This is what I experienced in KeeperFX version 0.32
1. My gold did not sink below 4600, while all vampires kept on training.
2. I was not able to buy spells, not even a 150 imp, although I had 4600.
3. Only 1 in 5 prisoners returned to Skeletons, if I am right, the other 4 prisoners returned to vampires in the Graveyard, after my imps brought the bodies there.
I was shocked. I would after playing read the script of the level I played, a recent made level Duke Ragereaver, that is posted here. None of these things I was able to find in the script. So I must asume, that these are new laws, that come with KeeperFX version 0.32, from what I would read on one of the things here on this forum, where only 1 in 5 Prisoners becomes a Skeleton.
I'm curious what version 0.33 will bring. Off course, it's Mefistotelis who makes a program, he can do what wants. And I can more or less understand these choices, but in my opinion, such decisions should be made by a player or maybe certain levels, even a campaign, not by an interface that plays Dungeon Keeper. If there are commands for such changes in KeeperFX scripting language, that's nice. But a user being dependent on such changes while having no power over it, creates a new game with new laws, and at a certain point will not be Dungeon Keeper anymore, but an other game with Dungeon Keeper Graphics used.
My arguments to change nothing are:
1. 0 Gold = 0 Gold. The game gives a warning with -1000 Gold. Creatures are scripted to destroy the Dungeon, leave it through the portal. Empty treasure rooms. If a minimum of 4600 Gold is found, all these things are thrown away. This might be used in one level, one campaign, or setting by a player, but having it default is boring, because less exiting and no humor.
2. 1:1 Prisoner to Skeleton creates a huge amount of training cost, training room to small, and an alternate army, needed for certain levels that have no Graveyard and Portal. Or a very small Graveyard. The game is balanced on 1:1, because Skeletons are rather weak, their strength is from numbers. Also, if a Graveyard is available, a player might want to prevent Vampires to come, like for keeping down payday costs, or needed work force in the Workshop. Vampires can not work, but Skeletons can. This is almost not possible any more, if 4 Prisoners return to corpses and become Vampires. An example of the importance of the 1:1 balancing, is the Deeper Dungeon level Abbadon, where enemy keepers can be destroyed by using traps, but there is no portal only prisons and a small Graveyard.
3. No gold for training, is a nice way to get creatures to rest this last health leave in their lair, or get some to a workshop for traps and doors, or some to a Library for a while to study. It's not a problem if the creatures can not train, contrary, if the creatures train to much with little Gold, payday costs will increase, because creatures demand more pay when on a higher level.
It makes me think of a KeeperFX discussion I would read at the previous Invisionfree forum, where people would suggest all kinds of things, by that changing the game. I would back than already very much disagree with that, I would suggest people take these idea's to War For The Overworld discussions. Not for KeeperFX. The possibilities for KeeperFX are much more than this, because making these things possible in script commands or maybe a user interface for the player, where he can set up how to play a game, is much better than what is happening now. Dungeon Keeper is a classic game, and if some one thinks he can improve the best game ever made, he is making a mistake. Some one will say: Stop creatures from having a fight in their lair, or, stop creatures form being hungry, or, stop creatures from dying. In my opinion, if such things should be implemented, and they are cheats, it should be done by a trainer. KeeperFX is the greatest program, if it is just an interface, that makes playing Dungeon Keeper possible...
Your arguments whether I am right or wrong please.