deestar12 / keeperfx

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Room costs, door and trap costs from custom creature.txt are not applied #21

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. For example, play DzjeeAr's 6-level campaign. On the third level build a 
temple, manufacture and sell some traps/doors.
2.
3.

What is the expected output? What do you see instead?

Temple should be very expensive, selling doors and traps should generate almost 
no income, however all values are from default dungeon keeper. See the 
campaign's creature.txt for exact numbers - they are not applied.

What version of the product are you using? On what operating system?

0.38a on Windows 98SE

Please provide any additional information below.

Well, that's not about this bug, but I want to tell you that sprite limit made 
DzjeeAr's 6-level campaign unplayable. I just can't complete the third level, 
because sooner or later you just can't fight - no spell/strike can be made, no 
doors can be placed, placing a trap causes immediate crash. And I've reached 
the limit in any of three his levels, but I just can't continue this level. May 
be sprites are leaking somewhere? In original DK Gold there is no such trouble. 
I'm not writing a separate issue because you wrote about the limit in FAQ, but 
you should know it - some campaigns just cannot be completed on KeeperFX, 
though they can be completed on original DK.

Original issue reported on code.google.com by SergejBy...@gmail.com on 21 Feb 2011 at 7:56

GoogleCodeExporter commented 8 years ago
Per-campaign room costs are not applied, that's true. This will be implemented 
over time. Currently only creature stats can be defined separately for 
campaigns.

Sidenotes:
KeeperFX does not use creature.txt at all. It uses multiple CFG files instead.

Sprites (Thing structures, to be exact) were leaking in v0.38a. This is fixed 
in v0.38b.

Original comment by mefistotelis on 22 Feb 2011 at 8:45

GoogleCodeExporter commented 8 years ago
Per-campaign configs are now completely implemented.

They still have to be prepared for specific campaigns; if you feel like 
preparing a pack of config files for a specific campaign, please do so and send 
it to me.

Original comment by mefistotelis on 30 Oct 2012 at 11:16