Monster moods

Monster moods

Postby Vandar » 02 Mar 2015, 16:08

I've seen that the code supports several levels of monster moods. In DK1, I didn't notice much of that, or I didn't understand that what I saw was an effect of the mood - the only thing that I clearly remember was that monsters damaged walls if they were really angry.

How's that in OD? What effects do the monster moods have? Can I see the mood of a creature in the game?
In soviet russia, code debugs you.
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Re: Monster moods

Postby hwoarangmy » 02 Mar 2015, 16:58

Vandar {l Wrote}:How's that in OD? What effects do the monster moods have?
There are 5 levels: happy, neutral, upset, angry and furious. The mood modifiers are defined in config/creaturesmood.cfg. The basic idea is that when a creature is angry or below, it will engage its natural enemies even if belonging to same player (cavehornets and spiders for example). When it is furious, it will try to go to the portal to leave your dungeon. After a while, if it couldn't leave your dungeon, it will become rogue and you will loose control. As any other rogue creature, it will engage any creature of any player.
Moreover, an upset creatures have a chance to stop working and angry/furious creature won't consider working at all.

Vandar {l Wrote}:Can I see the mood of a creature in the game?
You need to do a middle clic and in the bottom of the window that will pop, you will see the mood level and the mood modifier.

Spiders and cavehornets are easy to see fighting each other because there is a huge penalty when they see each other. If you manage to have 2 spiders and a cavehornet in the same room, you should see them fight.
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Re: Monster moods

Postby Vandar » 02 Mar 2015, 22:15

Yes, the hornets and the spiders don't like each other, I noticed that already. But I couldn't find out yet, who starts the fights. I remember that from DK 1, flies and spiders sooner or later started fights.

I've been playing a while, and my creatures either were neutral or upset. Never had a happy one. My dungeon had all rooms, and I think in sufficient size, just for a while I had too few hatcheries (so creatures became hungry and upset). Lair, hatchery, library, forge, training hall and crypt were available. Gold was enough to pay all creatures. So I had expected that the become happy, since everything was there.

Btw, in the crypt there spawn small bugs or spiders? Are they only decoration?
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Re: Monster moods

Postby hwoarangmy » 02 Mar 2015, 22:51

Vandar {l Wrote}:But I couldn't find out yet, who starts the fights
The one upset ;)

Vandar {l Wrote}:Never had a happy one
At this moment, there is no way to increase mood enough to get creatures happy. For now, I've only added modifiers that decrease mood. Later, we will probably add modifiers that increase it (like when they are with "natural friends) and such. Or with rooms like casino.

Vandar {l Wrote}:Btw, in the crypt there spawn small bugs or spiders? Are they only decoration?
Yes, small spiders are for decoration. If enough corpses are rotten, you might get... a gnome ! When Danimal will have integrated it, there will be a sarcophag creature.
http://ancientbeast.com/units/#Sarcophag
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Re: Monster moods

Postby Danimal » 02 Mar 2015, 22:52

For now it spawns gnomes (yuck, how nasty) but the small spiders are for decoration as will the rats once we have the Prison ready.
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Re: Monster moods

Postby Vandar » 03 Mar 2015, 14:30

So, so, the revenge of the garden gnomes. Well, why not :)

Regarding the Sarcophag and also the Kreatur, it seems you're going more scary with monsters than the original DK did.


A question: How's the player supposed to keep both hornets and spiders? I also remember in DK 1, that vampires and wizards kept fighting. Vampires even actively seemed to hunt wizards. Put them in two dungeon sections and keep locked doors between? I've tried that, but the locked doors caused problems also.
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Re: Monster moods

Postby Danimal » 03 Mar 2015, 15:16

i never did have much problem between those, just Vile demons vs skeletons(horde of the undead) and Horny VS everyone. I let the skeletons kill the fatties and locked the Horny into the temple or just exiled him, he wanst really worth the effort.
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Re: Monster moods

Postby Vandar » 03 Mar 2015, 15:29

I guess there were some changes in this regard between DK 1 and 2 (DK 1 didn't have skeletons, and the bile demons got along with everyone quite well).

So exiling one species is the common solution to solve the rivalries?
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Re: Monster moods

Postby hwoarangmy » 03 Mar 2015, 23:04

Vandar {l Wrote}:Regarding the Sarcophag and also the Kreatur, it seems you're going more scary with monsters than the original DK did.
Depends on what Danimal can find on blender opensources websites ^^

Vandar {l Wrote}:A question: How's the player supposed to keep both hornets and spiders? I also remember in DK 1, that vampires and wizards kept fighting. Vampires even actively seemed to hunt wizards. Put them in two dungeon sections and keep locked doors between? I've tried that, but the locked doors caused problems also.
When we will have doors, that would be the best way to separate creatures that don't like each other. Even now, you can manage to have natural enemies by having twice rooms since they usually go to the closest when they want to do something.
IMHO, we should have more natural enemies than in DK as it was funny to have to manage them. In DK, horny was too weak and not worth the work of having him happy. I remember that in 1v1, a vampire would beat horny (both at level 10).
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