Dungeon Adventure MOD MOD

How are you handling healing? I think it would be best if you could only heal via poions or returning to your camp or using a potion. Or using a spell that depletes mana, or some other limited resource.

Bingo. Units will not heal simply by resting in place anywhere in the Dungeon. The only place where normal "rest-healing" can occur is at the campsite. Elsewhere, potions, spells, or other specials are required.
 
So is it to early to talk about having you use the Trophy System to make it so that "Passing" the dungeon with certain classes, or accomplishing certain great feats (killing a dragon with your bare hands :p) can unlock "Presitge" classes? I wanna be a Zombie and heal by eating my opponents. Fried Giant Rat is just SO good!
 
Will vampirism be in the game someday? You could heal from your dead humanoid enemies
 
I'd like an option availiable to MP, where you each control an Adventurer. It would be interesting to see if you co-operated or ran for the loot.
 
Intuitively that feels like a lot of work since the adventurers belong to the same civ. Having multiple civs with their own campsites should be pretty straightforward though. If you wanted to co-operate you could set the game up so you were allied, and have the map script group you together. Limiting the number of adventurers total would be somewhat more effort, unless units can be both a national and a world unit, and even then you'd need to scale the world limit based on the number of players, and you'd risk one player producing them quicker than the others. Hmm.

Incidentally, if that doesn't work out there's an .ini flag you can set which marks the mod as singleplayer only.
 
I don't want MP, I don't want zombies or vampirism* I Just Want To Play! And build maps for the mod, and play other people maps.

Seriously you're doing a great job here. The traps are rad the movie is great (may be a bit fast for the text) The graphics your using are all great and the art is very fitting.

I hope you don't make it too easy. I'm a Nethack player and won't mind starting a map 20 times over cause I just keep getting killed.

Which brings me to my question: what will you do with difficulty levels? I guess those will be important but just buffing the AI won't do I guess. You might want to keep a very slow heal rate for the easy diff levels (chieftain to prince). And maybe adjust the damage dealt by traps and monster attacks (prince and up) and have more monster spawned.

But I don't know much about modding so there might be an easier way to implement difficulty. Maybe just let people adjust their maps regarding difficulty.

* though I'd like all those things.
 
Trophies, vampires, and MP will not be in the first release. I hope to get a simple version stable first. Then I can start adding extras. Great ideas, though!
 
Spent the last day or so chasing down blind alleys.

I tried to do a rework of the "stone brick" terrain texture. Basically I wanted it to not blend and dither with surrounding terrain, but just show whole blocks. I got it to work, but it kind of looked like crap. Oh, well.

I also tried to implement a function that would make a new spell create a zone of culture on the map, without a city. It worked, but the culture zone disappears after the end of the player's turn. Tried a few work around in the CvEventManager python, and only succeeded in creating either bizarre effects or no effect at all. Oh, well.

As a last ditch effort, I will try blending the temporary spell I got working with some of the "autocast" code I create for traps. I'll keep you all posted if it works!
 
Keep us posted and don't worry about graphical polish just yet. You'll get tons of help and feedback and :love: when we start playing. :p
 
Keep us posted and don't worry about graphical polish just yet. You'll get tons of help and feedback and :love: when we start playing. :p

Incidentally, woodelf, do you know if anyone has made an animated rat unit yet? I have created a low level unit called "Vermin," and need to throw some rats into the mesh mix. Right now it is just a group of 5 tiny spiders -- which I admit looks nice and creepy when they scuttle around -- but I am really shooting for a mix of spiders and rats.
 
I got it to work now and all I can say is:

Great movie!

It might be a bit too fast though, even I felt it was going a bit fast, especially when compared to the FfH opening movie, but otherwise good work. Reminds me of one of my favourite games.
 
Let me ask around. Might be easy to borrow a unit from the net and add an animation to it.
 
well were going to have a huge range of rats and rat-men for Warhammer, so i can try make one in max (ive made a couple of units im happy with), but i cant animate, so maybe could ask win or ploep to do so?
 
well were going to have a huge range of rats and rat-men for Warhammer, so i can try make one in max (ive made a couple of units im happy with), but i cant animate, so maybe could ask win or ploep to do so?

why not using the wolf animation for it (rename the fidget animations, so it wont howl...). just rig a rat mesh to the wolf bones and here you go ;)... and before you ask: no, i have different stuff on my list :P
 
Spent the last day or so chasing down blind alleys.

