Creatures (in particular Kobolds increase levels too fast at the moment). While increasing, they increase defense so, if you attack with basic units, they might have hard time trying to kill it (because Kobolds defense is higher than attacker's strength).eugeneloza {l Wrote}:Hmm... encountered an invulnerable enemy kobold. All the minions smash it together for several minutes and it just stands still...
Yes, it's hard to stop a fast unit fleeing. I guess it will be easier when we will have range units.eugeneloza {l Wrote}:Got it... Now having bad times fighting enemy hornets with slow units... they just fly around (running away) and take no damage.
Strange, I've never seen that. Could you middle clic on 1 unattacked unit to tell its seat id ?eugeneloza {l Wrote}:(UPD) some 'neutral' creatures are idle and would not attack neither be attacked by my units. Only cannon traps seldomly kill them. Especially seen at OD in dungeon siege map.
Perished creature bed disappears when a its owner dies. But it is probably linked to the beds not being placed at the right place. Depending on their size, they might end up one on each other or even outside the dormitory ^^eugeneloza {l Wrote}:(UPD) some beds seem to come 'over' others. Maybe over a perished creature's bed.
Strange, I've never seen that. Could you middle clic on 1 unattacked unit to tell its seat id ?
Balancing:
Bertram you have experience from valiria tear, any tips?
the gold wasnt really intended to be fully mined
I tested the game for an half-hour and, well......as a beginner, I don't know what I have to do in this game. Or better, I don't know some controls, so I'm here to ask you if you could add in the game an in-game window where, if you press a key like "F1", it displays all the comands and their functions in the game (like in Valyria Tear)
Problems that I have are: 1) when I click on a monster, you can carry and move it but I don't know how to place it in the groud where I want (I tried to click it but it doesn't work); 2) I don't know how to create a new room in an empty space....
- The graphical terrain selector, it looks like a 3d dark pillar without the bottom and......I don't like it. It's not very evident and I'd prefer a simply but nice 2d selector....... like the one in Battle for Wesnoth;
- You should fix the position of the goblin workers when they are digging; they are too centered from the terrain and you can see that they are far and don't touch the blocks with their pickaxe.This could be fixed just move them nearer to the block a little......
- The icons of the rooms/traps/creatures etc. are great, but you should also add a text name for them (with a short description) that appears after 0.5 or 1 second after moving the cursor on them, it's helpful for beginners like me to recognise their function in the game.....
Not so important, but I don't really like the 3d model for the core, and it would be nice if you create a simply "vortex/spiral" animation for the portals.
Yes but technically, that's not the same at all. Allowing tutorials would imply to have an almost finished game (where we can enable/disable what we want and have events). At this time, many things are still lacking. On the other hand, a F1 help text is easyeugeneloza {l Wrote}:I think a good tutorial (tutorial map with pop-up 'quests' explaining game mechanics and control) would do it much better than a simple F1 text help.
hwoarangmy {l Wrote}:On the other hand, a F1 help text is easy
eugeneloza {l Wrote}:Actually, not as easy as it seems. If it requires pictures, maybe a PDF/HTML would do it easier (even called from inside the game, why not)?
eugeneloza {l Wrote}:The tutorial requires two things: events (I see you have these already implemented in quests/goals) and message display (also implemented in mouse middle click).
So everything is needed to make a tutorial draft is create tutorial-specific events/script, create tutorial specific boolean array (to store which tutorial events have fired), and keep parenting of tutorial events (i.e. after grabbing a creature you need to put it somewhere) - the 'tutorial event prerequisite / timeout'. It may happen that making a tutorial would be easier than adjusting message display to host images. However, I do understand that it may be engine-specific and talk about this one from 'pascal-programmer' point of view..
Danimal {l Wrote}:There is a skeleton model due to come someday this millemiun, its just im too spread...
Concerning health, it is planned :eugeneloza {l Wrote}:And came up with another idea - it is important to add 'speak baloons' for monsters, i.e. if they are sleepy or hungry, angry or at critical health (like in original DK). And, maybe health bars during fighting.
Bertram {l Wrote}:As for the different rooms in order of appearance from left to right: (Note that when you click on a room, it's name and cost appears next to your tile selector)
(Boulder icon): Used to destroy a room and get half its price back.
Treasury: Used to store gold. The first tile is free of charge. (On many levels, you start with a few ones already placed)
Dormitory: Used to let your creature rest a bit. Useful if you want them to fight.
Hatchery: Used to let your creature eat. Same.
Training Hall: Used to make your creatures train and become stronger, but only up to level 10/30.
Forge: Used to make Golbin appears. And later to forge equipment.
Library: Used to make certain creatures appear one day. (IIRC warlocks?)
Have fun!
There is a skeleton model due to come someday this millemiun, its just im too spread...
By the way, hi BioHazardX!
No. Do you mean that some creatures should come with a weapon ?Danimal {l Wrote}:I cant find a place to add weapons to creatures at spawn time, was it implemented this time? (im not sure)
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