Push explorers off of lairs

Fafnir13

King
Joined
May 15, 2008
Messages
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Location
Shoreline, WA
Does it seem a little odd to anyone else that lair spawning creatures (appearing to defend their lair as the text says) aren't actually defending it? You are free to continue exploring the lair (if it remains) with other units in the stack. Would it be better to push any units off of the tile and into an adjacent one? Thematically, it certainly would be. I'm not sure if it would be harder to do code-wise.
 
I'm not sure what you mean - do you mean when the lair result spawns a monster and they appear in an adjacent plot rather than the lair plot?
 
He wants your unit(s) to be moved, and the lair spawn to fortify on the lair instead of appearing next to it. It certainly makes more sense.
 
Modmod waffle: In MarnokMod, you can only explore a lair once per turn. If monsters spawn to "defend the lair" they can attack your stack wihtout pushing you away, if they succeed they will then guard the lair, if not you can explore next turn.
I suppose ideally the "defenders" would spawn, attack immediately. Not considered the scripting needed to do that.
I think (?) there are still some results which push the explorers off the plot.

Enough people dislike push-spawns that I added an option to stop regular spawns pushing people off the plot, so many would dislike a change in lair-results.
 
I personally prefer making exploration loose <bHasCasted>, not cost any movement, gain <bIngoreHasCasted> and gain an <iDelay> (usually 1, but larger for epic lairs, which are never cleared, except by the Cage outcome)
 
Yeah I noticed in .40 that exploring lairs now removes all movement points. I had tried using a fast unit so they could run away if it spawned enemies. But I suppose the point is that Kael doesn't want you to be able to explore and run. :p
 
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