Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 26

Thread: First map - some varied questions

  
  1. #11

    Default Re: First map - some varied questions

    It's for the AI player unfortunately. Even if I give them multiple lairs, they're not going to keep the flies/spiders separated.
    I'm just going to hope the flies spend more time training or attacking the player than they do sleeping.

  2. #12

    Default Re: First map - some varied questions

    I think creatures will pick lairs without lair enemies if given the chance. The computer player doesn't need to do anything for that.
    Just make sure there is enough lair space and they don't need to cross lairs to go someplace.

    Where it could fall apart is if the flies decide to 'explore' their own dungeon.

  3. #13

    Default Re: First map - some varied questions

    I have multiple sets of lairs and hatcheries set up for the AI but the high majority (~80%) of creatures beeline straight to the Lair closest to the heart/portal while ignoring the other two a bit further away. It's disappointing but there's not much else that can be done. I've been testing and retesting the level to make sure everything is functioning correctly, and every time I glance over the super-populated AI lair, there are fly corpses laying around.

    I have bigger issues anyway. Flies spawned in from Hero Gates are having trouble exiting the water. I don't think it's something i've done wrong, but rather a problem with DK/KeeperFX.

    ---

    This guy appears to be having the same problem;
    http://keeperklan.com/threads/4702-Technical-issues

    Going to finish up testing, move onto map 3 and just deep-six this map until the Flyer pathfinding gets fixed.

  4. #14
    Beetle Ecarus's Avatar
    Join Date
    Dec 2013
    Location
    Venezuela
    Posts
    108
    Gamer IDs

    Steam ID: ecarus333

    Default Re: First map - some varied questions

    Quote Originally Posted by Woudo View Post
    I have bigger issues anyway. Flies spawned in from Hero Gates are having trouble exiting the water. I don't think it's something i've done wrong, but rather a problem with DK/KeeperFX.
    If you mean that sometimes flies keeps in one tiles going around it, i think is a common bug because it happens to me a lot of times.

    About what did you ask first:

    1.- No.
    2.- LOL? I have to check that.
    3.- No.
    4.- Isnt unreadeable, is just confusing. Download keeperFX is better than vanilla dk1, you can use adikted with it and you can easily mod creatures as you want to.
    5.- You cant, the ai will always dig to gold, even if he had gems he will continue digging for gold.
    6.- Comes with DKG and KeeperFX.

    Quote Originally Posted by YourMaster View Post
    I think creatures will pick lairs without lair enemies if given the chance.
    I never have saw that, so i think that doesnt happens, otherwise shouldnt be a problem have, for example, flies and spiders. In my opinion is a mistake and that should be fixed, because if you hate someone why you should sleep at his side?

  5. #15

    Default Re: First map - some varied questions

    Quote Originally Posted by Ecarus View Post
    I never have saw that, so i think that doesnt happens, otherwise shouldnt be a problem have, for example, flies and spiders. In my opinion is a mistake and that should be fixed, because if you hate someone why you should sleep at his side?
    If you build a dungeon with a lot of lairs, creatures will do some separation by type all by themselves. This way a good dungeon layout is rewarded. You'll still have fights if lair space becomes scares and if creatures have to cross lairs to get to other rooms. E.g. if you have to cross a lair to get to the treasury, on payday there is mayhem.

    And on top of that, flies have the 'explore' job, which causes them to just fly around like idiots, and if they fly into a lair with a sleeping spider a fight will break out.
    Last edited by YourMaster; May 30th, 2014 at 20:06.

  6. #16

    Default Re: First map - some varied questions

    I've already begun work on the level talked about in question 3,
    3. If I wanted to make a map where the player needs to claim X number of Y rooms predetermined on the map, is there a way I can foolproof it so if the player sells the room, it doesn't lock them out of the victory objective?
    I've yet to start the scripting for it but i'm assuming I can just use;
    Code:
    IF(PLAYER_GOOD,GARDEN == 0)
    	WIN_GAME
    ENDIF
    as the victory condition so no more problems there.

    2. Looking at map20 in thing mode, why does the center castle have large white rings around it?
    The white circles I spoke of ended up being the effect range of some lights, which I initially didn't even see in the editor.

    Either way, i've got three maps done (although with that fly issue, some may need changing) out of I can't say how many.
    I estimate the campaign will have maybe 7-8 maps overall.
    I'll have some other questions further down the line when I have the levels done. Stuff like, how do you set a world as the 'secret' world? How would you import custom campaign backgrounds for the 'overworld'? Getting one of those is going to be a pain, I can't draw for beans.

