Closed GoogleCodeExporter closed 8 years ago
There's a KeeperFX script command which makes a creature imprison defeated
enemies
SET_CREATURE_TENDENCIES(PLAYER2,IMPRISON,1)
only works if the player has a prison, obviously. It generates skeletons for
the appropriate creatures, but others either die or live on in the jail forever.
Original comment by dayoka...@gmail.com
on 4 Jun 2014 at 5:34
I've tried using it, without effect.
I've included this piece of script to test the effect:
IF(PLAYER0,PRISON > 0)
SET_CREATURE_TENDENCIES(PLAYER0,IMPRISON,1)
ENDIF
Then build a prison, and saw imprisonment remain disabled. Had the same script
for computer players as well, and it seemed ineffective as well.
Original comment by Loobinex
on 19 Jun 2014 at 10:47
1. Make sure you have LEVEL_VERSION command, and the log file doesn't inform of
script errors.
2. Now as you mentioned it, it's possible that using this for human player will
enable the imprison option, but leave the GUI button in its previous state.
That needs to be tested - in case this happens, I must somehow fix it.
Original comment by mefistotelis
on 19 Jun 2014 at 10:53
I can confirm a few things:
* My mistake was indeed not using the LEVEL_VERSION command
* With the level version command, imprisonment is turned on
* Using it on human player does not toggle the GUI button, but does turn
imprisonment on
That being said, there are some very strange side effects:
* Creatures started coming through the portal that should not be there. When I
just claimed a portal the first creature I got was a hellhound, not much later
I received a vampire.
* The imps would not pickup the defeated creature.
Attached log, saves, and the modified level 15. I was trying to see what kind
of boost the keepers needed for the level to be played out as intended.
Original comment by Loobinex
on 20 Jun 2014 at 11:29
Attachments:
Too many issues at once,... split it up and reported them seperately.
I think the not-picking-up-prisoners needs to be tested again seperately as
well, not possible in current build.
Original comment by Loobinex
on 21 Jun 2014 at 12:52
In the files I delivered for Issue #190 I included the below script were
prudent:
IF(PLAYER1,PRISON >= 9)
SET_CREATURE_TENDENCIES,PLAYER1,IMPRISON,1
ENDIF
Original comment by Loobinex
on 7 Sep 2014 at 4:15
For now I didn't commited your changes regarding IMPRISON for computers. I'm
not sure if it's a good idea. We should test how it affects gameplay - it may
lead to computer player losing all imps very easily.
Maybe when computer player loses part of his army, the imprison should disable?
Original comment by mefistotelis
on 8 Sep 2014 at 8:11
ok.
I've already did a full campaign run with imprisonment on (and even updated
levels with prisons) and did not find an issue with too many imps charging into
battle,.. they flee from fights anyway and don't draw agro.
But in fact, the effect isn't that big at all, it mostly is useful for them if
they hit the occasional hero pocket. He might end up with a few skeletons.
When a keeper fights the red keeper, he is usually dead anyway,...
I think disabling imprisonment when losing his army could be problematic,
because if the fight would end up in the keepers favor the stunned heroes would
not get dragged to prison.
If in fact we notice the AI can't handle imprisonment anyway, it would be the
best approach to tweak the AI. I feel it does add a lot for the player to see
his creatures in an enemy prison, or some heroes. Especially in level 5.
Original comment by Loobinex
on 8 Sep 2014 at 8:41
You've convinced me. I will commit these changes.
Original comment by mefistotelis
on 8 Sep 2014 at 9:06
Original comment by mefistotelis
on 9 Sep 2014 at 9:56
Original issue reported on code.google.com by
Loobinex
on 3 Jun 2014 at 11:23