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

I hope to merge with patch y this weekend.

FfH2 team is hard to keep up with!

Also, I am little preoccupied right now. Child #3 born this morning!

(baby girl, 8.2 lbs, 20 inches! Mom & baby are both doing great!)

So please be patient, but I do hope to fix this before the 16th. :)


Congrats!!!
 
i now present Dungeon Adventure Goody Packs 2!

this one has various beds, book shelves, wardrobe and chest of draws, different fireplaces, barrels and crates and magic circles!



im compiling the download file now :) i will post it in this post later.
 
i now present Dungeon Adventure Goody Packs 2!

this one has various beds, book shelves, wardrobe and chest of draws, different fireplaces, barrels and crates and magic circles!



im compiling the download file now :) i will post it in this post later.

very cool stuff
where do you get your textures from? or did you paint them yourself, if so, congrats!!!
 
:wow: OMG i just got a compliment on my textures from the Texturing god! :wow:

Thanks seZ! i get my textures from this site: http://www.cgtextures.com/ im not skilled enough to paint them myself :p

you made my day (seriously) :)
 
Looks like the invisible treasure chest bug will be fixed in the patch "z" of ffH2. :)

Accordingly, I will wait until patch "z" is released to do my next merge.

In the meantime, I am tweaking a few things.

I fixed the error with secret doors on the edges of the maps, and am now adjusting placement algorithms to reduce the instance of key features appearing near edges of maps.

I also think that some of the errors in map generation may be due to the "alternate" placement code if the first pass through the map does not emplace a key feature. I am going to change the way these are done -- hopefully for the better!
 
Some work done tonight in response to your feedback:

Regeneration, Medic 1-3, courage, diseased, withered, plagued, and poisoned promos now have healing effects in dungeons! So now getting Body 2 mana is worth it!

"Edge" issues with secret doors fixed.

The plot counter is no longer disabled in the WB save gameoptions -- this was causing the weird behavior with the sanctify spell!

Potions of invisibility have been removed from game -- they were causing odd errors and graphical glitches when used.

Teleportation traps have been added as a possible treasure chest trap -- Yikes! That cool item you just found? Well, you are no longer near it!

Raw mana nodes now get a new warning post after the end of a turn if they don't already have one -- I added this since the "dispel magic" spell destroys improvements! The point here is to make "dispel magic" a really useful spell. An adept can "reset" any mana crystals to "raw," and then go back and retune the raw crystals to the desired resonance via a custom event.

Finally, I think I may have found the reason why stairs sometimes don't get the signpost or lose the event triggering ability. Very rarely, when travelling to a deeper level, a staircase will get placed exactly where a staircase was on the previous level. (the chance is 1% that this will happen) In this case, I think it causes a palimpset effect during the level conversion process. At least, that is my working theory!

Accordingly, I adjusted the code for placement of stairs and rooms to hopefully reduce these palimpset errors. After release 3 is out, we will see if they are still occurring!
 
Made some improvements today:

Rust traps perfected.
Water features added.
Bone piles and slime patches added.
Fire pits added.
Slightly different treasure chest reveal code used to reduce level transition errors -- if a player started a new level being able to see a chest, errors would occur.
 
YAY more dungeon features :D thats awsome :) one of my biggest gripes was the sameness of each dungeon level (though i knew it was bound to be worked on eventually)

can i suggest poison gas traps that fill a corridor with fallout for a few turns?
 
can i suggest poison gas traps that fill a corridor with fallout for a few turns?

You always seem to anticipate what I am working on! :crazyeye:

These won't make it into the next release, though. I do not know how long it will be before patch z is released, so I am going to go ahead and do a merge with patch y tonight. I hope!
 
How do you plan to have it be for a few turns though?

I've asked Kael and Xienwolf for a TempTerrain type function for features (and improvements), but they haven't made one yet. I think I actually got it to work when I tried last year, but I hadn't tested it much before making other changes that led to frequent crashes.


I guess that you've probably already made more changes than the scenario design contest allows, so I guess you could try making the changes needed for that too.
 
You always seem to anticipate what I am working on!

hehe my names not Psychic Llama for nothing you know ;)

These won't make it into the next release, though. I do not know how long it will be before patch z is released, so I am going to go ahead and do a merge with patch y tonight. I hope!

cool :) good luck!

How do you plan to have it be for a few turns though?

it is posible to make features degrade (or upgrade) to different features over time in python using the % chance per turn. thats what they use for the Mazatle jungles and what i used for my desert dwelling undead in warhammer. you could simply make the game check for fallout on the map instead of in a certain players borders and then have the fallout be removed at an x% chance per turn.
 
How do you plan to have it be for a few turns though?

I plan to put a code chunk in the "onTurn" def that is specific to the scenario! Every turn, the code checks the map for plots with gas in them. It then gives each gas plot a % chance to have the gas removed.

I am able to use a lot of "check the whole map for this or that" calls in my scenario because the entire map is never bigger than 400 plots. This would be a performance killer on larger maps, but not on mine. This is a big part of why I made the decision early on to use small duel-sized maps that switch out, instead of one huge map.


I guess that you've probably already made more changes than the scenario design contest allows, so I guess you could try making the changes needed for that too.

Actually, no, I haven't. I have followed the contest rules to the letter -- because I would like to win! :lol:

The only files changed are scenariofunctions.py, Cvrandomeventinterface.py, Civ4eventriggers.XML, and Civ4eventinfos.XML. I added an extra TXT file, as allowed, and of course added a WB save. The only "maybe" is that I took the liberty of adding my scenario into the Cvespionageadvisor.py scenario picker screen. But that can be dropped if needed to comply with the rules.

The limits of the contest rules are very... limiting. It has been a challenge to code around these limitations, but I have succeeded so far.

Once the contest is over, though, I may rework a lot of this stuff. For example, I would like to move some things into a "on unit move" function, instead of "on turn," which has been my catch all.
 
Indeed, it is! :D

Please see the first few posts in this thread for the details.
 
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