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Thread: First map - some varied questions

  
  1. #1

    Default First map - some varied questions

    I only recently found out DK actually has a map editor so I got straight into it. I'm talking about ADiKted, not whatever the 'official' editor is.

    --

    1. Do I need to assign gems as computer-controlled for them to pay attention to it?
    2. Looking at map20 in thing mode, why does the center castle have large white rings around it?
    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?
    4. I tried to read the creature.txt earlier to look at some of the HP values (specifically how much health/defense Beetles have at level 10), but it was an unreadable mess. Does anyone have a better organized version?
    5. How can I stop a computer player from digging around the place? I, for the most part, want them to stay in their base and only make aggressive movements. I don't want them to tag gold around the nearby player dungeon and cause imp wars early on.
    6. The ADiKted scripting reference mentions an example map200, but I don't have it in my levels folder. I have maps from 1-150, map1000, and my own unfinished map.

    Since I haven't scripted anything yet, I haven't had a chance to test the level so question 5 might not actually be a problem. It just seems like the AI would place gold at a higher preference than gems since gold generates faster cashflow.

  2. #2

    Default Re: First map - some varied questions

    Have you considered making it for KeeperFX, you'll have some additional options?

    1. No
    3. I do believe this can be accomplished through the level script
    4. It is not an unreadable mess,... For KeeperFX you could simply open 'bug.cfg'. For vanilla it is a CSV file, so make sure you import it as data in excel or something and you'll have nice columns.
    5. In keeperfx you can select a keeperai, but even the most defensive ai's will still dig to close gold if it is too close. Perhaps also possible with the script in vanilla, not sure.
    6. It's on the DK Gold disk with the level editor

  3. #3

    Default Re: First map - some varied questions

    Ah, so that's why I can't find it, I don't actually have it in the first place.
    When you say "consider making it for KeeperFX" what do you mean?

    I thought the map making scene for Dungeon Keeper 1 was non-existent and the campaigns in KeeperFX were the only few ever made. Apparently not, there seem to be many more scattered around on these forums.
    I gotta ask though, how did the ones bundled with KeeperFX get chosen? No finger-pointing, but a few of them are of questionable quality.
    It's hard to say that last line without sounding like a huge wanker.

    Either way, i've finished building the map and unless scripting does my head in, I should be done by some time tomorrow. I thought making a single level would be a week-long arduous task but ADiKtEd was a lot quicker and easier to use than I expected.

  4. #4

    Default Re: First map - some varied questions

    There are quite a few maps: http://keeper.lubiki.pl/html/dk1_maps_list.php

    I have no idea how the campaigns got chosen,... my guess would be that all campaigns that were made and uploaded got included.

    As for what I mean,... by the fact that you mentioned the creatures.txt I noticed you use the original keeper, not FX. Maps technically work in both of course, although FX has included additional script commands. However, there have been bugfixes, balance changes and AI improvements that make maps on FX play out differently than on vanilla. So when you'll do the balance testing if matters in which application you run it.

  5. #5

    Default Re: First map - some varied questions

    I did a GoG install of DK and just dumped KeeperFX over top of it. I also had to dump ADIKtEd in the main folder due to an issue with saving maps so uh, my DK folder is pretty bloated with unnecessary files at the moment. I didn't even notice the creatrs folder, I just went straight for the data folders thinking that'd be the place to find it.

    So bug.cfg lists health as a flat base value of 250 and I can't see any kind of additional HP per level. It also lists an "Armor" value as well as a "Defence" value. I don't understand, I know for sure monsters get more HP per level.
    Maybe it's a random diceroll on level-up rather than a set value? If that were so there should still be something saying what range their bonus stats should vary between.

    --
    I'm assuming spawning heroes with an action point is when it looks as if they fall through the floor/roof?

    DIG TO GREEDY GOLD
    Greedly dig for gold. Computer uses this process when it ran out of gold, or is ready to attack. The search range can be far longer here.
    I imagine this is defined either by how close the gold is to claimed territory or how close it is to the dungeon heart. Do you know which is correct?

    --
    If I wanted to make it appear as if an enemy keeper is sending waves of creatures (like hero waves but with a keeper colour), can I achieve that without gimping their AI or having them manipulate the creatures? Imagine a standard keeper that can manipulate his own pool of creatures while also having waves of generated creatures akin to a hero party but all under the same keeper banner. It'd be useful for open water maps to 'force' large fly/hound harrass from enemy keepers.

