andrewbuck {l Wrote}:* The amount of mana you currently have (maybe creatures like more powerful keepers, this would also provide an incentive to try to avoid excessive spell use)
svenskmand {l Wrote}:andrewbuck {l Wrote}:* The amount of mana you currently have (maybe creatures like more powerful keepers, this would also provide an incentive to try to avoid excessive spell use)
I do not like this idea. I do not see why you would like keepers to use less spells. That creatures want a rich keeper is understandable because they want to be paid, but as they do not have access to you mana resources then I do not think that this should be enforced.
andrewbuck {l Wrote}:svenskmand {l Wrote}:andrewbuck {l Wrote}:* The amount of mana you currently have (maybe creatures like more powerful keepers, this would also provide an incentive to try to avoid excessive spell use)
I do not like this idea. I do not see why you would like keepers to use less spells. That creatures want a rich keeper is understandable because they want to be paid, but as they do not have access to you mana resources then I do not think that this should be enforced.
Thats fine, it was only a suggestion. I should point out though that I kind of phrased it poorly; what I meant to say was not that you want the keeper to use fewer spells in general, rather that you want to wait to use your spells until you have a buffer of mana built up and then try to keep it fairly high. As I said though it was just a suggestion and I have no particular attachment to the idea.
-Buck
andrewbuck {l Wrote}:I just pushed a commit which adds functionality to the portals as well as adds the probability coefficients for creature choices to the level file. Currently the probability coefficients are not being used, all creatures still have the same probability of appearing, but I wanted to get the portals working and debugged before I started worrying about the probabilities, etc. I may get around to coding up the probability stuff tonight, although it will more likely be tomorrow before I get it done, adding the portals brought to light several previously hidden bugs which took a while to fix.
The portals currently roll a dice every turn to see if they should spawn a creature and this probability is currently just a flat 10% no matter how many creatures you have, etc. Note that this is a separate probability from the probabilities we have been discussing; those probabilities pertain to the how likely one creature is relative to the others that it will be the one to come through the portal, whereas the probability I am talking about here is how likely that the portal will spawn a creature this turn. We should try to come up with some criteria for determining how likely it is that a new creature will come into your dungeon. I will list below some things we may want to use in this probability calculation for ideas:
* The number of creatures you already have (creatures don't want to be too crowded)
* The amount of available sleeping space you have left
* The amount of gold you have in your treasury (so creatures have faith that they will be paid)
* The amount of mana you currently have (maybe creatures like more powerful keepers, this would also provide an incentive to try to avoid excessive spell use)
There may be other things we want to use in the calculation, I am just putting these out there as a suggestion. We should probably start a new thread for this if we wish to further discuss this, so this thread can be used for code updates and discussion directly pertaining to the updates.
-Buck
andrewbuck {l Wrote}:That was a good way of doing it, however I like the "your fired" approach where the creatures are stealing "office supplies" on the way out the door. It kind of balances nicely with the idea that they are "employees" in your dungeon.
-Buck
Keldaryth {l Wrote}:But yes, my initial thoughts were with VinWij - a rewards based system promotes a rush strategy, which was what I was hoping to avoid.
svenskmand {l Wrote}:Yes rushing sucks
andrewbuck {l Wrote}:* The number of creatures you already have (creatures don't want to be too crowded)
Skasi {l Wrote}:That's exactly what I wanted to say, svenskmand. Still you wrote "Yes rushing sucks" instead of "That wouldn't really be a problem".
Also, I might be wrong, but wasn't the player able to pick up and drop creatures? I think so.. not sure though. Not that this would make things any worse.
Skasi {l Wrote}:edit: Also yes I am the same "Skasi" as I have been yesterday.. or rather the day before. Anyway, for some reason DK2 came into my mind yesterday. So I was looking for all the clones I had found a year ago or so. When reading through the forum I thought "hey.. I think I know that nickname", then quickly checked through my friend list.. "oh it really was that new players name". I just didn't want to ask in my very first post. It's such a very very small world!!
Maybe.. just maybe I read your nickname a year ago when I found out about OD and.. reading that name yesterday made me wanna be a dungeon keeper once again.. just maybe.
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