Page 2 of 2 FirstFirst 1 2
Results 11 to 16 of 16

Thread: New Map 5/20/2021 Burroughs

  
  1. #11

    Default Re: New Map 5/20/2021 Burroughs

    Okay
    Well, I did. In Controlled Demolition, at the first fight, he tunneller was sped up all the time, and so where he monks fighting with visible speed spell running on them.
    I can't imagine this is not visible on other computers, but will have to test it myself in later versions of KeeperFX to find out.
    If KeeperFX has coded this out, there another reason for me not to use it.

    The reason I hate KeeperFX, is because it changed the original rules, and changed original maps. I hated that. Sacrilege, and very bad taste.
    Less kills by boulder traps, less skeletons from prisons, as I remember: very terrible choices, damaging the game severely.
    I would read in one of the updates, that Loobinex tried to make rules other than the original game, a choice by the player. If that is true, that would be a huge improvement.
    But still, original maps changed, is very bad.

    I have no problems, installing maps or campaigns with the original game. Unless these maps are written in KeeperFX script, instead of in DKscript

    If KeeprFX would make it possible to make much larger maps, or stairs to get new parts of dungeons, or dialogue screens to instruct creatures for their jobs in game, and would respect the original game, than it would be an interesting piece of software to me. But in the way it evolved now, I just don't like it.


    +++++++++++++
    Controlled Demolition is not compatible with Dungeon Keeper, currently, because Mefistotelis didn't explain me his script advice to me didn't work in the original game.
    I hadn't expected that GOG would make a free version installed on DosBox available, so I have to update Controlled Demolition for Dungeon Keeper now. Currently only works in FX.
    The first map where I used Hero AI was this one. Made in 2000, so is compatible.

  2. #12

    Default Re: New Map 5/20/2021 Burroughs

    You're free to use the old version no problem. But the rule changes have mostly been reverted.

    And yes, in the latest alpha you'll find a map-pack feature, where you can drop maps in whatever pack you want and play with those rules. So you can play with a legacy-ruleset that emulates the old bugs if you so please.

  3. #13

    Default Re: New Map 5/20/2021 Burroughs

    Quote Originally Posted by YourMaster View Post
    You're free to use the old version no problem. But the rule changes have mostly been reverted.

    And yes, in the latest alpha you'll find a map-pack feature, where you can drop maps in whatever pack you want and play with those rules. So you can play with a legacy-ruleset that emulates the old bugs if you so please.
    Sounds good.
    Worth to install anyways, it seems.
    And playing the original maps, without the changes, should be possible by overwriting them with the original maps...

  4. #14

    Default Re: New Map 5/20/2021 Burroughs

    Quote Originally Posted by 0etelaer View Post
    Sounds good.
    Worth to install anyways, it seems.
    And playing the original maps, without the changes, should be possible by overwriting them with the original maps...
    For speedrunners I made a legacy-campaign a while back. Basically that, but with the configs that emulate the old bugs. If you still like mapmaking, there's a lot of additional possibilities now: https://github.com/dkfans/keeperfx/w...cript-Commands

  5. #15

    Default Re: New Map 5/20/2021 Burroughs

    Quote Originally Posted by YourMaster View Post
    For speedrunners I made a legacy-campaign a while back. Basically that, but with the configs that emulate the old bugs. If you still like mapmaking, there's a lot of additional possibilities now: https://github.com/dkfans/keeperfx/w...cript-Commands
    For map making, I'm more interested in the possibilities of the original game, than in commands that are not compatible with the original game.
    Many of these commands, can be solved by tricks.
    Examples:
    • GOOD_CREATURES_CONVERTED can be done by the counting of certain creatures on that player, that are not in the pool.
    • REVEAL_MAP_RECT cab be done by putting a player's creature there, mostly an imp. Or a fly.
    • Trap setting can be done by using less, more, or other traps. For instance, a gas trap will kill one to three imps, but a lightning trap will kill more than ten imps. Word of power some where in between. If a trap value is changed, the trap should also have another color, another name, another system. Nail Trap, hail trap, ice trap, booby trap whatever.
    • ADD_GOLD_TO_PLAYER can be done by putting some level 1 enemy creature there, with lots of Gold in it's pockets.


    I though random() was a nice command, but is not compatible, and I have another solution now: I use Fibonacci numbers, to get compositions in amounts. I would test Fibonacci numbers as seed for random maps in other games, and came to the conclusion that generated maps made by these numbers where more harmonious, if -1 is subtracted. Computers count from zero, not from one as we do, that will be why Fibonacci numbers -1 worked so well. Any ways, that's these strange numbers in Burroughs, they all are Fibonacci minus one.
    And I would love to make another map now, but have no story to tell yet.

    I'm not sure whether making not compatible commands with KeeperFX, is the way KeepeprFX should go. 85x85 is not much freedom, to make even more commands.
    Importing a new texture maps, could be interesting.
    New creatures is rather much to do, because such a creature should have it's own room, it's own icons, it's own sprites, it's own portrait, it's own story, it's own relation to other creatures in strategy and fights. There is one place left for another room though, lol. But if some one has another idea than Casino, I would be interesting to see what goes there: Not easy!

    I find it somewhat irritating, that folks want to change the text.dat. The original text.dat has translations into Polish, Japanese, Russian, and many more languages, so using it will make the user of a map read something close to useful in whatever language he or she has installed Dungeon Keeper. The GOG version has a Chinese TEXT.DAT, interesting. I remember using the Dungeon Keeper Text Editor as a Dungeon Keeper Text Viewer, in order to write objectives for Controlled Demolition.
    Burroughs is about freeing this woman that you love, the Dark Mistress, and than go on an adventure with her. Without text, this story is easier to tell, just as movies tell stories. It was nice for me to just tell a story, and not be occupied with all kind off technical experiments, as I did with other maps.

  6. #16

    Default Re: New Map 5/20/2021 Burroughs

    Quote Originally Posted by YourMaster View Post
    In FX or DK?
    FX.

Similar Threads

  1. State of the Game 14/02/2021
    By Mentor in forum Lords of Nether
    Replies: 0
    Last Post: February 14th, 2021, 15:55

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
  •