    --
    I'm looking at some of the original Dungeon Keeper scripts and it lists POWER_SLAP and POWER_HAND. I thought the player had these by default and I wasn't required to list them?

    --
    Had some issues i've fixed.
    Some doors with heroes behind were on Neutral land despite being listed as Hero. Purple didn't even get a chance. Fixed it by just deleting it with impenetrable rock and replacing.
    Couldn't figure out how to lock doors. Turns out the 1 in the tutorial was actually a lowercase L. Whoops.
    I somehow wrote every spell as SPELL_AVAILABLE rather than MAGIC_AVAILABLE.

    For the most part i'm done with my first level. Just a basic multiple keepers, a small area with some locked away heroes and some raiding party heroes. Nothing too much, but I have a great idea for the second level. My issue is I still don't have my head around how to script invading hero parties and my new idea would be HUGELY focused on that.

    Can you guys tell me what's wrong with my code below and why the hero parties just never rock up?

    Code:
    ####################################################################################
    ####################################################################################
    
    
    REM ##### Setup flag required for Hero gates #####
    SET_FLAG(PLAYER0,FLAG0,0)
    
    
    
    REM ##### As soon as the player has #####
    REM ##### atleast 10 creatures #####
    REM ##### start hero spawns #####
    IF(PLAYER0,TOTAL_CREATURES >= 2)
    	SET_FLAG(PLAYER0,FLAG0,1)
    
    ENDIF
    
    
    
    REM ##### Left-side attacking hero party #####
    CREATE_PARTY(DORF_SQUAD_LEFT)
    	ADD_TO_PARTY(DORF_SQUAD_LEFT,DWARFA,4,0,STEAL_GOLD,0)
    	ADD_TO_PARTY(DORF_SQUAD_LEFT,DWARFA,4,0,STEAL_GOLD,0)
    	ADD_TO_PARTY(DORF_SQUAD_LEFT,TUNNELLER,8,0,STEAL_GOLD,0)
    	ADD_TO_PARTY(DORF_SQUAD_LEFT,TUNNELLER,8,0,STEAL_GOLD,0)
    
    
    
    REM ##### Right-side attacking hero party #####
    CREATE_PARTY(DORF_SQUAD_RIGHT)
    	ADD_TO_PARTY(DORF_SQUAD_RIGHT,DWARFA,4,0,STEAL_GOLD,0)
    	ADD_TO_PARTY(DORF_SQUAD_RIGHT,DWARFA,4,0,STEAL_GOLD,0)
    	ADD_TO_PARTY(DORF_SQUAD_RIGHT,TUNNELLER,8,0,STEAL_GOLD,0)
    	ADD_TO_PARTY(DORF_SQUAD_RIGHT,TUNNELLER,8,0,STEAL_GOLD,0)
    
    #####################################################################################
    #####################################################################################
    
    
    REM ##### Flies harassing gems #####
    IF(PLAYER0,FLAG0==1)
    	IF(PLAYER0,TIMER0>=1000)	
    		NEXT_COMMAND REUSABLE
    		ADD_CREATURE_TO_LEVEL(PLAYER4,FLY,-2,8,5,0)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER0,TIMER0)
    	ENDIF
    ENDIF
    
    REM ##### Synchronized Dwarven raiding parties from left and right #####
    IF(PLAYER0,FLAG0==1)
    	IF(PLAYER0,TIMER0>=2500)	
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER4,DORF_SQUAD_LEFT,-1,1)
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER4,DORF_SQUAD_RIGHT,-3,1)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER0,TIMER1)
    	ENDIF
    ENDIF
    
    
    REM ##### Win condition #####
    IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
    	WIN_GAME
    I'm certain i've done the timer wrong. SET_TIMER(PLAYER0,TIMER1) doesn't really achieve anything. I want it to reset the clock and repeat infinitely, effectively dumping the hero parties in repeatedly every X minutes (i'll figure that part out later).
    Last edited by Woudo; May 27th, 2014 at 13:27.

  6. #6

    Default Re: First map - some varied questions

    I have no help on your script,...
    I also don't know it is possible to get the enemy keeper to attack with specific waves, I don't think so. I believe you could force specific creatures to join the enemy keeper though, but I don't know how to get them to attack.

    Look in the imp.cfg for explanations about all the stats.

    All stats grow a percentage each levelup, the same for all creatures. Don't know the number top of mind, but all stats are roughly 4 times as high on level 10 as on level 1.

    The distance to gold is counted from the hearth.

    Spawning heroes just drops them in.
    Last edited by YourMaster; May 27th, 2014 at 18:16.

  7. #7

    Default Re: First map - some varied questions

    Fixed it by lifting code similar to what I wanted from map11 and modifying it. I'd done things somewhat wrong but the kicker was I referred to the hero player as Player4 (as they're Player4 in ADiKtED) but scripting wanted me to refer to them as PLAYER_GOOD.

    Code:
    REM ##### Fly harass at gems #####
    IF(PLAYER_GOOD,GAME_TURN >= 250)
    	SET_TIMER(PLAYER_GOOD,TIMER1)
    ENDIF
    
    IF(PLAYER_GOOD,FLAG0 == 0)
    	IF(PLAYER_GOOD,TIMER1 > 500)
    		NEXT_COMMAND_REUSABLE
    		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FLY,-2,8,5,0)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER_GOOD,TIMER1)
    	ENDIF
    ENDIF
    
    
    
    REM ##### Left-side Dwarven raiding party #####
    IF(PLAYER_GOOD,FLAG0 == 0)
    	IF(PLAYER_GOOD,TIMER1 > 500)	
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DORF_SQUAD_LEFT,-1,1)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER_GOOD,TIMER1)
    	ENDIF
    ENDIF
    
    REM ##### Right-side Dwarven raiding party #####
    IF(PLAYER_GOOD,FLAG0 == 0)
    	IF(PLAYER_GOOD,TIMER1 > 500)	
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER4,DORF_SQUAD_RIGHT,-3,1)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER_GOOD,TIMER1)
    	ENDIF
    ENDIF
    Still have some issues to iron out but I doubt it's something you would be able to help me with.

    Despite using ADD_PARTY_TO_LEVEL and not ADD_TUNNELER_PARTY_TO_LEVEL, the tunnelers in the group still tunnel. I was hoping to have them as a weaker dwarf of sorts. I'm thinking the only way I could get around it was if I somehow made them lose party leadership to something else but i'll probably just scrap the idea altogether.
    Secondly, the flies that I have set to harass the gems are for some reason getting stuck in the water. They can't figure out how to elevate themselves a tiny fraction to clear the half-block where a water tile meets a dirt-path/claimed-land tile.

    Either way, i'll try to fix these things in the morning.

  8. #8

    Default Re: First map - some varied questions

    I know you can modify creature stats of specific named creatures, perhaps this includes the skills they have. If so, you could take away the digging-skill of the tunnelers you don't want tunneling.

  9. #9

    Default Re: First map - some varied questions

    Actually, can you tell me how i'd go about doing that? I'm probably going to change the three spawns on the first level to just generic hero spawns instead, but for the second level, I need to engineer a way of stopping fly/spider infighting.

    I mean, I could delete the line in the fly/spider .cfg but... that's a bit extreme. I only want it to take effect for the one level and revert back to normal afterwards.

    - - - -

    So I noticed a bunch of scripts similar to;
    Code:
    SET_CREATURE_FEAR(​[creature],​[a])
    And looked for the line in the fly/spider cfg;

    LairEnemy = SPIDER
    LairEnemy = FLY

    and figured maybe I could just poop out something similar and it'd work.

    Code:
    SET_CREATURE_LAIRENEMY(FLY,TROLL)
    SET_CREATURE_LAIRENEMY(PLAYER0,FLY,TROLL)
    SET_CREATURE_LAIR_ENEMY(FLY,TROLL)
    SET_CREATURE_LAIR_ENEMY(PLAYER0,FLY,TROLL)
    
    SET_CREATURE_LAIRENEMY(SPIDER,TROLL)
    SET_CREATURE_LAIRENEMY(PLAYER0,SPIDER,TROLL)
    SET_CREATURE_LAIR_ENEMY(SPIDER,TROLL)
    SET_CREATURE_LAIR_ENEMY(PLAYER0,SPIDER,TROLL)
    It did not.
    Last edited by Woudo; May 28th, 2014 at 17:31.

  10. #10

    Default Re: First map - some varied questions

    For that, can't you just make sure there are multiple lairs and a proper dungeon layout?

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