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Exploring levels for hidden things is something I liked in Dungeon Keeper 2 and have thus absorbed into how I design my levels most of the time. It's also a nice way to reward players, who take their time to look around, while remaining optional.
The lvl 8 counter is supposed to bee-line the heart. At least it's scripted that way. Unit pathing in this game breaks so easily, i WISH I knew how to make it robust.
I can increase the unit levels in level 10. I'm still careful with this, because level 15 in KCC was notorious with spawning high level heroes.
Mighty script also has several ways to increase the levels and attack party sizes in later attacks and I like the idea of that!
Speaking of first campaign: I did have a problem with unit and trap spam back then and tried to course correct since then. Perhaps I overdid it and made the outposts too easy instead.
I do like huntresses, too. :)
At least from what I've seen they can get quite strong when they level up, especially in groups. They do seem durable whenever they attack me at least.
Ah yes, the winding gold paths. I took a liking to them, especially since I noticed them in the DK2 campagin. And... let's say in the few levels I've created since I didn't stop that. But I can still keep that in mind and vary the gold sources some more.
Also at some point he runs out of money and can't get a roster up. Maybe give him access to a free gold mine.
The gate in the northeast only triggers when you did the objectives and spawns worthless units. At this point you can safely make them lvl 6+. And they tend to wander around rather than beeline for the heart.
Bosses just keel over once you storm their fortress. You can quadriple their stats and they would die to an imp cough. Not to mention their personal guard being to weak or to few.
I don't know if it is possible to increase the levels of attack waves with game time. But if it is, please do (I like to sim-city and average 1h30m per level). Considering most attack waves are tiny, with a sufficent force your should be able to repel them even when somewhat underleveled (and gnarlings are great anyway).
Yea everyone has their favorite units. I love huntresses because they are feisty and it looks hilarious if you stack up 20+ of them and seeing them shoot. I also love arcanists.
I wouldn't say "enjoy". But I also wouldn't say "didn't enjoy". It's still a DK game inside a wannabe DK game so it gets a passing grade. It just felt somewhat lacking.
Almost all levels have these winding gold paths leading to artifacts, more often than not in a safe location behind your base. Felt same-y after a while.
Almost all levels give you the freedom for sim-city. Iirc only one actually restricts your building noticeably. While I love my freedom to sim-city, I kinda wanted some variety after a while.
And highguards. I almost always convert every highguard I can get.
I personally thought the campaign would be at least comparable in difficulty with Keepers Comeback, though I was much more lenient with the attack times, because they were brought up quite a bit. Do you have suggestion on how it could be a bit more challenging, at least in the later levels?
Still, I hope you enjoyed the campaign, even if it was too easy.
You mean the two gateways in the south? One is for the union, the other is for the association. So basically you can only trigger one of them or none at all. The one you ally with won't attack you and if you remain neutral none of them will bother. So at least that was intentional. (to be conitnued)
The counterattack made me scared at first, but as soon as I saw the enemies scattering asap instead of rushing my heart I ignored it.
Finished the campaign now. Gotta say it is too easy. even last mission. Only one gate attacks you with low level dudes and dwarfes are bugged and won't even leave.
Also a severe lack of huntress spawns (my favorite) and I don't think I sawl firebreathers (don't like, but some ppl may) at all. Almost exclusively Jugg, Templar and Mage with +1 of Huntress (bugged in their spawning level), Arcanist or Priestess.
Only challenging level was lvl9, but even that is pretty easy if you start attracting and promoting creatures asap and survive the first assault.
As always, I hope you enjoy the campaign with the fixes made so far. :)
Vorweg: alle DLC vorhanden.
Lösungsansatz:
Sobald dein Goldvorrat auf über 50000 steigt, kommt eine Frage der "Union" danach, die du mit zwei Antwortmöglichkeiten beantworten kannst. Sobald du das machst, spinnt das Level. Innerhalb von Sekunden steigen deine freie Sünden auf 34 an. Deine Imps bleiben stehen, machen nix mehr, deine Bestien glitchen wild durch deinen Dungeon.
Ich habe also fein darauf geachtet, das ich bei 40000 Gold bleibe. Habe also auch auf die Übernahme feindlicher Schatzkammern verzichtet. Und siehe da: konnte das Level 5 zu Ende spielen.
Also wer noch von euch solch ein Problem hat, versucht es so!
So! und nun weiter zu Level 6
finde deine Kampagne richtig gut gelungen.
Nur leider funktioniert Level 5 nicht. Ich kann es nicht weiter spielen.
Hast du da schon Infos oder vielleicht eine Idee zur Lösung?
LG bertirius
Were these the forces that kept spawning? Every other unit would be one Malgannon gained according to the ingame rules and thus up to AI behaviour.
Let me know if there continues to be an issue and if said spawning units are baby democorns, chunderoids or thunderlings, please let me know. I might need to change the scripts up. Thanks for letting me know!
Keep in mind, that Keeper becomes an active AI and has access to two gateways (and an annoying habit to build trap spam, which can be circumvented by having a few ember demons). They might as well be hoarding their units and throw them at you.
But in any case, I will check it out and make sure the scripted spawns are a one time thing.
Keeper: Oh, i will not stand by and let you attack mah core... *Proceed to literally summon forces every 1 second and overwhelm with lag*
If you want to try it again, please let me know if it works now. If not tell me how far the task line got and I will have a look again.
Edit: I tried again and again but could not get the arena. In the end i tried to get the alchemy lab and it worked.
Yeah, some decisions are basically flavour. Usually when you are simply responding to someone saying something. If there are consequences the text will tell you what it does.
I have a question, when you are given a choice between A and B and it doesnt specify what the options actually are, is there any difference between the two? or is it just flavour text,
I've started work on the obligatory hero campaign, though it will be script heavy and could take some time to complete. I also intend to do a remake of my very first campaign.