[to_xp]Gekko;7374215 said:
monsters creating dungeons sound like an awesome addition. bravo!
That has been the old way how the modmod was (from the very start if i remember correctly) and one of the things which kept enough lairs on a map to keep you easily entertained the whole! game (and i mean games of 400+ turns). So don't fear on that part. It has allready been solved. Better than invisible lairs could ever do...
(but Kael is wise in saying he doesn't want it to be the dominating feature and with the lairbuilder promotion (that was how it has been handled) the map is actually really hard to clear if you allow lairs close enough to each other. So thats why that feature didn't make it into the main-mod)
+ sometimes you can capture lairbuilders and create your own lairs one next to another (so there have been some issues with that function...).
Also Liches and Giants could convert lairs which was also very neat (and I'm sure those + graphics will return)... If i remember correctly those were called "the mighty fortress of a hill giant jarl" (spawned giants and different kinds of ogres) and "the seat of power of a fearsome lich".
Even civ-controlled ones btw. My Gibbon-Lich truly loved turning the terrain into a necromancers real-estate paradise.
Larry, Curly and Moe likely could do something simmilar with a hill-giant fortress or some...
Guess why I'm craving to play his modmod again...
But im glad to have even in main FFH2 seen a Kraken + 5! Azers appear on exploring a single ship-wrek in lategame. That reminds me of the good times with marnok's modmod where those things have been far more common + monsters roaming all over the place...
But i still miss those Death II Giant-Spiders of Doom.
(Flying ships are in now with the kurios airships. Still the odd flying pirate early was fun... and would pack more punch now...)
@ Topic: Great ideas here though. Keep them coming ...
Some things not just needed in text but also as 'real' units whould be more water-denizens though. And some sea-lairs (deep sea) for those things to spawn in, of course (Krakens, water-walking Eidolons, Speakers and Stygean Guards somehow seem a bit few for those.).
The development of those has been cut due to the modmod migrating into main FFH2 but I'm sure those would play out in a terrific way...
Perhaps ill have a peak into my Monster Manual. Maybe something springs to mind...
@ Marnok: I guess you'll keep shipwreks in as replacement for those sunken cities?