MarnokMod - (Explorable lairs)

I found a UNIT_DEATHKNIGHT which result produced CTD for me. Should be UNIT_DEATH_KNIGHT. Think that was it...
 
In the worldbuilder the dragons show up as world units with a limit of 1, but in my last game I got three gold dragons from exploring lairs. Also, the message displayed when I got each of the dragons mentions freeing a silver dragon, yet I got gold dragons.
 
With your "Future Work" section about making the sea's more interesting...

I'd like to see some of the following;
Sirens - Like the mythical chicks lure boats onto the rocks. (could be a quest to find amulet to prevent the sirens call)
Giant Squid
Moby Dick
Atlantis - Could be a found city, with an independant people, like Minister Koun. Should be invisable to most units. They should be able to mine the water or something, but be only water based, maybe a single land plot. I'm sure better brains than mine will help.
Pirate boarding parties would be cool, instead of just ship battles...

Out side of the sea
Kidnappings would be interesting, so heroes or good units get captured and held for ransom by some barbarian horde. Either pay or fight your way to them.
Random event quests to rescue a unit and deliver to a rival, or kept, pro's and con's for each. Maybe if you keep the rivals forms an army an comes to take it back.

... :)
 
I'm pausing slightly on the sea - I have some regular monster-spawning, but I'm finding that boarding parties are not attacking ships. The AI doesn't seem bothered. I was testing some changes of that nature but I might just comment them out for now, until I figure out why it isn't working.

What I want for the sea:
Models for sunken ship, sunken city/building, maybe Kelp/Seaweed, possibly a little desert island with a single tree in the centre, Coral Reef... that sort of thing... at least 2 types so I can have some sea-lairs. Mostly populated by Drowns and things.
 
You could always pop an Oasis on a single tile in the ocean for a deserted island. Might work :p

What I am wanting for the Sea, and might help you, is a route type "Tradewinds" that is automatically generated at the start of the game (Kinda like Rivers, with a requirement that both ends touch coast and a minimum required length or something), and enhanced Naval Movement rates. Then there are preferred routes for travel, and thus people actually run into one another.
 
Just FYI, one of the lairs that I raided said that I found a magic weapon but none of my units received any....so there might be a bug with one of your goodies..??
 
Just FYI, one of the lairs that I raided said that I found a magic weapon but none of my units received any....so there might be a bug with one of your goodies..??

Did you get Enchanted Blade promo? I used that promo as a small magic item. Of course it is not transferrable. Maybe I should change the text (your weapons become enchanted by stray manaflies)
 
You could always pop an Oasis on a single tile in the ocean for a deserted island. Might work :p

What I am wanting for the Sea, and might help you, is a route type "Tradewinds" that is automatically generated at the start of the game (Kinda like Rivers, with a requirement that both ends touch coast and a minimum required length or something), and enhanced Naval Movement rates. Then there are preferred routes for travel, and thus people actually run into one another.

Interesting. It would have to be a bit different to rivers I think; rivers run between plots, I think this would have to be in a plot. Possibly it should even have a direction? More like Roads. I think you are describing Sea-Roads. I call them "Marnok Routes".

All we need is a bunch of new graphics, and a function at game start to run around drawing the trade routes, and we are done. Maybe even a +1 gold per tile for sea tiles wioth a trade route, that would encourage coastal settlement.

Then, if two paths cross, stick a little island graphic and maybe call it a special improvment. Dunno what for yet, but I'll think of something. Also sea-monsters could prefer to lurk on them, follow them back to civilization.

Maybe if you start a thread, some sucker will create the graphics!
 
2 side effects of the treasure spot as an invisible unit, it can give you contact with civilizations far away that youve not met, and it costs you a unit support i believe

is there any way to do it how you did before and just add a plot sign?

Previously, it was creating a barb unit and highlighting it, which wasn't working well. I'll test a few alternatives
 
Did you get Enchanted Blade promo? I used that promo as a small magic item. Of course it is not transferrable. Maybe I should change the text (your weapons become enchanted by stray manaflies)

Ahhh.. ok, I had an adept in the stack that had cast Enchanted Blade the turn before.

Also, I'm getting a CtD every once in a while...its random so usually reloading lets me play on...
 
marnok, can you add version numbering on the first post and something that will identify when it has been updated?
A change log would be fantastic...

I hope I'm not asking too much...

Apreciate all your efforts on this modmod its great...
 
