[SCENARIO] Dungeon Adventure - the 133rd K.R.A.G.

just a minor note...
When you get asked to choose your secret, one of the choices is to select dwarf, but you are already a dwarf and gets the terrain bonus etc... so there is no point in selecting this. The best option is to choose cannibalism. You get dwarf for free.
 
just a minor note...
When you get asked to choose your secret, one of the choices is to select dwarf, but you are already a dwarf and gets the terrain bonus etc... so there is no point in selecting this. The best option is to choose cannibalism. You get dwarf for free.

The choice is actually to admit to being a Dark Dwarf, or Duergar. It adds the Stigmata promotion to Gorym. The practical effect of this is that Gorym will get an increasing combat bonus the deeper into dungeons he goes. It tracks with the traditional armageddon bonus, so at dungeon level 20, Gorym gets a 10% bonus. At level 100, the bonus is 50%.
 
The choice is actually to admit to being a Dark Dwarf, or Duergar. It adds the Stigmata promotion to Gorym. The practical effect of this is that Gorym will get an increasing combat bonus the deeper into dungeons he goes. It tracks with the traditional armageddon bonus, so at dungeon level 20, Gorym gets a 10% bonus. At level 100, the bonus is 50%.

Apologies. I never tried it and must have missed the Dark part.
So, one would have to say that selecting either Dark Dwarf or Cannibal would be the best option. Because Elf only gives you the elf bonus. Maybe it could include something else, like sinister or "Use enemy roads"? Or something.
 
It isn't implemented yet, but eventually, the secret backgrounds will have in-game implications, such as certain vendors not wanting to do business with you, better reactions from monsters or NPCs, or special dialogue options.

I don't know if these will get in before the contest deadline, though. For now, just think of them as flavor!
 
Sounds good. I like the RPG feel. Good call.
Maybe have the occasional special item on offer based on this secret background.

Could also add a personal quest, that runs alongside the main quest, that is not essential for the scenario but adds a little bit extra if the player chooses. Could have some special quest item.
 
Dungeon maps greatly improved:

1. Nooks along the west and south edges will now get goodies just like elsewhere.
2. Traps and secret doors given new helper units that are more visible in WB.
3. Goodies diversified into gold, mana crystals, and chests.
4. Trap placement improved.
 
Got some time to code tonight:

1. Rescue missions in the Ancient Fort are now in.
2. Tweaked dungeon generation code for prisoner placement.
 
A shout out to LDiCesare about the "&" thingie:

I finally get it. I think that this falls into the category of "any sufficiently advanced technology is indistinguishable from magic." I think I understand how it works but, more importantly, I am using it and it does what I want it to consistently.

So it is easier for me to just think of this as magic. Yep, it's magic!

[hands on ears] La la la la laaaa!

Thanks again for explaining it. Huge time saver.
 
Me said:
why dont you allow the character to 'set up camp', which founds a city (camp site) as the capital and razes all other cities previously owned by the player. this would also allow a limited 'save point' ability. you could make the 'camp site' act the way xien suggested with mana, but make it act like kurio settlements so it allows a slight fortification boost and increased healing.

self Quote ftw. not sure if you didnt see this Lutefisk :p

also i cant wait till the next test run is released :D
 
I tried this idea early on, but abandoned it. I may come back to it after the contest and more areas of the code are accessable.

The main problem is that each time the "camp" appears, holy cities get founded, which is aggravating. And Goyrm needs to have RoK tech for other reasons, so I can't just leave that out.

Moreover, easy upgrading is available at these camps, so long as the player has the right tech. I am, instead, trying to limit upgrades to certain scripted events.

Finally, if I were to bring in cities as camps, I would want to redo the graphics and grid system to make it look decent. And that, unfortunately, is not in the time budget for the contest. :(

So, yeah -- I may come back to this idea later, but not before the contest is over.