    I have a great idea for a secret world, but since it's a slap in the face to how DK normally plays, I can't just dump it in with the rest in case a person can't get past it.

  7. #17

    Default Re: First map - some varied questions

    Alright, I need more help. I have a map with three separate keepers, all of which can be taken on in any order. When a keeper dies, a hero wave spawns. How can I do this using their dungeon heart?

    I tried;

    Code:
    IF(TOTAL_DUNGEONS_DESTROYED == 1)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BEEFSQUAD,-2,1)
    ENDIF
    
    #########################################################################################
    
    IF(TOTAL_DUNGEONS_DESTROYED == 2)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BULKSQUAD,-2,1)
    ENDIF
    
    #########################################################################################
    
    IF(TOTAL_DUNGEONS_DESTROYED == 3)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BEARSQUAD,-2,1)
    ENDIF
    But unfortunately "TOTAL_DUNGEONS_DESTROYED" isn't actually a thing.

    Closest stuff available is;
    Code:
    DUNGEON_DESTROYED - Whether that players Dungeon Heart has been destroyed (0 if still active, 1 if destroyed)
    ALL_DUNGEONS_DESTROYED - Whether all the players Dungeon Hearts has been destroyed (0 if still active, 1 if destroyed) (player independent)
    The problem is, I have scaling parties per number of hearts killed so I can't just used DUNGEON_DESTROYED to spawn BEEFSQUAD for purple, in case the player kills yellow first and spawns BEARSQUAD (the hardest wave) 15 minutes in.


    Also some other smaller stuff;

    I don't need to REM my lines of ############# right? It doesn't seem to make a difference.
    Is there a way to script tile changes? Like turning impenetrable rock into dirt/path? I remember something like that happening in DK2.

  8. #18

    Default Re: First map - some varied questions

    Fixed the victory condition issue.

    Code:
    REM	##### FIRST LOTL PARTY #####
    IF(PLAYER1,DUNGEON_DESTROYED == 0)
    	IF(PLAYER2,DUNGEON_DESTROYED == 0)
    		IF(PLAYER3,DUNGEON_DESTROYED == 1)
    			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BEEFSQUAD,-2,1)
    		ENDIF
    	ENDIF
    ENDIF
    
    IF(PLAYER1,DUNGEON_DESTROYED == 1)
    	IF(PLAYER2,DUNGEON_DESTROYED == 0)
    		IF(PLAYER3,DUNGEON_DESTROYED == 0)
    			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BEEFSQUAD,-2,1)
    		ENDIF
    	ENDIF
    ENDIF
    
    IF(PLAYER1,DUNGEON_DESTROYED == 0)
    	IF(PLAYER2,DUNGEON_DESTROYED == 1)
    		IF(PLAYER3,DUNGEON_DESTROYED == 0)
    			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BEEFSQUAD,-2,1)
    		ENDIF
    	ENDIF
    ENDIF
    
    
    REM	#########################################################################################
    REM	#########################################################################################
    
    
    REM	##### SECOND LOTL PARTY #####
    IF(PLAYER1,DUNGEON_DESTROYED == 1)
    	IF(PLAYER2,DUNGEON_DESTROYED == 1)
    		IF(PLAYER3,DUNGEON_DESTROYED == 0)
    			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BULKSQUAD,-2,1)
    		ENDIF
    	ENDIF
    ENDIF
    
    IF(PLAYER1,DUNGEON_DESTROYED == 0)
    	IF(PLAYER2,DUNGEON_DESTROYED == 1)
    		IF(PLAYER3,DUNGEON_DESTROYED == 1)
    			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BULKSQUAD,-2,1)
    		ENDIF
    	ENDIF
    ENDIF
    
    IF(PLAYER1,DUNGEON_DESTROYED == 1)
    	IF(PLAYER2,DUNGEON_DESTROYED == 0)
    		IF(PLAYER3,DUNGEON_DESTROYED == 1)
    			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BULKSQUAD,-2,1)
    		ENDIF
    	ENDIF
    ENDIF
    
    
    REM	#########################################################################################
    REM	#########################################################################################
    
    
    REM	##### FINAL LOTL PARTY ####
    IF(PLAYER1,DUNGEON_DESTROYED == 1)
    	IF(PLAYER2,DUNGEON_DESTROYED == 1)
    		IF(PLAYER3,DUNGEON_DESTROYED == 1)
    			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BEARSQUAD,-2,1)
    		ENDIF
    	ENDIF
    ENDIF
    Heroes appear to be flawless now.

