Dungeon Adventure MOD MOD

If you intend to do this, I'd suggest creating, say XML hooks to indicate the locations of these stripes, and then use that to modify the low-level (C++) distance functions. Otherwise, you'll have problems if/when the AI wants to move units. Then, I'd change the impassible-type functions to make the other section impassible to any unit from the first section (or change the routing functions to route any moves planned into the opposite section into the closest way to get into the opposite section instead).

How dare you try to get us back on topic?

btw, my Spore name is Arctem.
 
... 3 installs, based on a registry key being maintained to track if you already installed on the machine. ...

If this is the case then the workaround shouldn't be too difficult.. Just make a copy of the specific registry key and add it to the registry before install on a new machine. Should make for limmitless installs right?
 
The registry key is tied to the entire registry and you can't change your registry from what it's supposed to be without destroying your computers functionality.
 
i realize your probably not to the point of putting this in, yet, but this:

i just got/stole an idea for an item that would be very interesting to have in the game (though only one should exist, and be hard to get)

Bells of Necromancy:
allows the caster to cast seven spells: (undead refers to any who shoudl be dead: liches, skeletons, drowns, etc...)
Ring Danalin: Freezes a targeted unit for up to two turns
Ring Camulos: Strengthens all undead within a tile, though at the cost of some of the caster's strength
Ring Junil: has a chance to bind enemy undead to the caster (control transfered to player)
Ring Cerwiden: has a chance to give the undead within hearing range a spellcasting promotion
Ring Tali: has a chance to remove undead promotion from undead units around the caster. also has chance to give caster the undead promotion.
Ring Arawn: Raises dead (skeletons, wriaths, etc) in the tiles around the caster. each dead has a chance of having enraged promotion: Raises AC by however many units summoned
Ring Agares: Kills every unit within a tile range of the caster. additionally has 75 percent chance of killing the caster and destroying the bells.

might be interesting
 
No, I'm not dead. I am still obessed with Spore, however, which is practically the same thing. Also, Civ4Col came out a while back and that has distracted me, too.

Anyway, I am hijacking my own thread to go very off-topic with the following odd find.

While surfing the Net and looking at old music videos, I was trying to find that song from the movie "The Guru." The older one, not the recent one. The song is "Chori chori" something or other. Well, I found it. As always, I looked at the other top links my search turned up.

I found a really cool video by some guy named Arash called "chori chori" featuring a rather attractive person named Aneela. This video is some sort of Pakistani/Persian fusion thing. But, like I said pretty cool. You can check out the music video here:

http://video.google.com/videoplay?d...rSO7KKIruqAK49YjLDg&q=chori+chori&vt=lf&hl=en

The thing is, that tune seemed oddly familiar. After flailing about with useless searches for a while, I finally found the match! Watch it here:

http://video.google.com/videoplay?d...KGsEYWirALtmrWnCw&q=snow+informer&vt=lf&hl=en

It always warms my heart when artists dust off an old one-hit wonder and improve on it. All things considered, I like the Arash version better than the original!
 
Hi all.

Long, long hiatus. Hard to explain fully, but suffice it to say that it was health-related and culminated in having my tonsils removed. For the record, getting this done as an adult is NOT fun.

But I am becoming aware of Civ4 and FfH2 stuff again and all I can say is "WOW." The FfH2 team really polished it off while I was out. I downloaded the final version yesterday (I even had to patch BTS to the latest version -- I've been out of the loop that long) and had a chance to play with it a bit.

I have to say that I am very gratified to see some of the DA content that I developed being used in the scenarios for FfH2, as well as thankful for the credit that Kael gives to me in the 0.40 changelog notes.

It is very satisfying to see this stuff get put to good use!

I think that this will be the official end of DA as stand-alone modmod concept. With the potential for scenarios accessable from within FfH2 directly, and because the FfH2 platform is now so strong and less likely to undergo major revisions, the ideas I was working on may be of more use in that context.

I will slowly get myself back up to speed on the state of the FfH2 platform and see what might be done about reviving the best of DA in the form of adapted content. I would especially like to see some use of the traps and glyphs. (I haven't played all of the scenarios yet, maybe they are already in there?)

In any case, thank you to everyone for all of the interest and support for the DA development process -- we will see what happens next.

Perhaps I can convince Kael to introduce Snack Rats into Erebus? :crazyeye:
 
Welcome back, and I agree with you, better to continue with the "scenario engine". Best of luck, btw, I think there is a scenario contest but haven't heard anything about it since the release of 0.40.

And did you know, Arash is actually from Sweden, though he is more famous abroad than he is here.
 
Welcome back, Lutefisk. Though I suppose I shouldn't be saying that since I haven't played any FFH since about the time you last posted here (or maybe slightly before). Too many other games that I can finally play with my new computer :). I probably should get back to it one of these days...
 
A little late but welcome back! I had them tonsils taken out when I was 32 and OMG it was the most painful experience I have had the pleasure to experience... For two weeks I was in the bed whining like a baby, and the dope the gave me just barely took the edge off... (though I must admit loosing 20 pounds was great and not having a golf ball size tonsils in my head helps)
 
After reviewing the state of the FfH2 mod during my long absence, and getting feel for the .40 changes and scenario system, I have decided that DA will be reborn as a scenario.

This makes sense for a lot of reasons, but mainly it will be easier since the scope of changes is narrower.

I have begun work on the DA scenario, and it is shaping up nicely!

I know that people look at this thread to see what is up with DA stuff, but I am think that I will start a new thread in this sub-forum specific to DA as a scenario instead of a comprehensive modmod.

It is a shame that the sceanrios can't add new arts, but I hope to put some screenies up soon.

Stay tuned!
 
Please give a link to the new thread in this one, for us poor fools who mainly read threads via e-mail.
 
Please give a link to the new thread in this one, for us poor fools who mainly read threads via e-mail.

I will do so, as soon as I make the new thread. I am waiting until I have some substance before I post it, though.

I can tell you, however, that explorable dungeons are IN. It took quite some doing to figure out how to code this, but I got it done. (I had to temporarily convert to Ashen Veil for the requisite knowledge boost, though. :) )
 
Very nice! Looking forward to it!

And don't worry about the Ashen Veil conversion, the Mercurian Gate hasn't been built yet... ;)
 
perhaps once you have a suitable tech lead you can convert to runes for the production boost to crank this wonder out ;) and next adaptive trait change should go to industrious :p

Heh. I should also switch away from Consumption for awhile. Gained a little weight over the holidays!
 
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