Danimal {l Wrote}:Regarding the dungeon heart, if you are finding it difficult to finish (for lack of time or any other reason)
- Since creatures appear with ramdom levels from portals, its hard to know their levels,
adding to the general TODO of a mechanism that allows to see creatures HP, level, XP for next level and mood
- Goblin and tentacle from cave left from yours (on the way to the gold) kicked my ass really hard, killed everything i threw at them and destroyed half my dungeon tiles, i guess they are max level, but that made me realize a few bugs.
- Rooms that have tiles destroyed keeps their actives spots even when fully destroyed.
- Gold tiles dont blend with surrounding dirt tiles and are shown as if they had all dirt removed from its sides.
- Diggers should run away from enemies other than enemy diggers, at the moment they march happily to combat. They will be really weak when their stats are tweaked so a running away behaviour for diggers and near death creatures would be useful (away from enemies)
- Work assignation for diggers, no matter where you drop them, they will march back to whatever job they had on the other end of the dungeon; couldnt it be made so they re-check closest job when dropped by hand? Same for normal creature, being dropped on a room should check if they can work there (researcher or blacksmith for now) and force then to work there until hunger/sleep makes them go have a snack and return or go sleep.
- Diggers will stop working if you tell them to dig an area across water with no land path to it, they will start wandering around, ignoring work that is accesible in your dungeon (i tried to get to the gold on left by crossing water so i didnt have to claim the cave with the kickass goblin-tentacle combo), they should be able to cross the water and dig the dirt/gold there even if they cant claim that side of the river. When i unselected for digging the other side of the river, they returned to work.
- Creatures now engage on melee rather than long distance taunt figth (finally), but your own seems to be slow to start attacking, i had a legion be one hitted by the tentacle and im not sure they put in even a single blow
- Workers tend to idle if the work is far from them
- Creature.def needs to have more values to be really useful: creature initial HP, range, magical/physical defense, magical/physical damage, creature initial damage and its increment per level (just like health does), and probably the rates for working on the new rooms (research, forging); creatures priorities could also be included here so some of them prefer doing one activity by default, like:
Mage Research 1, praying 2, training 3, forge 0
Orc Research 0, praying 0, training 1, forge 2
Fly Research 0, praying 0, training 0, forge 0
Warrior Research 0, praying 2, training 1, forge 3
- Alignation system in Creature.def file is useless, it will never be used, can it be removed?
They should be handled by just indicating their placement coordinates, level and equiped weapons, all other stats should be in creatures.def file.
By design, they'll go work only on things in their sight. So, as for now, it's not a bug. Want to change that?
According to the code, newly spawned creatures should be at level 1. Maybe the crazy scaling made you think this?
I "removed" the ability of workers to go on water tiles as I thought it was what's desired. Luckily, you can simply open the creatures.def file and replace the walkableTile value by flyableTile for the workers, to let them go on water again. The problem is: they'll go on lava, just as they were doing before, when the lava was looking like water. I suppose we should split lava from water in term of passability?
creatures priorities could also be included here so some of them prefer doing one activity by default, like:
Mage Research 1, praying 2, training 3, forge 0
Orc Research 0, praying 0, training 1, forge 2
Fly Research 0, praying 0, training 0, forge 0
Warrior Research 0, praying 2, training 1, forge 3
Well you mean like in a box window ? I am not master of CEGUI ... so if you could make simple pop-up window with info ...
Should workers really be able to swim? Does not seems right.
Does the dojo actually work? Creatures does not seem to grow bigger in it. My workers still are the stongest monsters I got.
Is that the same as requirements for spawning?
About that, I was wondering, is the probability to spawn a creature always the same and building rooms allows to choose which ones, or does building rooms attracts creatures in top of the ones already attracted?
What is the point of levels if they do not define creatures strength? If you put all creature stats in the level file it means you can have a level1 which is twice as strong as a level10? Also you can have a creature which is not consistent with its type. I do think most of the time stats shouldn’t be in there, only levels. (saved games can have these on top, but they could also be recomputed no?)
Bertram {l Wrote}:In fact they will be more like "walking on water". It's coming from DK1 where the workers were light enough to do that.
Danimal's proposal is thus sane, but to make it less weird as you pointed out, let's call that something like waterTile, for instance.
Should workers really be able to swim? Does not seems right.
What is the point of levels if they do not define creatures strength? If you put all creature stats in the level file it means you can have a level1 which is twice as strong as a level10? Also you can have a creature which is not consistent with its type. I do think most of the time stats shouldn’t be in there, only levels. (saved games can have these on top, but they could also be recomputed no?)
That's a possibility. Either we have a full stats system, but I'll require it to be in the level files (The stats/level can stay in the creatures.def file, of course), or we simply have the level and we recompute the creature stats at load/spawn time.
Is that the same as requirements for spawning?
About that, I was wondering, is the probability to spawn a creature always the same and building rooms allows to choose which ones, or does building rooms attracts creatures in top of the ones already attracted?
Danimal {l Wrote}:Should workers really be able to swim? Does not seems right.
Yes, they must, remember they are your only income source and shouldnt need extreme micromanaging, give them some freedom to suicide themselves as well, they are cheap and expendable and good for triggering traps. Passing water also grants the possibility to snatch a gold vein rigth under any player nose since water cant be too well defended (thats is a fun tactic to pull)
Tl;dr: Level computation +1, no hand declaring creatures on map, keep weapons used by creature on map file so it reminds if they are upgraded on game reload, their current hp as well(no cheat healing by reloading game).
Danimal {l Wrote}:Arent you overthinking it too much Mcmic? if we go by that, only flying creatures could pass water, and then lava becomes the same exact thing as water. It cant be like that, we only have a few fliers; water should be a soft barrier, impassable for heavy or special units (like Knigths or ghouls) and lava a hard barrier impassable to anyone but fliers and demons/dragons. There is not much point in capping such an useful and numerous unit capability, they need that freedom of movement to free you of having to micromanage so many of them
creatures.def:
Per creature class
- initial stats.
- initial level
- stats/level
- max-level
- starting-equipment
level file:
current level (makes the stats be computed at load time)
current HP (and MP for now)
current equipment (a reference that will lead to some equipment config file).
current XP.
Danimal {l Wrote}:Edit: Well, we have no messias among our minions, can their positions be lowered when in water/lava? that would make thenreally deep knee in water and what i think you want Mcmic (i wasnt understanding you well)
- Rooms that have tiles destroyed keeps their actives spots even when fully destroyed.
Bertram {l Wrote}:- Rooms that have tiles destroyed keeps their actives spots even when fully destroyed.
Ok, I've just fixed that on github, along with the sub-goals declared in the level files.
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