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Actually, in KeeperFX, every slab holds up to 2000 gold (it's capacity is
stored in gold_per_hoard variable). If efficiency is below 256, only part of
this value is used as slab capacity - but not any part; only fractions 1/5,
2/5, 3/5 or 4/5 are accepted.
What you've described is probably old algorithm, used in original DK - it was
unclear and I couldn't easily parametrize it, so I replaced it completely.
btw, there most likely is a bug where an old function for removing gold from
room is still used sometimes - it counts capacity in different way, so may lead
to inconsistencies.
Original comment by mefistotelis
on 27 Nov 2014 at 1:56
I did a quick test (on DD Netzcaro) and you're right it's now 40.000 for a
fortified 5x5 room and 50.000 for one with doors.
But the GUI/Flag bug is still there as shown in the screenshot. Also the Imps
kept putting gold in it even though it was full?! (Gold dropping sounds kept
going, but the gold timer stopped at 50k)
Also I noticed that the GUI looks like a mix of the high and low resolution
version of the game, that came in when I started using the Nightly builds (See
my other issue with the health flowers and level indications)
Original comment by Krizzi...@gmail.com
on 27 Nov 2014 at 4:04
Attachments:
I'm experiencing similar problems although my treasure rooms are jumping from
"full" to "half full" piles, even though the imps keep putting gold into the
room. As per seen in the game save I'll attach.
Original comment by nathanda...@hotmail.co.uk
on 27 Nov 2014 at 8:08
Attachments:
This should be fixed in latest nightly. Please let me know about the status.
Original comment by mefistotelis
on 28 Nov 2014 at 6:07
It's fixed, both the flag and gui show the right graphs now, also the Imps
stopped filling the room when it was full.
Now something new happened though, the maximum gold number is weird. It's not
40.000 and 50.000 (with doors) but 49702 or something like that. (with a 5x5
room)
Original comment by Krizzi...@gmail.com
on 28 Nov 2014 at 6:45
I can't reproduce that; are you sure you started the level from the beginning
after nightly update?
Original comment by mefistotelis
on 28 Nov 2014 at 8:35
I used DD Netzcaro again (because you get doors at the beginning)
-Made 20 imps, so the gold you get at start is gone for sure
-Made a 5x5 treasure room
-Dug out all the gold
-Placed doors to reach full efficiency
Here are two screenshots
Also it feels like the gold counter is slower than what the sounds and imp
movements suggest.
Original comment by Krizzi...@gmail.com
on 29 Nov 2014 at 9:39
Attachments:
Oh, I see.
It's not that the treasure room has incorrect capacity, it can still store the
max amount if you drop it on. The issue you're describing is with imps, which
won't fill the treasury by themselves. If there's only a little gold missing to
the maximum, imps consider the treasury to be full.
Actually I don't think it's a problem.
Original comment by mefistotelis
on 29 Nov 2014 at 10:49
I have been looking for the gold_per_hoard variable as potofgoldholds no longer
works as it used to (changes to it have no effect at all anymore I think). I
would really appreciate it if someone could point me in the direction of
gold_per_hoard please and thank you.
Original comment by agi...@gmail.com
on 24 Feb 2015 at 3:06
The gold_per_hoard value is currently hard-coded, it can't be changed in config
files.
All the other variables with gold amount are used according to their names:
ChestGoldHold (when chest is created, gets this amount)
PotOfGoldHolds (when pot is created, gets this amount)
GoldPileValue (when gold pile is created, gets this amount)
GoldPileMaximum (when gold is dropped by a creature, this controls in how many
piles)
Original comment by mefistotelis
on 24 Feb 2015 at 9:51
Looking at the code again, GoldPileMaximum is now unused - up to 8 pots are
created, no matter how many gold the creature had while dying.
I will add a parameter for hoard capacity.
Original comment by mefistotelis
on 24 Feb 2015 at 10:25
Consider added the text 'unused' to the comment in the config file, if
GoldPileMaximum is not used.
Original comment by Loobinex
on 24 Feb 2015 at 10:50
I appreciate you taking the time to reply mefistotelis, I'm sure you hear this
all the time but let me say a big thank you for all your work and the amazing
results we get to enjoy because of it.
On to PotOfGoldHolds, in the original game when changed it had an effect which
allowed you to create more efficient (smaller) treasure rooms, however in
keeperfx when changing this value nothing changes, there seems to be a
hardcoded "2000 max" somewhere else in the code rendering this variable unused.
I am guessing from what was discussed that this hard limit is set in
gold_per_hoard.
Might I suggest making a public variable for gold_per_hoard as it seems it
would have the same effect as the old PotOfGoldHolds in the original game and
changing PotOfGoldHolds in keeperfx currently does nothing as it looks
somewhere else for this value.
It would mean a lot to me if I had access to this variable again as I could
play the game the same way I loved to years ago and I'm used to. I always
changed it because treasure rooms ended up being 90% of the dungeon tiles
dwarfing every other room. I know the wrong number can mess up the paydays and
a bunch of other things, maybe people kept doing that so you had to remove
access to save some useless threads repeating, but there is a point to be made
about having total access to all aspects of the game.
P.S. gold pile maximum in not unused, it affects how much gold can be in a
generic pile like on the ground, so if you set it to 99999 you can drop about
100 1024 (default) gold from the hand on it and it will create a nice portable
million gold item in hand.
Original comment by agi...@gmail.com
on 25 Feb 2015 at 4:44
Since r1605 the 'gold per hoard' is in the config files, which should have the
effect you want.
Original comment by Loobinex
on 25 Feb 2015 at 6:01
Superb, thank you very much Loobinex, you guys are amazing.
Original comment by agi...@gmail.com
on 26 Feb 2015 at 3:07
Getting back to the original issue, is there something left to fix?
Original comment by mefistotelis
on 27 Feb 2015 at 11:43
Original issue reported on code.google.com by
Krizzi...@gmail.com
on 27 Nov 2014 at 12:54