The game I am currently playing (patch G) I have already run into 3 Griffon nests so they are showing up. This was between turn 100 through 180. They appeared during the game they were not there on turn 1.
What mapscript are you using?
Sorry, got some connection problems and decided to work on it a bit more thenAhwaric, won't patch H break saves eventually? With the new techs requirement and the modified yields for towns?
And, any ETA? I'm bored to death with my personality tweakings!
Griffons need animal civ to have tracking tech and they get it when any civ researches it.The game I am currently playing (patch G) I have already run into 3 Griffon nests so they are showing up. This was between turn 100 through 180. They appeared during the game they were not there on turn 1.
Fair enoughSorry, got some connection problems and decided to work on it a bit more thenWill release it this evening.
Damn, I'm still amazed by the breaking saves thing. I can't see to understand when changes break it and when they don't...I think it should still be possible to continue games. Not sure about civic changes, but that will be only a minor problem. At worst you will be reset to availiable civics at next civic change.
Improvements changes are fine.
Perhaps this is intentional and I'm really NOT complaining, but... By turn 100 of a game I played with the Grigori I had received eight (8!!) adventurers. This rate seemed a little awesome to me since I was used to only getting three or four adventurers in FfH before I cast the Grigori world spell (after which I could get a few more).
I would up finally with nine adventurers (by turn 150 I think); afterwhich I received absolutely NO more even after I cast their world spell and had converted several of the adventurers into heavy infantry and Luonnotars.
Is this by design or is there a problem here somewhere?
Thanks.
Do not know, it is Kale's design. But it is a good idea to make these invisible to everything. Will work on it. In fact, I need to check how different types of invisibility (and seeing through it) work together.Is it intentional that Hawks can see Treasure Chests belonging to other players?
It would be easy to link Adventurer spawn chance to turn number and number of existing adventurers (plus current adjustments, of course). Spawning is still somewhat unpredictable but you can always expect 2-3 by turn 70, 3-5 by turn 150, 7-9 by turn 300, etc. (this is how I implemented Elohim spawn in my modmod). Of course, this would make spawning more likely if you kill off an adventurer, but perhaps this is fitting (and helps AI too). If any one is interested, I can do this as a tiny addon.
@Adventurers
I like the current system with whole randomness. You get more or less the same amount of adventurers that before, but get more great people.
Also, the chances are I think better in early game which is fine for me.
The Grigori spell has nothing to do with adventurers any more.
So in short - design.
Illian bonuses changed to +2from snow, +1
from tundra and crystal plains
An interesting idea Valkrionn. Might be a good change.
Haha, you're not the only to feel that way! Iceciro created a mod for FF just to remove the Monthy Python references. I can't say I'm annoyed by them though.By the way I really don't like some of the new events. Namely that yada yada has created a strategic board game about the history of Erebus called Fall from Heaven / make a fantasy version called Civilization thing. Isn't this supposed to be a dark fantasy game? That lame joke totally ruins the atmosphere for me. The event is also quite common.
Of course, the pirates definitely need a new hero too.. (Monkey Island references? Come on!)
HA! Fortunately, I didn't release my new version yet...The changes are:
Agrarianism changed to -20%
Illian bonuses changed to +2from snow, +1
from tundra and crystal plains
Updated yields chart in the editor
InterestingThe only way I could see doing a major change, would be to make a global python variable, and use that as the base chance.... Up it each turn, until an Adventurer is spawned. Upon spawning, drop the variable back down to the original value.
Here it is!I also like Opera's worldspell idea.![]()
Blasphemy! Poke him with the soft cushions!Haha, you're not the only to feel that way! Iceciro created a mod for FF just to remove the Monthy Python references. I can't say I'm annoyed by them though.
It was less than 12 hours so I felt entitled to little changes.HA! Fortunately, I didn't release my new version yet...
Interesting... But I so much like current Ardor I would miss it.Here it is!