Just wondering which 'generation' you are using for DK War for the Overlord.
Are you guys going with the workshop of DK1 or DK2?
Just wondering which 'generation' you are using for DK War for the Overlord.
Are you guys going with the workshop of DK1 or DK2?
Nothing confirmed yet, although there's been a poll on this before. (see here)
Poll result: both.
The Awakening
(current status: not awake) The Awakening Creatures Archive Keeper Animus of Faircoast Skios the Arachnid Warrior
Location: Faircoast Cavern
Level: 7
Gold: 0Krua the Icy Arachnid Witch
Location: Faircoast Cavern
Level: 7
Gold: 0Ouroboros & Ragnarok the Hellhound
Location: Faircoast Cavern
Level: 3
Gold: 0Vampire Ray the Vampire Fly
Location: Northland Iceland
Level: 3
Gold: 0Fortise the Violent Salamander
Location: Northland Iceland
Level: 3
Gold: 0Scutus the Metal Shield
Location: Red Crystal Islands
Level: 2
Gold: 0
What we have chosen is a automatic routine of constructing the traps, unless the player builds a trap the workshop then focuses on that, once its met its demand it goes back to where it was in the list of traps it constructs usually.
What about selling? Does it produce traps for free which can be sold for profit like in DK1? Does it produce but cost money? Can you not sell traps at all.
I kind found it gamebreaking that a workshop could produce money. You can litterally wall yourself in and keep training your units to level 10.
---------- Post added at 17:41 ---------- Previous post was at 17:40 ----------
What about selling? Does it produce traps for free which can be sold for profit like in DK1? Does it produce but cost money? Can you not sell traps at all.
I kind found it gamebreaking that a workshop could produce money. You can litterally wall yourself in and keep training your units to level 10.
I know a simple solution for the selling traps thing: make traps cost a small amount of gold. And then when you sell the same traps, you will only get the same small amount of gold back, no more. That way you can't abuse infinitely selling traps.
The Awakening
(current status: not awake) The Awakening Creatures Archive Keeper Animus of Faircoast Skios the Arachnid Warrior
Location: Faircoast Cavern
Level: 7
Gold: 0Krua the Icy Arachnid Witch
Location: Faircoast Cavern
Level: 7
Gold: 0Ouroboros & Ragnarok the Hellhound
Location: Faircoast Cavern
Level: 3
Gold: 0Vampire Ray the Vampire Fly
Location: Northland Iceland
Level: 3
Gold: 0Fortise the Violent Salamander
Location: Northland Iceland
Level: 3
Gold: 0Scutus the Metal Shield
Location: Red Crystal Islands
Level: 2
Gold: 0
I don't think it's particularly game breaking. Unless you sink a ridiculous number of units into workshoppery you're not going to be able to sustain much of a dungeon on it alone.
I pretty much made a selfsustaining dungeon on every map that has the workshop room. It's really easy and I'm pretty sure it breaks the game when you can wall yourself in and train all your units till level 10. Personally this game should be more fast paced than that.
I liked what Mothrayas suggested. That way you can't make a profit. Thus you need to find gold and most likely combar your enemies will gathering.
I also like what mothrayas suggested. I want you to keep in mind this game is as fast paced as you play it, some players like to play normally and build there dungeon how they want to, if someone walls themselves in and sells traps all day to sustain their dungeon then they are not playing it right.
Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.
The Awakening: GM Powers Activate!
Tesonu is napping!
My point is that if you are able to do it you would have already won or you're crippling yourself in other areas. But yeah Mothrayas is right.
Last edited by Aval; February 4th, 2011 at 01:08.