MarnokMod - (Explorable lairs)

I've noticed that stationing a unit on a lair causes it to be kicked off when a barbarian unit spawns. Is it possible to change it so that stationing a unit on a lair would stop the spawning? If so, how?
 
I've noticed that stationing a unit on a lair causes it to be kicked off when a barbarian unit spawns. Is it possible to change it so that stationing a unit on a lair would stop the spawning? If so, how?

I know no way, I think it is in the SDK.

Although:
I planned to switch to a function rather than use the built-in spawn, because then I get tighter control over it. It also means I can stop the spawn if the lair is "owned". It will need a check for each tile each turn, but that's OK because I do one of those at the moment anyway and the check will be quite small.

See "onBeginGameTurn" in CvEventManager.py - it uses SdToolKitAdvanced and some variables I set up in onGameStart

So, if I get this function in, I can decide whether and which unit spawns at each tile containing an appropriate plot, have extra "sdtoolkit" type variables for UnitSpawnType and PlotLastSpawn (to record which turn the tile last spawned) My big plan was to be able to set the spawn type to the "follower" type of another unit - so if a Minotaur becomes boss of the lair, even after he leaves, the lair will pop out Minotaurs instead of default skellies, lizzies or whatever.

It would mean I could check the first unit in the tile and if it is not Barbarian owned, don't spawn, or some similar mechanism. Then put a setting in the settings.py and people who want to play that way, can.

It won't be very soon though, because I'm only just thinking about it.
 
This ought to help. Could also be nice ti increase the maximum lines of on-screen text to 8 or so instead of the standard 4.
OK I'll have a read of that.
And yes, it would be nice if all the mod-mods could work together easily, but with everything still in development, it's quite tricky to do so. Each of us are playing around with nifty new functions and they might work, or they might break things. Tripping over ourselves is bad enough without having to contend with each other ;)
Indeed, just look at the slipups I've made here, I like to think I'm my own worst enemy, but that's only because I don't get out much.
If anyone wants to put the work in combining mods, permission is granted to use my stuff in Frankenmods, with approriate credit of course.
 
I've noticed that stationing a unit on a lair causes it to be kicked off when a barbarian unit spawns. Is it possible to change it so that stationing a unit on a lair would stop the spawning? If so, how?

This is EXACTLY what I asked for. So you could still protect yourself from spawns without danger of exploring.
AI should be taught to do this once it's possible.
 
This is EXACTLY what I asked for. So you could still protect yourself from spawns without danger of exploring.
AI should be taught to do this once it's possible.

no way! I vote leave it as designed.

So imagine this:

There is this lair that you have not cleared out full of goblins.

Periodically they send out a raiding party.

You want to say they CAN'T Leave but you don't want to fight them?

no way, station a unit there and kill them when they emerge.

I actually station a warrior near lairs early on and then farm XP!!! I want to have this super warrior I can upgrade to a Paladin later or something.

I love to watch them upgrade over time!! I name them once I get 3 or 4 levels most of the time.
 
This is EXACTLY what I asked for. So you could still protect yourself from spawns without danger of exploring.
AI should be taught to do this once it's possible.

Yeah, that's what got me thinking that if I move up my spawn-control plans, I could put a bit in for people who want to block...

In the bit which controls AI update, I may be able to guide AI non-players to guard and not dungeon-delve.
 
no way! I vote leave it as designed.

So imagine this:

There is this lair that you have not cleared out full of goblins.

Periodically they send out a raiding party.

You want to say they CAN'T Leave but you don't want to fight them?

no way, station a unit there and kill them when they emerge.

I actually station a warrior near lairs early on and then farm XP!!! I want to have this super warrior I can upgrade to a Paladin later or something.

I love to watch them upgrade over time!! I name them once I get 3 or 4 levels most of the time.

Of course if I do put this in, it will be on an options setting in the settings.py and will be by default acting as it currently is. But if a player feels that putting a guard over the lair is how they want to play, I wouldn't want them to feel glum.
 
See picture...
I had some workers in a stack that explored a lair and the worker got the famed promotion. This should not be allowed since I can't even use the experience he received.


Also, when you befriend a village and then relocate it into your borders onto a resource, then ask it to make an improvement it should not refuse or get angry. I just befriended it, escorted it, providing it resources and cover. Get to work dammit, before I enslave your whole village... Mwahaha...
 

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OK, "no" to workers exploring lairs... I'll fix the requirements.

I forgot to say before - now a setting in settings.py
marnokGoodyHut = 0
set this to 1 and, in theory, tribal villages will act like goody huts when you step on them. (They don't pop when cultural border expands over them)
 
I have an idea that could make the worker work better.

If it receives the "Famed" promotion, you can upgrade it to a combat type unit... say, a warrior, or an adept, or something...

this should work for slaves too.
 
Can you add a 'spawn rate' string in the your config?

Also at least to ai, can you eliminate bad results inside borders? I've seem too many civs going down this way.
 
Can you add a 'spawn rate' string in the your config?

