PDA

View Full Version : Revisions to the main campaign



Hades
April 20th, 2013, 20:43
Ok. I've been working on how to revise the main campaign (a few tweaks here and there for those who want a real challenge out of the main campaign. Frex, Enemy keepers have larger bases and more/stronger creatures than before, as well as more variety of level textures and keeper colours) But I have a few questions

1. How do I get hero parties to drop in on hero gates? (scripting wise)
2. what should be the appropriate difficulty?

mefistotelis
April 22nd, 2013, 21:51
1. How do I get hero parties to drop in on hero gates? (scripting wise)
Hero gates are like action points - they have unique numbers assigned to them.
See here for details:
http://keeper.lubie.org/dk1_docs/
http://keeper.lubie.org/dk1_docs/dk_scripting_ref.htm#scrpt_cmd_add_party_to_level

Hades
April 22nd, 2013, 22:02
Every time I test the level, the action points are all triggered (barring the Tunneler Party one)

Hades
April 30th, 2013, 00:34
Currently working on ideas for Deeper Dungeons.

Hint: How does playing Daka Gorn with a squad of :dog: sound to you?

And also, can someone tell me how to work map names on Adikted?

Duke Ragereaver
May 3rd, 2013, 13:38
And also, can someone tell me how to work map names on Adikted?

As in changing map names, you mean? The most convenient way would be to look up the levels' directory, search your map, look up for the INF file and open it with any text editor (such as Notepad). Then it should it look something like this:


01, Unnamed 2013.02.13 map

All you need to do is change the name right behind the mapnumber and save it.

Hades
May 3rd, 2013, 14:43
Where's the INF file?

Hades
May 3rd, 2013, 14:48
If there's one thing I don't like about Adikted, It's pretty painful to create new levels with it.

mefistotelis
May 3rd, 2013, 23:13
If there's one thing I don't like about Adikted, It's pretty painful to create new levels with it.

There's a function which generates random background for levels, rooms and corridors can be easily made using rectangular selection and paint mode. I can create a basic map with ADiKtEd in ~5 minutes:
* disable dat/clm update
* generate random background multiple times until you're satisfied
* re-enable dat/clm update and force complete update
* place dungeon hearts and imps around them
* save the map, open its script file and paste some generic content

Hades
May 5th, 2013, 17:12
Thanks, Mefistofelis.

Anyway, I'm having a conundrum. I want to make the levels more challenging, but I don't want them to be "prepare to be eaten alive within 5 minutes" like Return of The Keeper.

YourMaster
May 9th, 2013, 17:19
Try to make the end-game of each level more challenging, not getting started.

It's fun to be able to build a dungeon and train creatures without too much opposition, but once you've build a big army, you want to be able to put them to a real test.

Hades
May 9th, 2013, 20:56
Try to make the end-game of each level more challenging, not getting started.

It's fun to be able to build a dungeon and train creatures without too much opposition, but once you've build a big army, you want to be able to put them to a real test.

Good point. I'll bear it in mind.

Hades
June 15th, 2013, 01:09
Here's a (incomplete) draft: https://www.dropbox.com/sh/30i3nfnp6mtcsk7/rv4glFDnaA

ETA: Disregard the above link, that was an earlier draft (with some multiplayer levels), here's the proper one: https://www.dropbox.com/sh/30i3nfnp6mtcsk7/rv4glFDnaA