On the upside, I should have a new release by this next weekend. :)
 
Could you not use the Settlement code from the Kuriotates to make Camps (renamed) and then use python to remove (or prevent) any holy cities each time a new city is created? you could add another snippet into the settlement code that prevents units upgrading in settlements?

in addition, regarding the city graphics you can make it so that no city art appears by making an invisible city set. then i or someone else could make a large 'camp' grafic that you could use as palace art. because the camps are actually settlements no other buildings would be alound and so the player would only see the palace (aka Camp). of course art additions are not aloud in the contest entry. just throwing ideas out there if you wish to follow camps up after the contest/
 
The magic system, such as it is, is now in place.

If a player choose to become an adept, they will never be able to upgrade to a higher echelon unit, BUT the magic mechanics have been changed for this scenario to make being an adept more feasible/desireable/survivable.

In addition to treasures, the dungeons have stashes of random mana crystals place in them as goodies. When a character runs over a plot containing mana crystals, he or she is given a series of choices.

If the character is an adept, he can "pick up" the crystals and add them to his repertoire of known spells, so to speak. Each crystal of a specific type will add a rank of that spell sphere. An adept can have a total of six ranks, distributed however he wishes (but also subject to the vagaries of random availability in the dungeon).

The other options are to convert the crystals into a small bit of cash, or just leave them alone. There is also a special option that may be available depending on the character's background.

Raw mana crystals can be "tuned" by adepts to a chosen resonance. This makes raw crystals an especially good treat!

Finally, a character can dump all spell promotions and "wipe the slate" by selling his collection of crystals to Kubrecht the Gatekeeper. (Apparently he is a collector!) This "reset" mechanism allows the player to go assemble a different repertoire of known spells.

This mechanism is very experimental, but has been fun to play with so far. It makes adepts potentially powerful and able to compete with maxed out combat types, but balances that ability with limitations on the collection and management of mana resources.

Anyway, this stuff will be in the next release.
 
liuchurp should be spelled luchuirp i think, or luichurp. i'll check on this later. The typo is in the opening passage
EDIT: found another one. The stone warden greets you and says "ans" instead of "and" in the first sentence or two.
Another one: in the option to become a cannibal, its says "I you know" instead of "If you know"
SO theres no second mission yet? its lookin really cool! i think being an elf really helped escape the goblins.
whhere is the ancient fort or whatever where the second mission lay?
found it.
adventurers cat attack can they? then i guess the random dungeon generator is useless until you release mission two. Great scenario Lutefisk!
 
liuchurp should be spelled luchuirp i think, or luichurp. i'll check on this later. The typo is in the opening passage
EDIT: found another one. The stone warden greets you and says "ans" instead of "and" in the first sentence or two.
Another one: in the option to become a cannibal, its says "I you know" instead of "If you know"

Thanks for finding the typos. My ham like fingers make that happen a lot. ;)

SO theres no second mission yet? its lookin really cool! i think being an elf really helped escape the goblins.

It did, didn't it? :) Being an elf will also come in handy in future missions, but probably not until mision three or so.

whhere is the ancient fort or whatever where the second mission lay?
found it.

Spoiler :
Yes, it is in the far NE corner of the world map


adventurers can't attack can they? then i guess the random dungeon generator is useless until you release mission two. Great scenario Lutefisk!

This is addressed in mission two. After going back in to Shaft X right after mission one, the character has an option to choose a class: fighter, scout, or adept.

Thanks, again, for the feedback. I will fix those typos!
 
glad to help with the typos. What's the deadline for the scenario contest? and do you plan to go back and include code restricted by the competition after?
 
glad to help with the typos. What's the deadline for the scenario contest? and do you plan to go back and include code restricted by the competition after?

According to the contest thread, the dealine for submissions is March 16, 2009. Thread is here: http://forums.civfanatics.com/showthread.php?t=301838

Also, yes, if the response to DA-133rd KRAG is good, I hope to go back after the contest and revamp the mechanics. There are a few featured I'd like to add, too, that are hard to do under the contest constraints.
 
can you add the ability to change classes while we're waiting for mission two? I wann abe able to explore the dungeon with the tru egame mechanics. Being an adventurer sucks...
 
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