The Griffon Thing

tyranny12

Chieftain
Joined
Nov 2, 2007
Messages
98
So I went in to lower the power of the griffons per the minor request thread, since I failed to find anywhere in the python files that would change the ratio.

I noticed an interesting thing. Most animals have nature features - jungle, forests, etc. Griffons have native terrain - plains and grasslands. Lions are in a similiar situation, but many others creatures are more limited. So that's why there are so many griffons spawning - griffons, lions, and elephants spawn on almost anything...

Incidentally, a griffon is worth the exact same amount of XP as a wolf...
 
Can you restrict griffons to hills and plains or is hills not an option? that may help the ratio.

@Mylon - you should integrate your mod with orbis and make a modmodmod :)
 
Can you restrict griffons to hills and plains or is hills not an option? that may help the ratio.

@Mylon - you should integrate your mod with orbis and make a modmodmod :)

I'm currently testing a number of things in a game, and it's made the opening game much more available. In particular, the one thing I'm not sure is if restricting the griffons to 'TERRAIN_PEAK' and adding 'TERRAIN_HILL' to wolves is having an effect, but all my other changes have been perfect. I'll post when I'm done testing.

Power or quantity? Reducing their strength is easy enough (as per the unit XML).

I tweaked the animals, as above, to give them a bit more uniqueness and to massively adjust the ratio. No more lions'r'us.

If the hills/mountains thing doesn't work out, I may adjust griffons to be a barbarian event instead of an animal, since that'd bring them out later too and they'd then be able to poach workers from territory, as I wholly imagine them doing.
 
Can you restrict griffons to hills and plains or is hills not an option? that may help the ratio.

@Mylon - you should integrate your mod with orbis and make a modmodmod :)

Very tempted to do so. However, I'd be going from Vanilla BTS 3.13 to 3.17 with unofficial patch with FFH with Orbis. That's a pretty long chain of hoping people keep up to date! I really do miss my own culture model. I did play one game where the Dutch started taking cities over randomly around the map. Turns out they had a trade and culture powerhouse, and really were on their way to a cultural victory (As in, a version of domination victory rather than the silly, 'I reached the magic number, I win').
 
Anything to reduce the number or effectiveness of the Griffons will be a welcomed gift to my civilization...
 
Anything to reduce the number or effectiveness of the Griffons will be a welcomed gift to my civilization...

Go into Ahwaric's XLS modification spreadsheet, and reduce the terrains they appear on. Unfortunately, my test with 'only mountains' didn't work. It's obviously either not a tag, or things don't spawn on mountains.
 
Go into Ahwaric's XLS modification spreadsheet, and reduce the terrains they appear on. Unfortunately, my test with 'only mountains' didn't work. It's obviously either not a tag, or things don't spawn on mountains.

That's a shame, since griffons spawning from mountains would have been pretty cool.

If you make griffons barbarians, I have a sinking feeling the AI would get destroyed by a couple of griffons running around choking it, especially on lower levels
 
If you make griffons barbarians, I have a sinking feeling the AI would get destroyed by a couple of griffons running around choking it, especially on lower levels

And yet, that would be a satisfying change to the bloody things taking out all my scouts most of the time... :D
 
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