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Thread: KeeperFX - Test builds for version 0.5.1

  
  1. #31

    Default Re: KeeperFX - Test builds for version 0.5.1

    Quote Originally Posted by AdamP View Post
    There is an original Dutch string for Impenetrable Rock, and it's completely different to what you've put.
    I've located the original and will use that one.

    Quote Originally Posted by shortmicky View Post
    Unfortunately I cannot reproduce it today. but it was happening yesterday.
    The creatures in the prison in the lower right hand of the map were all standing still and moaning on the spot they stood

    I had played 4 other levels before I played this one, maybe that has something to do with it
    I have no idea what could cause this or how to investigate this. If you have more information in the future let me know. I have loaded this map a few times without success.

  2. #32
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    Default Re: KeeperFX - Test builds for version 0.5.1

    Looks amazing Lube-inex.

    Can't wait for the next stable!

    Thanks a lot for your work!

  3. #33

    Default Re: KeeperFX - Test builds for version 0.5.1

    Hello, please, is there a full list of change made since 0.4.6?

  4. #34

    Default Re: KeeperFX - Test builds for version 0.5.1

    Quote Originally Posted by watler253 View Post
    Hello, please, is there a full list of change made since 0.4.6?
    Here: https://github.com/dkfans/keeperfx/commits/

  5. #35

    Default Re: KeeperFX - Test builds for version 0.5.1

    Quote Originally Posted by YourMaster View Post

    Thanks.
    After lot of clicking... I reached I think the part that interest me : https://github.com/dkfans/keeperfx/c...13263030f+1500 (github should have a button to skip multiple page lol).

    Reading... then I saw that :
    https://github.com/dkfans/keeperfx/c...9ffce5c2c5c8ec

    Why was it reverted? Sounds fun, I always wanted creatures be able to cast this spell. ;o

  6. #36

    Default Re: KeeperFX - Test builds for version 0.5.1

    Quote Originally Posted by watler253 View Post
    Thanks.
    After lot of clicking... I reached I think the part that interest me : https://github.com/dkfans/keeperfx/c...13263030f+1500 (github should have a button to skip multiple page lol).

    Reading... then I saw that :
    https://github.com/dkfans/keeperfx/c...9ffce5c2c5c8ec

    Why was it reverted? Sounds fun, I always wanted creatures be able to cast this spell. ;o
    It was totally unbalanced, because it was a big splash attack and up front. Also, your most used units have it, including bile demons and dragons. So, even if I put the recharge time to a high amount, when the battle started it was devastating. And if I made it weak enough to not do that, it was suddenly not an interesting spell anymore.
    So, what we did was introduce a 'Lizard' spell, mapmakers can assign that to creatures they want and balance around it. It's basically the grenade spell, but aimed a bit better and then creatures use it. There are some maps where it is used a bit already and possible more in the future. I know I used it on Shackled Hand.

    As a bonus fact,... you could have creatures use it in the original game too, if you edited the creature.txt file and give the warlock grenade instead of fireball. He would then throw it against non-researchers in the library.

  7. #37

    Default Re: KeeperFX - Test builds for version 0.5.1

    Quote Originally Posted by YourMaster View Post
    It was totally unbalanced, because it was a big splash attack and up front. Also, your most used units have it, including bile demons and dragons. So, even if I put the recharge time to a high amount, when the battle started it was devastating. And if I made it weak enough to not do that, it was suddenly not an interesting spell anymore.
    So, what we did was introduce a 'Lizard' spell, mapmakers can assign that to creatures they want and balance around it. It's basically the grenade spell, but aimed a bit better and then creatures use it. There are some maps where it is used a bit already and possible more in the future. I know I used it on Shackled Hand.

    As a bonus fact,... you could have creatures use it in the original game too, if you edited the creature.txt file and give the warlock grenade instead of fireball. He would then throw it against non-researchers in the library.
    I see, sound totally chaotic and happy to hear it's a possible to be able to play around with that Lizard spell.

    I have more questions ...

    https://github.com/dkfans/keeperfx/c...bec65b7999b5ec
    https://github.com/dkfans/keeperfx/c...989760ec7ef4b1

    Is there a toggle to disable this in a config file?

    Specially for Destroy Walls, I know I can just don't give the spell to computer if I don't want it to use it but imagine a scenario where you have to capture computer's Library with the spell inside in order to be able to finish the level? And for some reason you don't want the computer to use it in this case. Also does the computer will try to break heroic wall with it? Or does it only cast it on player?

    Heal Spell is less important, I have yet to see how the computer will use it, maybe it's not that efficient as I imagine right now. (in scenario where computer is given almost infinite gold it seems scary).

  8. #38

    Default Re: KeeperFX - Test builds for version 0.5.1

    Quote Originally Posted by watler253 View Post
    I see, sound totally chaotic and happy to hear it's a possible to be able to play around with that Lizard spell.

    I have more questions ...

    https://github.com/dkfans/keeperfx/c...bec65b7999b5ec
    https://github.com/dkfans/keeperfx/c...989760ec7ef4b1

    Is there a toggle to disable this in a config file?