Dragons are greate, but I think it isn`t right to spawn them as a normal barbarian creatures, because in FFH world they aren`t just a beast, but a gods weapons, and we have one dragon per god!

First of all You schould check which dragon is from which god, and maybe add them as event (like Gurid), maybe with world improvement called dragon nest? Also gold, red and black (and white) dragons are in game, so they couldn`t spawn anymore.

Vehem add Cuatlan the Wywern in his modmod, but he done it still as a part of the story.

We still have a place for lot of beasts,for example giant snakes (someone in FF thread mentioned about snakes model), maybe hydra, thunderbirds (MC mentioned about phoenix), kobolds pack or something, which aren`t breaking the story of Erebus.
 
just a note about, searching and raiding villages...
I think it is a bit harsh that the unit can just get nuked and completely killed... I would prefer unit have health reduced and held for 2 turns... Any flavour text could explain this, captured unit or trapped unit (if lair)

EDIT: Added edit to this post by mistake... removed... opps :)
 
On Dragons : In the next release, Dragons will be spawnable from exploring lairs, but only if you want - they is a switch in settings.py, so if you want them for fun they are there, if you don't want them for lore purism you don't have to have them.

Raiding villages : They CAN kill when you raid them, in the settings.py will be a limiter because some people don't like it. I see it as combat, not an event. You are attacking the village and they are fighting back. But, as a few people have expressed unhappiness, the settings.py will contain a max damage limiter (set to 1.0 by default, but set it to 0.9 or less if you want to protect your units) and also a strength rating of the villagers.

Version numbering and changelog : I'll try to be more disciplined about this.

I am just doing a few final tests on stuff here, then I'll release another version which might fix some CTDs and also allow a few more settings.py to be changed.
 
Playing with Sureshots dragon addidtion... See picture...

Hippus just got destroyed and well, I think I am in some serious trouble... lol...



On a side note... with the barbarian trait, and especially the clan, getting orcs from village searches is a huge advantage, it can really hurt civs nearby. I can sit there and spend 10gp to be friends and get heaps of orcs that continue to stifle others. Plus with the world spell call the hordes, it increases the effectiveness of this. I suggest a check to see if the civ is at peace with the barbs first and instead of orcs being released maybe the village packs bags and leaves.
 

Attachments

  • Civ4ScreenShot0016.JPG
    Civ4ScreenShot0016.JPG
    140.9 KB · Views: 107
Raiding villages : They CAN kill when you raid them, in the settings.py will be a limiter because some people don't like it. I see it as combat, not an event. You are attacking the village and they are fighting back. But, as a few people have expressed unhappiness, the settings.py will contain a max damage limiter (set to 1.0 by default, but set it to 0.9 or less if you want to protect your units) and also a strength rating of the villagers.

I am fine with it being combat but would like to know the odds for combat. If it is treated as combat does that mean more troops in stack is better odds?
 
OK, new version uploaded. For 0.32d.
I shall patch to "e" and release another version when I get time. Plans for future are marked [Plan:], so you know what I am thinking.

KNOWN ISSUES:
Treasure Chests still work in the previous, slightly unsatisfactory way.
[Plan: I have a few ideas in mind, but need to find one which works well for AI as well as player.]
On first turn, "sunken city" may appear to change places, for cosmetic reasons [Plan :I will find a better way to do this later]

CHANGES:
Dragons - can spawn in dungeons, switchable in settings.py if you want them or not

settings.py -
Can now set distance to next lair for barbarian lairbuilding. (tested up to 5)
Damage from attacking a village now customizable to suit player's tastes.
Dragons switch off-and-onnable.

villages - top level result from Visit is now a treasure map, not settlers.
[Plan: a top-level result table with multiple options. Plan: a way to tell how friendly the villagers are toward you.]

Sea -
Buccaneer's Den will spawn dragonships, and privateers. Can be destroyed by "pillaging" them.[Plan : some fightback or consequence for attacking Dens]
Sunken Cities - spawn Drowns. Act as lairs - can be explored, (I think I caught all the options to make it sea-friendly!) also act as lairs for Drowns, just as ruins/barrows work on land.
Seafood allows sea serpent / giant tortoise to get a roll on the lair table (just like predators and meat on land)


Various fixes... should be fewer CTD, may even have no CTD caused by this mod (I had none in several hundred turns of testing
 
Back
Top Bottom