Ill prepare 2 packs from now on, one with normals and another without them (i wont loose hope in their future use).
How should i call the animation for the training hall models? i think just one animation thats activated when the active spot is used should be enought
Danimal {l Wrote}:“Hell pits”: While creatures are here they will summon weak but mindless hellish drones that rush to attack enemies in a range (by bomb suiciding). This would be the fantasy equivalent of a missile battery.
Suicide Bomber Kobold:
Pros:Cons:
- Does a massive amount of damage to enemy traps and dungeon hearts.
- Does a small amount of AOE damage nearby minions
- Slower then a normal Kobold.
- Can hurt your minions too.
- You loose a valuable worker.
Danimal {l Wrote}:"Sweatshop": where any creature dropped (enemy or owned) does forced labor to win a bit of money over time but cant be recovered and dies after some time.
agressive oriented approach, each 3x3 could contain an altar, your minions would need to summon (work) the kamikaze demon drones, only 1 drone per altar allowed, the drone rest in the altar until an enemy is detected and they launch themselves at it. They constantly lose health after leaving the altar so they migth die naturally before reaching long distance enemies (exploding wherever they are); "working" on an already summoned drone makes it win xp/level up so its more effective, also high level creatures can summon stronger drones from the go. No new drone can be summoned until one dies nor can they return to the altar.
Of course more intelligent creatures would summon better, so the innate research value of creatures could be used here, being mages better summoners than an orc.
However, I do like the idea of a room that's used for creating "special forces" minions.
My only concern with this one is instead of making the creatures unretrievable
Danimal {l Wrote}:The reason for this is that i want to avoid to create an infinite, friendly and safe gold source. We have to add Gem blocks later, they are the same as gold blocks but infinately minable, but they will be situated in the middle of feral or rogue creatures, at the reach of everyone. I want there to be WAR to get to one of those before everyone, a non lethal sweatshop would eliminate that tension and make people do the so hated micromanaging of creatures and forget about gem blocks.
Danimal {l Wrote}:Do you have any original ideas for new rooms? we could use a few more
Dormitory (lair): place for creatures to make a bed to rest and refill their HP, nothing will join you without a few blocks of it
Farm (hatchery): creates chickens for your creatures to eat, basic room to attract creatures
Treasure room: stores gold, basic room to attract creatures
Training room: Your creatures train here to rise its levels, it cost a bit of gold to train them. it attracts warrior minded creatures
Library: Place to research rooms and spells; it attracts inteligent creatures like the warlock.
Forge: this room is needed for traps and doors to be crafted, it attracts blacksmith type creatures to work on it.
Prison: Defeated enemy creatures are locked here, when they die of hunger they return as an skeleton
Torture Chamber: captured creatures can be tortured here to reveal information on their keeper or join your side, it attracts a S&M creature
Guard Post: any creature dropped here stands on guard until it gets tired, attracts something
Graveyard: corpses are stored here, when enougth of them have rotted, a creatures appears.
Dark Temple: Creatures pray here and generate mana, attract cultists.
“Arena”: your creatures do a battle royal here, free training but creatures get injured and near death
“Hell pits”: While creatures are here they will summon weak but mindless hellish drones that rush to attack enemies in a range (by bomb suiciding). This would be the fantasy equivalent of a missile battery.
“Hall of the dead”: place to sacrify creatures that grants new creatures, gold, mana... depending on the combination
"Recreation room"(Casino):creatures spend their money here, increases morale
"Sweatshop": where any creature dropped (enemy or owned) does forced labor to win a bit of money over time but cant be recovered and dies after some time.
they owned horny in 1v1 if both level 10...
Then, everybody knows what are the priorities
I also think that we should decide long term objectives (what we want in the beta version) and short term ones (what we want for the next alpha)
Yeah the spreadsheeds , we coudl use the calcsheets from the OpenOffice for the statitics , so the people have nice way of editing their stats ... the problem is only to find a suitable CPP lib which would read and write them ·...
Once all that is done, I guess the next release will be the most interesting in a while.
I put the star into the wall tile, the results are mixed since the wall is streched up and the battlements use the same texture, it would be better if the wall used one texture for side and other for top, and didnt we agree to remove battlements?
I notice the walls and dirt/gold uses normals correctly, how so?
Yep, I noticed that some time ago when testing on Windows. The fact is, if I'm not wrong of course, the RT shader system has been hard-coded to work with certain models here.
https://github.com/OpenDungeons/OpenDun ... .cpp#L1312
What I'll need to do it to make this automated for every models somehow, and see whether things are better on Windows. (On linux, I don't see actual differences with my drivers atm.)
Yep, I couldn't find out how to add those textures in the material files when using RTshader without hard-coding, though it's probably possible, the RTshader thing wasn't very well documented.
Do you think this could be added anyway
I think yes we agreed to remove the battlements, but nobody had the time to redo the models yet.
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