    Specially for Destroy Walls, I know I can just don't give the spell to computer if I don't want it to use it but imagine a scenario where you have to capture computer's Library with the spell inside in order to be able to finish the level? And for some reason you don't want the computer to use it in this case. Also does the computer will try to break heroic wall with it? Or does it only cast it on player?

    Heal Spell is less important, I have yet to see how the computer will use it, maybe it's not that efficient as I imagine right now. (in scenario where computer is given almost infinite gold it seems scary).
    The destroy walls spell really is not very functional right now, as he will basically only use it in combination with an attack when he digs towards your dungeon and hits a wall. Usually he would attack to your dungeon way before he gets the destroy wall spell, and if he researches that after he does not manage to use it yet. I am not really happy with how it works, but I did not manage to do better at the time. There's no specific toggle to disable it, but yeah, in almost all cases simply not giving the player the spell would work. But otherwise using a personality that does not attack would work, or keeping the AI money below the cost of the spell.

    As for heal, yeah, also not a real way to disable it, but the AI is not scary this way. With infinite money a human would keep his units alive with fully charged heal and would never lose. The AI is given very specific limits and a low click-rate to make it fun to play against. He would occasionally cast heal on a unit he would otherwise pick up to drop in the lair, but it's more for flavor then it is to make him 'good'.

  9. #39

    Default Re: KeeperFX - Test builds for version 0.5.1

    Quote Originally Posted by YourMaster View Post
    The destroy walls spell really is not very functional right now, as he will basically only use it in combination with an attack when he digs towards your dungeon and hits a wall. Usually he would attack to your dungeon way before he gets the destroy wall spell, and if he researches that after he does not manage to use it yet. I am not really happy with how it works, but I did not manage to do better at the time. There's no specific toggle to disable it, but yeah, in almost all cases simply not giving the player the spell would work. But otherwise using a personality that does not attack would work, or keeping the AI money below the cost of the spell.

    As for heal, yeah, also not a real way to disable it, but the AI is not scary this way. With infinite money a human would keep his units alive with fully charged heal and would never lose. The AI is given very specific limits and a low click-rate to make it fun to play against. He would occasionally cast heal on a unit he would otherwise pick up to drop in the lair, but it's more for flavor then it is to make him 'good'.
    Nice, thanks for the explanation. So far these recent releases look promising, there are a lot of things modders can tweak and play around like custom creatures, new creatures spells, custom traps. Also a ton of new script commands since 0.4.6! ;o

    I grabbed the latest alpha, I'll give feedback if I find any bugs or balance issues, I've been off topic with my questions, and I don't want to further pollute this thread with questions. By the way: THINGS limit multiplied by 4: HOORAY!
    Last edited by watler253; April 12th, 2023 at 01:36.

  10. #40

    Default Re: KeeperFX - Test builds for version 0.5.1

    Quote Originally Posted by shortmicky View Post
    How advance would it be to create a secondary page to the workshop. I thoroughly enjoy endrix’s expansion to the traps that they’ve introduced. But could there be a way we could have both the original traps and doors plus endrix’s traps?
    Late to the party but here is a simple script that allow you to have more traps per map:

    Code:
    IF(PLAYER0,BOX1_ACTIVATED > 0)
    	NEXT_COMMAND_REUSABLE
    	ADD_OBJECT_TO_LEVEL(SPECBOX_CUSTOM,LAST_EVENT,2,PLAYER0)
    	NEXT_COMMAND_REUSABLE
    	SET_TRAP_CONFIGURATION(ALARM,PanelTabIndex,0)
    	NEXT_COMMAND_REUSABLE
    	SET_TRAP_CONFIGURATION(NEW_TRAP,PanelTabIndex,1)
    	NEXT_COMMAND_REUSABLE
    	SET_FLAG(PLAYER0,BOX1_ACTIVATED,0)
    ENDIF
    
    IF(PLAYER0,BOX2_ACTIVATED > 0)
    	NEXT_COMMAND_REUSABLE
    	ADD_OBJECT_TO_LEVEL(SPECBOX_CUSTOM,LAST_EVENT,1,PLAYER0)
    	NEXT_COMMAND_REUSABLE
    	SET_TRAP_CONFIGURATION(ALARM,PanelTabIndex,1)
    	NEXT_COMMAND_REUSABLE
    	SET_TRAP_CONFIGURATION(NEW_TRAP,PanelTabIndex,0)
    	NEXT_COMMAND_REUSABLE
    	SET_FLAG(PLAYER0,BOX2_ACTIVATED,0)
    ENDIF
    Then you need to provide the special box #1 to the player so they can flip the panel at will, you can do that with unearth or spawn it with script:
    Code:
    ADD_OBJECT_TO_LEVEL(SPECBOX_CUSTOM,PLAYER0,1,PLAYER0)
    It will spawn the special box #1 at Red's dungeon heart.

    Then you obviously replace the "NEW_TRAP" with what you want here and add more old traps to be replaced with new traps, PanelTabIndex is the important thing here.
    Last edited by watler253; May 9th, 2023 at 01:12.

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