Dungeon Adventure MOD MOD

Well, I meant having it so that at low difficulty you can heal almost completely in 1 or 2 turns at base camp, but at top difficulty you can't heal by just sitting at basecamp, you have to actually use a potion or spell in order to heal (or sit there for dozens of turns, letting the NPCs beef up).

And for XP gain I meant that on low difficulty, you can get your first level after killing 2 or 3 rats, but at top difficulty you will have to beat down 10 rats and a couple wolves for that first level.

Meanwhile, at low levels you have almost a static dungeon, you can clear entire sections of it and then run back and forth pretty freely through them, encountering 1 or 2 isolated monsters at worst. But on top difficulty, you can clear a corridor, turn the corner to start on the next, then run away in blind panic and find 5 monsters waiting for you in the corridor you JUST cleared ;) And possibly allow the NPC units to gain some XP automatically on higher difficulty levels so that they can get promotions if you are not moving fast enough :)
 
whoops re-read your post about only getting the culture to refresh at the start of the turn.

Move along, nothing to see here.
 
Or are there Final Frontier specific things hardcoded into the BTS DLL? That would be sort of backwards, but stranger things have happened.

Not hard coded, everything is added to xml etc.

But Final Frontier has a python file called CvAI which has code on AI Behaviour, and Starbases got code in there.
 
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.

Random thought, but following with the culture refreshing at the start of the turn, but after the heal and other calculations trigger. Why don't you continue to use the culture which refreshes at the start of every turn, but also create a subfunction that gives a promotion with a bonus to heal in every terrain type that is applied when the unit is in culture, but removed when they leave the cultural boundries. You can either have the promo apply and remove at the start of the turn, or on unit move depending on what you prefer. Having the benefits of culture from promotions is then only a cosmetic issue, and it becomes easier to tie in additional benefits from being on the campsite by just adding one more if statement.

Alternatively if you want to decouple it from culture altogether, you can have the promo applied and removed at the start of each player turn by checking all squares nearby a campsite with a (X,Y) (-1, +2) loop. Different promos for cities, campsites, and certain henchmen.
 
just a thought, what tile improvements will you have? henchmen building mines and farms is a BIT daft in a dungeon :p

Is there a need for improvements? Maybe serfs? You need to get gold to pay for castle upkeep. Actually I remember playing Might and Magic 4/5 where the goal was to find coins so you could expand/fix your castle. Maybe cash can buy improvements/buildings?
 
I finished my vermin unit today. Screenie below:

Spoiler :
vermincr3.jpg


Yes, the rats look like stretched out, shrunken, re-skinned bears because that's what they are. Good enough for now.
 
Well, there will be mines, actually, but they won't look like the mines in regular Civ. It will be an indication that the adventurers are harvesting veins of gold or gems that exist in the dungeon. The idea is that if the player finds a vein of gold, he or she can set a henchman to mining it and building the "mine" improvement near the wall that has the vein. Once the improvement is in place, it will periodically spit out a gold bonus onto the tile where the mine is. These bonuses can be picked up by player units and brought back o the campsite. Once at the campsite, they can be dropped in the fat cross to provide a permanent bonus to the production of the campsite, or can be converted directly into a sum of cash.

Of course these improvements can be destroyed by the barbs, so the player needs to protect them somehow -- which is where cannon fodder henchman units come in. Also, bonuses in the campsite fat cross can be "stolen," so the player needs to keep an eye on them, too.
 
Every dungeon game needs rats to kill at beginning levels. And so, I rethought the "vermin" unit. Vermin are now a bunch of 5 tiny spiders. For rats, I ditched the silly shrunken bears and reskinned a panther instead. I think it looks a little more ratlike, but would welcome feedback. Also, do people like the mixed unit type for vermin (spiders and rats) or should it just be spiders? Very easy thing to change.

Screenie of new rats:

Spoiler :
ratsdp8.jpg
 
Maybe reduce their height and make them a bit wider to make thir legs shorter and their body fatter.
 
would you like me to try make a custom rat modle? someone else will need to fit animations though. the panthers are ok for placeholders, much better tha nthe bears though

and the mine thing sounds interesting, not sure i completely understand it, but ill wait and see :) what about farms? will there be some kind of 'veggie garden' imprement or something? what about a mushroom resource for food? corn wont grow in a ancient castle cellar, but mushrooms would be abundant. check my sig, ive got a mushroom modle in there :p

EDIT: dosnt matter, im making one anyway :p we need one for Warhammer so i figured ill make it now :p
 
I mentioned rats to winddelay and he has some basic models from the net. When he sends them my way I'll send them this way. :hmm:

Also, custom anims aren't necessary, unless you really want to practice on rats.
 
Thank you, woodelf, that would be great. Traditionally, rats are an important part of any dungeon crawl or RPG.

If I can get a decent model, the panther animations should work fine. I really need to remember to change the fidget sounds, though. Right now my rats are roaring. I should probably change that to squeaking or just silence.

I'll save the roaring for the unique world unit, the ROUS. :)

@Psychic Llamas: Any models for things that grow in dungeons would be very welcome. I do plan to have "garden boxes" near camp sites in which the player can grow mushrooms or whatever.

Generally, the grabbable resources present the player with a choice: Convert it now into a one time benefit, or place it near the campsite to exploit for a smaller benefit over time. For example, gold would be something like: convert into 50 coins immediately, or put it near the campsite and get and extra coin every turn.
 
Just in case you I hadn't mentioned it in a day or two...I'M DYING TO PLAY THIS MOD!!!!!! :drool:
 
For the various vermin, why not have a vermin horde unit of mixed rats and spiders, which periodically spawns a weaker vermin unit that is either a single rat or a single spider. The vermin horde unit would slowly take over an area with vermin, creating a nice infestation . And if you can't find the horde, you're stuck with continuously cleaning out the vermin units, which wouldn't be worth any XP after a certain level so it couldn't be exploited for easy leveling.
 
well i just finished the modle for my rat, just need to skin it. i wish you had said win had done a rat before, save me the time :p but it was fun. his is probably much better than mine anyway, mines too many polys for a small beasty.

ill post a pic when its done.
 
Thank you to Psychic_Llamas for the neat mushroom model.

I now have them in-game as a food bonus. Screenie below:

Spoiler :
mushroomsqa7.jpg
 
Nice. Will the mushrooms have a random chance to poison the adventurer?

As with many of the bonuses, you can do various things with them. Food bonuses can be dropped near the campsite for a permanent boost to food production on that tile (usually +2 food, enough to attract and keep another henchaman). A player may also have the carrying unit consume the food resource, instead. Usually, this will act like a heal potion, healing all damage to the unit, but will destroy the bonus. For certain food types, there will be a small chance of other effects happening. For mushrooms, I was planning a small chance of poisoning, and a small chance of having the "confusion" effect applied.

Confusion -- if I can figure out how to code it -- makes the player essentially loose control of the unit for a while. In Rogue, the unit would just end up moving in a random direction each turn. Not sure how to implement this. I need to figure it out, though, because I was planning on a "confusion" mage spell, too.

Anyway -- Mushrooms can now be grabbed and dropped. As mentioned some time ago, for the next few days I will likely focus on getting the other resources so they can be grabbed and dropped, too. I will be busy the next few evenings (tax filing deadline is coming up and I suppose I should do that, huh?) and won't have the time to work on anything complex.
 
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