MarnokMod - (Explorable lairs)

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.

The idea was that Barbarian Allies can cause trouble for other civs this way, but maybe 10gp is too cheap or maybe there need to be more bad results. The Horde worldspell seems to be overpowered a bit by this mod, maybe casting it should result in loss of barbarian ally status? Like, you are either with us or against us, sort of thing. Feedback anyone?
 
i dont worry too much about the for the horde spell, since they tend to be weak units (it only works for units with the Orc promotion right?) and the maintenance costs are killer

about Treasure being the most likely result, seems like it should be more rare. the best most common result id like thats not overpowered would be minor healing and such.

which treasure system are you using currently? the one where you get an invisible unit tends to be game breaking for me, since it gives all sorts of weird diplomatic early meetings that shouldnt be, plus the extra unit costs make me want to just delete them if they aren't near enough
 
I'll be fixing treasure as a matter of priority.
At the moment I have various ways to hide treasure without ill effect, it's the bit where I tell the player where the treasure is which is giving me grief.

I could make a "treasure map" spell which tells tells you which way to nearest treasure, but then AI would not use it. On the other hand, AI will automatically spot when they are standing on a treasure plot, even one they hadn't been told about (player would have to notice the icon pop up) So if I give "dig up treasure" a really high priority for AI, they will tend to find them.

I am experimenting with various Goodies, but I have to go to my nephew's birthday party today (he is 2!) so I can't do much with it.

You are right, the invis unit version I currently have is a bit rubbish, it was a quick fix to stop some crashing the old way was causing.

I'll try to test later, party won't be that long, he needs his nap :)
 
is this compatible with patch E? I Found a map that apparently requires this mod and I am really intrigued.
 
I like this mod so far and while I find the villages completely killing your unit, it makes sense and I can deal with it.. Now, I kn ow I'll be able to change the damage settings, but the only reason I would is because I had a unit that raided a lair and became immortal.. then attacked a village and died.. never to be seen again :/
 
I too hate village results that kill a unit. I guess they are fine for lairs, but I don't think it should be possible from tribal villages. Injuring and surrounding with barb units is fine.

I'm thinking that you should make it so that scouts and other units that in vanilla cannot get bad result from Goody Huts should never get them from visiting tribal villages either. It might be good if heroes couldn't either.
 
i dont worry too much about the for the horde spell, since they tend to be weak units (it only works for units with the Orc promotion right?) and the maintenance costs are killer

Very true on the maintenance costs, they pretty much rape the spell. I think if the spell had a higher percentage of conversion but was more localised around the unit that cast it, it would be better. That way it would be far more effective and would balance out the higher costs.

But I still think that if you are at peace with the barbarians they should not burst forth hell bent on killing the intruder only to find a friend and saying "O, well I'll move on else where, thanks"...
 
Well.. I'm getting some problems. Everytime I explore a lair it results in orcs pouring out of it. Usually the lair is destroyed.. soemtimes theres more of the lari to explore.. whcih leads to orcs pouring out of it.

I've changed the settings.py around and it's still doing it. Did a fresh insteall of the mod over a clean FFH 32d, multiple new games, still getting the same thing.. so.. anyone have any ideas?
 
Just the worker mod? Go ahead and integrate the whole xml modcomp. The Schema anyway. On secnd thought, I think that the latest version of worker mod just uses his xml modcomp dll anyway, so there wouldn't be a difference.

I'd already included both in my version, along with my own changes. I am having some problems though, probably mostly from my changes. If you'd done it for me it would have been much easier. In would be nice if you had a xienwolf-based marnok mod updated for each patch from which I could work.

Of course, today I started trying to include my DLL (combining xienwolf's modcomp, UnitStats, and parts of Fall Further (mostly Broader Alignments)), but in the first game to load properly I found that Cassiel was Evil and it crashed after the first turn. I'm guessing this is because I haven't added the Broader Alignment tags in the xml yet.
 
Well.. I'm getting some problems. Everytime I explore a lair it results in orcs pouring out of it. Usually the lair is destroyed.. soemtimes theres more of the lari to explore.. whcih leads to orcs pouring out of it.

I've changed the settings.py around and it's still doing it. Did a fresh insteall of the mod over a clean FFH 32d, multiple new games, still getting the same thing.. so.. anyone have any ideas?

The problem is an idiot modmaker. I managed to put some test stuff in my release version - I never do that!

CVSpellInterface.py - line 2615 - I put a hard iRnd in. Should be
Code:
#iRnd = 66
not the "#"
I have fixed and re-uploaded

Sorry about that :blush:
 
I wish the mods were a lot more modular and self contained.
I mean, a lot of the mods modify core files that change when releases are made. The core files need to have an include line that basically includes all files in folder ffh\mod\ then the mod name and a mimic of the expected structure.

It would make loading and unloading modules much easier, and also lead to better integration of mods...

I know this is not the right place to post but is kind of in response the MagisterCultuum.

Cheers
 
If I don't want to raid the lair, for I'm afraid for my unit, but don't want to leave it alone because it spawns barbs, can I station my unit on it to prevent barbs from spawning?

Also if this is possible, I think AI should be taught this as well.
 
If I don't want to raid the lair, for I'm afraid for my unit, but don't want to leave it alone because it spawns barbs, can I station my unit on it to prevent barbs from spawning?

Also if this is possible, I think AI should be taught this as well.

No, the idea is that these things are a threat. Also an opportunity. They will possibly spawn Dark Nasties, until you deal with them.

Of course if lots of people want different specific methods of dealing with lairs, I'll think about it!
EDIT:

Of course a lair will only spawn the basic type (lizardmen or skellies) unless there is a barb unit on it to trigger bigger spawns. Kill the guardian and don't explore, and you won't get bigbads.
 
I wish the mods were a lot more modular and self contained.
I mean, a lot of the mods modify core files that change when releases are made. The core files need to have an include line that basically includes all files in folder ffh\mod\ then the mod name and a mimic of the expected structure.

It would make loading and unloading modules much easier, and also lead to better integration of mods...

I know this is not the right place to post but is kind of in response the MagisterCultuum.

Cheers

It is a bit of a nightmare, especially as we often need to modify core files to make existing functions work a little differently.

Even if someone made an Omnimod, sometimes two mods might make different changes to the same unit, for example.
 
Thanks Marnok, I'll d/l and give it a try ;) And hey, the modmaker is doing quite well as it is. Probably one of the more enjoyable changes to this game i can think of(well.. besides FFH2 anyways.. )

Now, something I've a little bothered with is when you explore a lair or meet with a tribal leader, etc it just goes into your message log. And sometimes it can get kinda lost(especially if its a bigger message) and then you have to open the log and blah. What is the likelihood of perhaps adding an option(since not everyone woudl want this) of having the text popping up in a box(like the message you get when a civ gets destroyed)?
 
What is the likelihood of perhaps adding an option(since not everyone woudl want this) of having the text popping up in a box(like the message you get when a civ gets destroyed)?

If I learn how to use those boxes, it is a possibility!
 
We are getting too many Drowns. I need to check how they are spawning - they ought to be quite rare, in isolated areas. I just played a test game and got a whole continent of them by about turn 350.
Watch this space...

EDIT : ahahahaha!
IMPROVEMENT_SUNKEN_CITY instead of IMPROVEMENT_MARNOK_SUNKEN_CITY in the check. This means as I thought, Drowns and Wellies were getting a roll on the table anywhere there was water!

Fixing, new upload in a few minutes.
 
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.

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 ;)
 
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