    BIG ISSUES with the keepers. They vye for control of the players gems and gold making the early stages of the game a nightmare of constant imp wars. I don't know what I can do to stop them doing this.

    Additionally, enemy keepers seem to generate LAND instead of building a bridge.

    ------------------------

    I filled all of their treasuries with tier 5 gold hoards and it delayed them for a bit since they wouldn't dig with a full treasury. Still became very interested in the gems very far away despite having their own much, much closer. The player area is a mess of imps from all four factions running all over the place. I originally added hero parties to harass the players gems but LITTLE DID I KNOW, the AI keepers were going to do it for me. Makes me wish for a trap ala Sentry/Lightning/Fear from DK2 that is specifically made to deal with annoying imps.

    I feel like I made a mistake giving the keepers pre-built dungeons. They butcher it with <9 tile rooms all over the place, desperately trying to find somewhere to build. Having pre-built dungeons means they gobble up all the good-tier early game creatures like dragons/biles as well as lategame creatures the player won't see for ~10 minutes like mistresses and orcs. I'm going to replace all of their dungeons with dirt, maybe expand them a bit and place gold around their gems to hopefully keep them preoccupied for a while.
    Last edited by Woudo; June 15th, 2014 at 14:38.

  9. #19
    KeeperFX Author mefistotelis's Avatar
    Join Date
    Sep 2009
    Location
    Poland
    Posts
    1,242

    Default Re: First map - some varied questions

    I believe this one was never answered:

    Quote Originally Posted by Woudo View Post
    2. Looking at map20 in thing mode, why does the center castle have large white rings around it?
    These are ranges of effect of static lights. In 'thing' mode, static lights are visible as "L" letters.

    EDIT: oh, it was answered, sorry.

    Quote Originally Posted by Woudo View Post
    I gotta ask though, how did the /campaigns/ bundled with KeeperFX get chosen? No finger-pointing, but a few of them are of questionable quality.
    These were the campaigns for which people offered to make land views and record mentor introductions. I'd agree not all of them are good.

    Quote Originally Posted by Woudo View Post
    enemy keepers seem to generate LAND instead of building a bridge.
    I've seen that once too; it's a strange bug..
    But to fix that, I'd need a saved game which reproduces the problem, created BEFORE it happened.
    Last edited by mefistotelis; June 15th, 2014 at 16:43.

  10. #20

    Default Re: First map - some varied questions

    Alright guys, i've hit a snag on my 4th? map.

    The player has to kill two keepers.
    The map has a sub-objective of saving ten Tentacles scattered around the map and "returning" them to their village.
    I got to thinking. It would be pretty cool if when the player found the Tentacle, they actually went back to their village instead of just being given to the player.

    So, Option A.
    (if [Player] tentacle count == X, add_creature_to_level for the village, tentacle).
    That can be done with script.
    As far as I know though, there is no way to force a players creature out of the game through script. While I can definitely check if the player has saved a tentacle, and I can add one to the allied keeper, I can't get rid of the one the player owns. Is there some kind of kill/remove command I can specify for creatures? It'll be weird for the tentacle to poof into red dust or just straight up die, and the player probably wouldn't even notice the tentacle walk out of the allied keepers dungeon heart so they'd be a bit confused, but at least it'd be functional.

    Option B.
    A give/cede command would be a direct answer to this problem.

    Option C - The already functional but boring answer that'd require me to redo my map aesthetic.
    Rebuild the dilapidated prisons so the Tentacles are actually imprisoned, and rather than being neutral, are owned by the allied keeper. When the player claims the prison, they should walk back to base by themselves.


    This being said, I tested the phrase "TOTAL_CREATURE,(creature)" in game and it actually works. I'm using the Adikted scripting reference and it doesn't list this as being a valid command. Is there something more up to date that I can read from?
    Code:
    IF(PLAYER0,TOTAL_CREATURE,TENTACLE >= 1)
    	QUICK_INFORMATION(1,"dickbutt")	
    ENDIF
    Last edited by Woudo; June 17th, 2014 at 18:02.

Similar Threads

  1. Questions about this mod.
    By Joe in forum KeeperFX
    Replies: 6
    Last Post: February 10th, 2014, 22:33
  2. Several questions
    By Archer in forum KeeperFX
    Replies: 20
    Last Post: March 19th, 2012, 18:58
  3. Few questions
    By jamespclarke in forum DK2 Troubleshooting
    Replies: 2
    Last Post: August 12th, 2011, 16:02
  4. Questions about dk1
    By MaxHayman in forum Dungeon Keeper 1
    Replies: 1
    Last Post: December 16th, 2010, 22:58

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •