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Thread: heroes sprinting?

  
  1. #1

    Default heroes sprinting?

    I guess its a keeperFX feature, because i don't remember this happening in the old DK. Whenever heroes are attacking me, they randomly go super fast for several seconds. Anyway to fix?

    its an add_party_to_level command.

  2. #2

    Default Re: heroes sprinting?

    I have seen this sometimes. Don't think it is a feature but a bug, if you have a way to easily reproduce it you could report it and it will get fixed.

  3. #3

    Default Re: heroes sprinting?

    I'm using unpatched 0.4.5. Its been happening consistently on all maps so far (I'm up to editing level 4). I thought before it was because they were following a tunneler who was their leader but nope, its happening with a simple add to party command now... heres my level 4 script:
    Code:
    REM ****************************************************************************
    REM  Campaigns Consolidation Project for KeeperFX strategy game.
    REM ****************************************************************************
    REM  Script for Level Flowerhat
    REM  Campaign: DK Original
    REM  Authors:  based on Bullfrog script
    REM            KeeperFX CCP Team
    REM  Date:     17 Dec 1996 - 11 Feb 2011
    REM  Copying and copyrights:
    REM    This program is free software; you can redistribute it and/or modify
    REM    it under the terms of the GNU General Public License as published by
    REM    the Free Software Foundation; either version 2 of the License, or
    REM    (at your option) any later version.
    REM ****************************************************************************
    
    REM New rooms for the player:
    REM   BRIDGE - Researchable
    REM   WORKSHOP - When other rooms are built
    REM New creatures for the player:
    REM   TROLL - Attracted by WORKSHOP
    REM New powers for the player:
    REM   POWER_CALL_TO_ARMS - Researchable
    REM   POWER_HEAL_CREATURE - Researchable
    REM New manufacture for the player:
    REM   DOOR_WOOD - Manufacture
    REM   TRAP_POISON_GAS - Manufacture
    
    SET_GENERATE_SPEED(400)
    
    START_MONEY(PLAYER0,29999)
    
    MAX_CREATURES(PLAYER0,20)
    
    ADD_CREATURE_TO_POOL(FLY,5)
    ADD_CREATURE_TO_POOL(BUG,10)
    ADD_CREATURE_TO_POOL(DEMONSPAWN,20)
    ADD_CREATURE_TO_POOL(TROLL,20)
    ADD_CREATURE_TO_POOL(SORCEROR,5)
    
    REM SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,KNIGHT,3)
    REM SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,THIEF,3)
    REM SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,DWARFA,3)
    REM SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,TUNNELLER,3)
    REM SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,ARCHER,3)
    REM SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,BARBARIAN,2)
    
    SET_CREATURE_MAX_LEVEL(PLAYER0,DEMONSPAWN,10)
    
    CREATURE_AVAILABLE(PLAYER0,BUG,1,1)
    CREATURE_AVAILABLE(PLAYER0,FLY,1,1)
    CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,1,1)
    CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)
    
    ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
    ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
    ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
    ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
    ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
    ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
    
    DOOR_AVAILABLE(PLAYER0,WOOD,1,0)
    TRAP_AVAILABLE(PLAYER0,POISON_GAS,1,0)
    
    MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,1,1)
    MAGIC_AVAILABLE(PLAYER0,POWER_HAND,1,1)
    MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
    MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,0)
    
    CREATE_PARTY(WEAKLINGS)
    	ADD_TO_PARTY(WEAKLINGS,ARCHER,8,100,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(WEAKLINGS,DWARFA,8,100,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(WEAKLINGS,ARCHER,7,100,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(WEAKLINGS,DWARFA,9,100,ATTACK_ENEMIES,0)
    
    CREATE_PARTY(THIEVES)
    	ADD_TO_PARTY(THIEVES,THIEF,10,100,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(THIEVES,THIEF,10,100,ATTACK_ENEMIES,0)
    
    CREATE_PARTY(BARBS)
    	ADD_TO_PARTY(BARBS,BARBARIAN,10,100,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(BARBS,BARBARIAN,10,100,ATTACK_ENEMIES,0)
    
    CREATE_PARTY(HEROMIX)
    	ADD_TO_PARTY(HEROMIX,BARBARIAN,10,100,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(HEROMIX,ARCHER,9,100,ATTACK_ENEMIES,0)
    
    CREATE_PARTY(LANDLORD)
    	ADD_TO_PARTY(LANDLORD,KNIGHT,10,20000,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(LANDLORD,SAMURAI,9,2000,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(LANDLORD,SAMURAI,9,2000,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(LANDLORD,SAMURAI,9,2000,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(LANDLORD,SAMURAI,9,2000,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(LANDLORD,HORNY,9,2000,ATTACK_ENEMIES,0)
    	ADD_TO_PARTY(LANDLORD,HORNY,9,2000,ATTACK_ENEMIES,0)
    
    REM ****************************************************************************
    
    REM "Build up a dungeon including a treasure room, a lair, a hatchery, a training room and a research room. Also dig to and claim an entrance. Do not venture north yet as there are powerful enemies there."
    DISPLAY_OBJECTIVE(45,PLAYER0)
    
    IF_AVAILABLE(PLAYER0,BRIDGE == 1)
    	REM "Your researchers have given you the ability to lay down bridges. You will need them to cross over lava."
    	DISPLAY_INFORMATION(46)
    ENDIF
    
    REM Let's use flags to support a situation when player builds a room and then sells it
    IF(PLAYER0,TREASURE > 0)
    	SET_FLAG(PLAYER0,FLAG0,1)
    ENDIF
    
    IF(PLAYER0,LAIR > 0)
    	SET_FLAG(PLAYER0,FLAG1,1)
    ENDIF
    
    IF(PLAYER0,GARDEN > 0)
    	SET_FLAG(PLAYER0,FLAG2,1)
    ENDIF
    
    IF(PLAYER0,TRAINING > 0)
    	SET_FLAG(PLAYER0,FLAG3,1)
    ENDIF
    
    IF(PLAYER0,RESEARCH > 0)
    	SET_FLAG(PLAYER0,FLAG4,1)
    ENDIF
    
    IF(PLAYER0,ENTRANCE > 0)
    	SET_FLAG(PLAYER0,FLAG6,1)
    ENDIF
    
    REM When all the available rooms are built, allow the player to build WORKSHOP
    IF(PLAYER0,FLAG0 == 1)
    	IF(PLAYER0,FLAG1 == 1)
    		IF(PLAYER0,FLAG2 == 1)
    			IF(PLAYER0,FLAG3 == 1)
    				IF(PLAYER0,FLAG4 == 1)
    					IF(PLAYER0,FLAG6 == 1)
    						REM "When you are happy with your dungeon, build a 3x3 workshop which is now available to you. There, your creatures will be able to build doors and traps."
    						DISPLAY_OBJECTIVE(47,PLAYER0)
    						ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1)
    						TUTORIAL_FLASH_BUTTON(13,-1)
    					ENDIF
    				ENDIF
    			ENDIF
    		ENDIF
    	ENDIF
    ENDIF
    
    IF(PLAYER0,WORKSHOP >= 9)
    	REM "To manufacture Traps and Doors in your Workshop you will need to assign creatures to it, by dropping them into the room. Manufactured items can be selected from the Workshop Panel as soon as they're ready."
    	DISPLAY_INFORMATION(48)
    	SET_FLAG(PLAYER0,FLAG5,1)
    ENDIF
    
    IF(PLAYER0,FLAG5 == 1)
    	IF_AVAILABLE(PLAYER0,BRIDGE == 1)
    		IF_ACTION_POINT(2,PLAYER0)
    			REM "When your troops are sufficient in number and have had some training, lead them north and crush any who oppose you."
    			DISPLAY_OBJECTIVE(49,PLAYER0)
    		ENDIF
    	ENDIF
    ENDIF
    
    IF(PLAYER0,FLAG5 == 1)
    	IF_AVAILABLE(PLAYER0,BRIDGE == 0)
    		IF_ACTION_POINT(2,PLAYER0)
    			REM "You will have to find a way to cross the river of molten lava that bars your way."
    			DISPLAY_OBJECTIVE(50,PLAYER0)
    		ENDIF
    	ENDIF
    ENDIF
    
    IF(PLAYER0,FLAG5 == 1)
    	CREATURE_AVAILABLE(PLAYER0,BUG,1,0)
    	CREATURE_AVAILABLE(PLAYER0,FLY,1,0)
    	CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,1,0)
    	CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,0)
    	CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
    ENDIF
    
    IF_ACTION_POINT(1,PLAYER0)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WEAKLINGS,3,4)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARBS,7,4)
    ENDIF
    
    IF_ACTION_POINT(5,PLAYER0)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEVES,4,4)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEVES,8,4)
    ENDIF
    
    IF_ACTION_POINT(6,PLAYER0)
    	REM "The enemy's Dungeon Heart throbs before you. Assemble your minions nearby and administer the coup de grace."
    	DISPLAY_OBJECTIVE(51,PLAYER0)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,LANDLORD,-1,2)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROMIX,-1,1)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROMIX,-1,1)
    ENDIF
    
    IF(PLAYER0,TROLL > 0)
    	CREATURE_AVAILABLE(PLAYER0,BUG,1,1)
    	CREATURE_AVAILABLE(PLAYER0,FLY,1,1)
    	CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,1,1)
    	CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)
    	CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
    	REM "A Troll has joined you. Skilled in the craft of manufacturing, trolls are best employed doing dark deeds in your Workshop. They don't complain about the hours, because their labours keep them away from combat."
    	DISPLAY_INFORMATION(52)
    ENDIF
    
    IF_AVAILABLE(PLAYER0,WOOD == 1)
    	REM "Your engineers have come up with a wooden door. Place them down in corridors. They will keep out the enemy but allow your creatures to pass. You can lock doors by tagging them."
    	DISPLAY_INFORMATION(54)
    ENDIF
    
    IF_AVAILABLE(PLAYER0,POISON_GAS == 1)
    	REM "Your engineers have manufactured a poison gas trap. Lay them down and when triggered, it will shroud that area in a deadly vapour."
    	DISPLAY_INFORMATION(55)
    ENDIF
    
    IF_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS == 1)
    	REM "You have researched the call to arms spell. Cast it once to gather creatures into a group, then cast it again to where you want that group to go. Call to arms is free on your land, but costs on all other land."
    	DISPLAY_INFORMATION(56)
    ENDIF
    
    IF_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE == 1)
    	REM "Your researchers have discovered the HEAL CREATURE spell that allows to replenish the health of your creatures and keep them from dying for a while longer."
    	DISPLAY_INFORMATION(176)
    ENDIF
    
    IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
    	REM "With the enemy Dungeon Heart in ruins, you have trounced the once proud opposition. Rule your new domain with terror and loathing, for a laugh."
    	DISPLAY_OBJECTIVE(53,PLAYER0)
    	WIN_GAME
    ENDIF
    Last edited by 12114_v2; December 13th, 2014 at 22:18.

  4. #4

    Default Re: heroes sprinting?

    Could you make a savegame from before it happens, and share the savegame with me? I'll load it, and will see what happens for me.

  5. #5

    Default Re: heroes sprinting?

    heres the map and the savegame. i can also make a video of them walking 100 miles an hour if you want.. its not normal lol. Its the knight and his dudes basically at the end, let the imp trigger the action point.

    https://www.sendspace.com/file/pugeqg

  6. #6

    Default Re: heroes sprinting?

    Couldn't load your save, so I had to play a bit of the level,... so many heroes.

    In any case, I see what you mean, and reported the issue: https://code.google.com/p/keeperfx/issues/detail?id=456

  7. #7

    Default Re: heroes sprinting?

    ADD_CREATURE_TO_LEVEL instead of ADD_PARTY_TO_LEVEL seemed to fix the issue (just tested). I guess i could rescript it every time i want them to move at a normal pace. It has downsides though if i want level and creature variety in enemy heroes, ill run into the 48 limit fast lol.

  8. #8

    Default Re: heroes sprinting?

    Try it with a party without a horned reaper,... perhaps his massive speed is somehow addictive to the other heroes.

  9. #9

    Default Re: heroes sprinting?

    nah its not that, like i said it works perfectly with add_creature_to_level. Besides i had parties with just giants and dwarfs in level 2 which also moved uber fast.

    Im pretty sure its a keeperfx "fix" in order to make the game harder and to make the creatures stick together more.

    you can also see here from some random dude on youtube that his pace is fine since he's either using an old keeperfx version or gold dk or whatever: http://youtu.be/RV22BWBFvYg?t=18m27s

    another problem i have is my tab on the left (creature/room/spell etc panel) randomly disappearing. It's a simple fix to press tab again but still.

    Also, do you know the 3 default fear values from original DK? I'm not a fan of the idea, and i dont care if my flies die.

    edit: actually is there a .cfg file collection with ALL default values for all creatures from original dk? That'd be great. Or was fear the only thing changed?

    Other than that keeperfx is good
    Last edited by 12114_v2; December 14th, 2014 at 01:03.

  10. #10

    Default Re: heroes sprinting?

    I'm pretty sure it is not a conscious decision for KeeperFX,... I've seen the list of changes, and this aint there....

    Are you sure your sidebar is randomly disappearing? Because yes you can hide it by pressing tab, and show it again by pressing tab.

    Fear truly is messed up yes,... Original DK did not have 3 separate fear values,... just one setting on how low health had to be before the creature retreated. That would be the fear wounded in KeeperFX. You can set it to 12 for most creatures, 0 for skeleton/vampire to get that to the original setting. The FearNoFleeFactor you can set to '1'(as that multiplies fear when you enable fleeing). The FearStronger did not exist. If you select a really big value creatures will never run away from stronger creatures, so just like in the original.

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