MagisterCultuum
Great Sage
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?
OK I'll have a read of that.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.
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.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![]()
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.
So this is e-compatible version?
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.
# 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
# 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
