bah, looks like I missed something I normally remove when I did the shift from j to k. I'll fix.
OK I fixed those, silly errors. I don't know why they didn't come up - I played a 4 hour game with no errors! I'll have to try again.
Yesterday's game was a classic for me. I had a lair result where I was shown a treasure chest, which was just across the water from my capital, in an explorable tower. Thing is, the coast on that landmas was very mountainous with no landing spots. My galleons scouted round, battling Drowns from a sunken city, but every time they moved it turned out there was just more mountain in either direction. Eventually they found a beach - about 30 tiles away, and right next to Acheron's city! Only a single brave unit made it inland, the next obstacle was the Clan - we negotiated passage through their lands and began pushing forward through narrow mountain passes toward our goal. Many goblins and skeletons fell to our warrior's blades, and finally they reached the tower, overcame the traps and perils to retreive the treasure. (Merely a heart amulet and some gold, but it was the getting there that made it worthwhile!) The warriors claimed the tower, healed quickly and began the journey home - where tragically they were slain by a horde of goblin wolf-riders.
EDIT
actualy give me half hour here. I've done something crazy, missed some bits out. I'll fix!
EDIT
ok, I have sorted out the worst of the bugs. This still needs a bit of refinement though, especially the clan-naming which I thought I sorted.
concept of "clans":
Takes the idea of a bigbad spawning with some other units as henchment one stage further. It also adds to the flavour started by the Scorpion Clan units and the Muris golins.
Lairs can have "clan" data - a clan name such as Whitetooth or Bel'graa or something; a clan schema so that all henchunits spawned will be renamed with "Clan Whitetooth" or "Bel'graa cultist" or whatever; a clan promo so perhaps everyone in the clan is heavy, or strong, or faster. Boss units will also use the clan name but not the schema, they use special boss schemas like "Baron Whitetooth" or "Bel'graa Tonnok" etc. All units subsquently spawned in the lair will get the promo and the name.
I think I need to tweak this:
1. Generating clanschema needs to be 2 stage, to store a schema but with some parts resolved.
2. Need to make sure that clan data is copied correctly in all circumstances, especially where things happen like, a unit spawns adjacent to the lair because a player unit explores and is not pushed off.
3. Check that the clan can spread; if a boss finds an unoccupied lair or sets up a new one, they should spread their clan data to the new lair.