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.
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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.