The following warnings occurred:
Warning [2] Undefined variable $unreadreports - Line: 66 - File: global.php(961) : eval()'d code PHP 8.0.30 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/global.php(961) : eval()'d code 66 errorHandler->error_callback
/global.php 961 eval
/showthread.php 28 require_once
Warning [2] Undefined property: MyLanguage::$thread_modes - Line: 43 - File: showthread.php(1617) : eval()'d code PHP 8.0.30 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php(1617) : eval()'d code 43 errorHandler->error_callback
/showthread.php 1617 eval




Brainstorm Creature Mechanic - Creature production - Ideas needed!
I think the best idea would be somewhat around '4'.

First of all, basicly I can rather safely build a big base and get all settled in without encountering any monsters, (Few impanzees maybe). Which means, once I find a gold deposit near my base, I can build and train like 7 Orcs and still havent encountered anything serious.

(On a side note: I can capture a Knight's staircase, then rebuild the wall, and Knights keep coming in, in the end I have sooo many Knights walking around there in a small area, thats bad.. this way you can make Knight grinders without taking any risks, last time I let like 10 of them walk into a field of cannon traps, and then send in a cleaning crew of orcs).

So currently you can choose to have no challenge and just work around anything dangerous untill you find gold.
This concludes for me personally:

1) You need enemies that can tunnel themselves, with conditions (for example if they find out there is an open area 1 or 2 blocks away.
2) Enemies need to drop stuff, we wants lootz!
3) The bodies can be grinded or material obtained from it (e. Impanzee meat for creatures, Impanzee eyeballs needed for possession spell, etc...)
4) Instead of looking at DK(2) all the time, please take a look at a 10 times better game, called: Evil Genius, where torture and imprisoning was vital for research purposes and keeping your minions happy was all that was necessary, not to mention base defence and security, and also stronger enemies over time.
5) I get that knights can't tunnel, but maybe a good idea to implent something like: 'If 5 or more knights are near each other in a stairwell, because they are trapped or anything, just send another creature down with tunnel capacities etc.
6) Knights coming from the stairwell should be higher levels over time.
7) More variety (maybe small swarms of simple soldiers in combination with Knights) coming from the overworld.
8) Rebellious creatures, (e. Where is my bed? And there is no food 'starts fighting with other creatures, actually wounding, killing or getting killed) There is currently no pressure in building your base effectively.
9) I think giving the items values (gold, 100 etc) is indeed a good idea... I end up with flour all over my storage rooms, a way to dispose of that with an actual profit would be awesome, however this idea is extremely 'grindish' and the main problem: "Why work your ass of, trying to find Gold, when 10 cheap flour does the same thing, it makes valuables invaluable and visa versa.
Reply


Messages In This Thread
RE: Creature production - Ideas needed! - by Sebt - 13-04-2014, 08:54 AM
RE: Creature production - Ideas needed! - by Sebt - 13-04-2014, 08:10 AM
RE: Creature production - Ideas needed! - by Sebt - 13-04-2014, 10:54 AM
RE: Creature production - Ideas needed! - by Sebt - 20-04-2014, 12:19 PM
RE: Creature production - Ideas needed! - by Sebt - 21-04-2014, 12:21 AM
RE: Creature production - Ideas needed! - by Orifiael - 22-04-2014, 10:16 AM

Forum Jump:


Users browsing this thread: 2 Guest(s)