happened in an update? really odd.
is there anyway to cure crazed? got two of my hunters crazed and its rough because the others with them are likely doomed if they go barb heh.. maybe a tribal village or ruins reward of removing crazed (and things like diseased etc.) sometimes?
I can add healing/curing in as a tribal reward, sure. I had a generic healing event at one point, which fixed disease/poison/damage as well, so maybe that can go back in.
 


got that error pretty late in the game, no idea what its about heh
Think that was 'UNIT_HILLGIANT' instead of 'UNIT_HILL_GIANT'. It was a gian'ts castle, right? Fixing... will be among next batch of fixes
 
is there anyway to cure crazed? got two of my hunters crazed and its rough because the others with them are likely doomed if they go barb heh.. maybe a tribal village or ruins reward of removing crazed (and things like diseased etc.) sometimes?

Law mana and loyalty spell stops them from going barbarian
 
OK, now a few more fixes, and a settings.py file - some of the settings have been included, but I have only tested on default values. If you want to tweak and see what happens, be my guest.

I fixed the double smoke in XML, so this new version may break saves from older versions.
 
Code:
        <ImprovementInfo>
            <Type>IMPROVEMENT_BARROW</Type>
            ...
            <iAppearanceProbability>[b]375[/b]</iAppearanceProbability>

Is this for real or it is a mistype? Cause in vanilla it's only 75... And in you mod I can barely walk around.

Also Goody_Hut has <iAppearanceProbability>500</iAppearanceProbability>, those values shouldn't be toned down a little?

And the IMPROVEMENT_LION_DEN has two entries.
 
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