I tried to do a rework of the "stone brick" terrain texture. Basically I wanted it to not blend and dither with surrounding terrain, but just show whole blocks. I got it to work, but it kind of looked like crap. Oh, well.

I also tried to implement a function that would make a new spell create a zone of culture on the map, without a city. It worked, but the culture zone disappears after the end of the player's turn. Tried a few work around in the CvEventManager python, and only succeeded in creating either bizarre effects or no effect at all. Oh, well.

As a last ditch effort, I will try blending the temporary spell I got working with some of the "autocast" code I create for traps. I'll keep you all posted if it works!
Depending on how often you wanted this effect to be used, either of the following might work (but will need per-turn checks; though with the scale of this mod those are likely to be a lot less of an issue than in a full-scale world map game).

* Have the spell or event create an immobile unit, which autocasts the culture spell each turn. Could then use the summons' limited duration to have the effect temporary, and even limit the number of summons (say to 1 per caster, as with skeletons in FfH).

* Similar, but adding an unpillageable feature with a PyPerTurn effect.

I'm guessing you're trying to achieve some kind of sanctuary effect, so that the benefits of being inside culture (healing, strength/withdrawl a la Homeland, animal units not being allowed to enter - 'turn'ing those undead - etc etc.) can be gained in the dungeon. If you're finding that the culture you create disappears at the end of the player's turn then most of that breaks (since the healing routine, including the eligibility check, takes place at the start of your turn I believe). The unit would therefore not work well. The feature, since it won't be owned by a player (I don't think) could trigger during enemy turns as well, but you'd still probably forfeit the healing unless you can get a PyPerTurn function to trigger at the very start of the turn.

Alternatively, could the spell create a temporary city? Call it 'Sanctuary', give it the settlement building and change it to block ALL buildings, reduce all commerce and maintenance to 0 etc etc, and add another building which causes it to be razed (without adding any war weariness, should that be an issue - assuming there isn't a -100% WW on the camp palace replacement already) the next turn. Might need several buildings to extend it to multiple turns though. That should fool the bit of code which presumably checks that tiles are within a city's cultural radius and prevents culture from counting if not.

Alternatively alternatively you'd need an SDK change to that routine I guess.
 
The thing is..... Final Frontier has starbases which provide a permanent zone of culture outside of cities. Final frontier does not appear to have replacement or supplemental CvGameCoreDLL file. It is all XML and Python stuff, using the existing BTS hardcoding.

Or are there Final Frontier specific things hardcoded into the BTS DLL? That would be sort of backwards, but stranger things have happened.

So if Starbases work in Final Frontier, why can't I get a new unit to do the same thing in Dungeon Adventure? Or, for that matter, a specific terrain feature or improvement?

I looked at the thread about the mod that gives forts a zone of culture and ZOC, tried the suggestions, but it did not work in the FfH2 base that I am using. Heck I even tried my hand at changing the unzipped project files and recompiling a new DLL but that didn't work either.

The best I have been able to do is to get a specific unit type or feature type to automatically refresh a zone of culture at the start of the player's turn. It is clear that it disappears for several key calculations, however. Even though they LOOK like they never go away, tiles with this type of culture zone do not provide healing benefits, etc.

This is even more puzzly than figuring out trap units. But I did get that to work eventually, so I will just keep picking away at this one, too.
 
I'd say tone down healing and XP growth, while increasing NPC spawn rates should do nicely for Difficulty settings.

Yes, healing rate is at zero for enemy and neutral territory. Reduced for friendly territory, and best only at the campsite itself. Part of my reason for struggling with a short duration or permanent zone of culture detaached from cities is to make possible a spell or feature that provides healing rate and no animal incursions, etc.

Plus, I was hoping to make "controlling" the corridors and rooms a key feature of the game. Might have to rethink that one!

Oh, and no units get XP automatically. You have to actually do stuff to get XP.
 
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