Also at least to ai, can you eliminate bad results inside borders? I've seem too many civs going down this way.

Spawn rate is sort of do-able in current version
marnokBarbarianProcessPercent = 100
this determines the chance for an occupied lair to "roll" on the table. Lower this number and the AI won't always process.

For base lizardman/skeleton/animal spawns, this is handled differently (by the SDK I think) but as I mentioned elsewhere, I am planning to do my base spawns a different way anyway. When my new system is in place, I'll be able to option more stuff in.

The no bad results within borders for AI could be optioned in. I'll look at it. Meanwhile a small
marnokAIDungeonBonus = 20
should take the worst of it away for them.
 
Mod is very nicely done, discovered a part of it in FallFurther & was interested in more.
Got a couple of questions though:
On 0.32e without further modmods; I unzipped the rar, took a look at the files & used the link in the readme to dl Sureshots dragons, unzipped that too & merged the content with Marnoksmod. There was a bunch of older files showing up, I didnt let them overwrite the newer "e"-versions, hope that didnt break things up for the dragons. Then copied all into the FFH folder.

While playing, I must admit I neverever tried the options "No Settlers", I discovered while being now halfway towards endgame, the barbs more or less hesistantly/accidently entered cultered borders, but never swarmed up for the final assaultwaves - somwhen a little while after Acheron's City is founded. Anyway, with "No Settlers" on, Orthus did spawn, but Acheron never showed up, neither any other barb city.
So does "No Settlers" prevent even barbs building their citys?, AFAIK they dont use settlers, cities just pop up outside culteral borders, or is there no place for them to spawn, due to the increased amount of lairs? Do I need to turn on "Barbarian world" aswell, but somehow that doesnt sound right, since theres also the "One City" option!

To repeat, I never used any of the above named options, might need to try out more games with my standard options & less civs then. There r also some TXT_KEYs needed to b addressed.

Keep up the good work!
 
Spawn rate is sort of do-able in current version
marnokBarbarianProcessPercent = 100
this determines the chance for an occupied lair to "roll" on the table. Lower this number and the AI won't always process.

For base lizardman/skeleton/animal spawns, this is handled differently (by the SDK I think) but as I mentioned elsewhere, I am planning to do my base spawns a different way anyway. When my new system is in place, I'll be able to option more stuff in.

The no bad results within borders for AI could be optioned in. I'll look at it. Meanwhile a small
marnokAIDungeonBonus = 20
should take the worst of it away for them.

Thanks...

Also. A little recap... creation map, 19civs, with raging barbs and your settings at default... by turn 100, every civ (which survived) only had the capital, also I could only deploy 2 other cities... Hard Mod.

Congrats... This is a huge effort, wonderful mod.
 
First off, great mod. As interesting as the lair exploration is, my favorite part has to be the way the barbarians behave.

Just thought I'd mention though, when I was looking at the improvement info XML I noticed that lion dens had their appearance chance set to 0 while all the other animal dens (including bear) were set to 20.
 
New version, still for 0.32e.

Install as before, this will not work with old saves, this may contain bugs install at your own risk, etc.

Still working on other changes, watch this space.

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.
Spoiler :

= 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
 
UPDATE:

Took control of Lair Spawning on game start. Now you can decide how many lairs will spawn by opening settings.py in notepad and altering a few lines.

Set the chance for each lair type to appear, minimum distance between lairs, things like that.

You want just a few, spread loosely across the world?
Code:
# How much of a gap must there be between lairs?
marnokSetupLairDistance = 3
# used as a default; amend each terrain type setup chance if you want different values
marnokGeneralSetupChance = 100

You want a mad chaotic challenge?
Code:
# How much of a gap must there be between lairs?
marnokSetupLairDistance = 0
# used as a default; amend each terrain type setup chance if you want different values
marnokGeneralSetupChance = 400

Combined with the other settings in the settings.py file, you can now customize your experience with this modmod quite a lot.

NEXT:
I am testing my own spawn control... I plan to remove the
<SpawnUnitType>
entries and have lines in settings.py, and per-turn control in python. Set what type of creatures spawn, and how often.

Also, I am looking at ways to display how friendly a village is feeling toward you. Just so you can tell if it is worth Visiting them, how far they are from Relocating, things like that.

After that, I'll read Lutefisk Mafia's Claim Flags and see if I can figure out where I was going wrong with my village-claiming.
 
everything looks awesome :D

about the upgrades for famous people, do famous people have any bonus other than improved results from lairs/villages? if not id recommend Merchants upgrading to Horsemen, and Engineers to Catapults, and maybe do it via a spell (like how liches are made) rather than the normal upgrade system, so that you could allow them to upgrade them without having the proper techs (that way theyre a lil better than normal units if you get them early enough, like how lucian is), and maybe switching warriors to axemen and the scouts to hunters, so that all the units are tier2 instead of a mix of tier1s, tier2s and workers

hope you get the claim flags working, that has interesting possibilities
 
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