Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
Me too. I always thought DK2 was just a poor imitation of DK1 with proper 3D graphics.
We aren't alone: http://www.pcgamer.com/why-dungeon-keeper-has-never-been-beaten/
DK1 has a raw energy to it which has is un-equaled in its descendants. I can understand why people may not be able to get into it due to the age of the technology (heck I can barely play DK2), but it had a lot of cool things which never made it into any of the later games. As well as a lot of things which were just bad ideas (like the boulder trap!).
As for DK2 IMHO it doesn't stand out as much, but I have been trying to play it recently now that I have finished all the Brightrock built campaigns.
I would say the initial bad ideas in DK2 were the training limitation to level 4, and the stunning when dropping the creatures immediately stand out.
The warlocks do seem to be more powerful than the cultists which I have to admit was something I missed in WTFO.
There is a much clearer relationship in DK2 to what rooms (and room size) cause which creatures, and I think there is a 1 to 1 relatioship whereas some rooms in WTFO don't bring any creatures.
The Rogue's having the ability to spy in other dungeons while possessed sounds neat. I do think WTFO is missing a trap defuser creature like the Thief/Rogue.
WTFO is so much better though. I think any discussion of shortcomings should also include how many other games tried to pick up the DK mantle and failed to meet WTFO (despite some having other merits) such as Startopia, Evil Genius, Dungeons 1/2, Impire, and Dwelvers. Brightrock may have stumbled out of the gate, and you may complain about the DLC, but their overall management allowed them to actually finish a worthy successor where so many others failed.
As for WTFO, its overall a tremendous improvement overall in terms of scope and they have fleshed out a lot the gameplay elements and added a number of their own elements.
Some of the game elements are a little confusing for me still mainly around the areas of sub-creatures such as the undead and beasts (do beasts need a hatchery?), but I figure as I continue to play around more to find these out. Hopefully map makers will become more creative in terms of educating me. :)
I would say that WTFO is a victim of its success where most of the problems come into play when building massive levels and management problems that come from them. I find the late game play to generally be tedious especially attacking the now ubiquitous bombard/rampart batteries. I have enough faith in Brightrock that I'm sure they are working on something to make this better.
A - Dealt non-lethal damage (perhaps just rolls past an enemy and only deals 250-500 damage, smashing after it hits five enemies).
B - Was only available in the map editor/campaign levels.
C - Dealt very minor damage (30-40 damage) and pushed all enemies it touched back a square, up to ten squares.
I am fine with the concept of the trap though, and see no reason why it could not be added under one of these circumstances. Even if it was weak, it would still be nice to have, especially for map makers.
It doesn't work in a MP Environment because if it's lethal and actually kills stuff, it's OP. If you nerf it to the point that it doesn't actually kill things then it looks ridiculous (a huge boulder that size would either crush anything in it's path or bounce off whatever it collided with, there would be none of this, it rolls over without killing the minion business).
If you left-click Impasse or Worker Rally and then left-click the All Minions button, it'll drop an Impasse/Rally on every single one of your minions wherever they are on the map. It's an easy misclick to make and I imagine most people don't know you can clear all flags by right-clicking Impasse/WorkerRally.
1300 hours and still nuub
I'm looking at the crash log now and it looks like the crash occurred when attempting to allocate more memory. If you could possibly send me a save file from when this happened I could attempt to replicate the crash so we can get a better look at the cause
As for the impasse banners it sounds like you may have clicked the impasse banner onto the rally flag button, this will place a banner ontop of each unit. It's an issue that'll be fixed next patch
If you click the impasse banner than click the rally button, it puts rally flags on every unit.
If you click the peace band banner than the rally banner, it puts every unit in peace band.
I'm constantly misclicking these and messing up my games.
On top of that can you please make it easier to keep track of what creatures are in peace band, I currently end up going from creature to creature with the peace band + and - to figure out whether or not a creature is in or out by what it allows me to do with whichever control I have selected. I'd be much happier if for example every creature currently in the peace band was illuminated when you select the peace band controls.
I remember windows complaining I was low on hard drive space around that time so that probably helps explain it. I've cleaned up since then.
I can send you the nearest save if you like but I'd say it isn't reliably reproducable as it's what I loaded from after the crash to get past the same section again successfully anyway.
I have some other bugs too but I think I'll just submit everything to the bugtracker instead of going on about the here at length.
To put another bug briefly, skirmish A.I as an ally seems to get stuck forever in rallying to the same spot if you destroy an enemy skirmish A.I it was attacking.
With the Mira theme, most of the achievements were already done by accident, just had to do ones like that odd Rhaskos defibrillator.
With the Korvek theme, I thought it was going to be really hard but Master AI's aren't actually that strong apart from being very agressive expansionists, their imps are usually more of a pain than their actual units, just have to be careful of an early beast rush.
Then the later the game gets, the more they fall off from all the stuff they don't use, can pretty much just walk in their base and kill them at will because they don't build traps or doors while the player can have a far bigger army, supplemented with uprising, sentinels, vampires etc...
My memory isn't too good but I'm half certain the skirmish A.I in Dungeon Keeper 2 did at least build doors I think, as for traps, I can't remember, spike traps around Dungeon heart possibly.
I loved that trap and I've seen both people saying it would be too powerful and too useless.
Recall has somewhat of a delay so I don't think it'd be that impractical and if you make a significant portion of an enemy army wormhole out to avoid a boulder I'd say it has value.
I miss this these too to a degree but like you I'm not convinced patrol routes are that practical anymore, I think the garrison is supposed to serve this purpose now even if Augres are somewhat slow and enemies might just decide to run right past them, nice if we could just assign any creature to a garrison for defending bottlenecks, that might even be possible because come to think of it I've not actually tried.
I told myself to try Dungeon Keeper 1 ages ago, just I never gotten around to it. I think I only originally played Dungeon Keeper 2 because I borrowed the disk off a friend, remember the good old days when games were on disk and you could swap them like books? :D
If my PC can play this, I will play it.
(I buy more games stronger thant the config of my PC, so I must wait sometimes 5 years before play a game...when it survives to the change of OS).
So, thank you for this big commentary on differences between DK II and WotU. Even if it's in english...pouark.
Et maintenant, en route vers de nouvelles aventures!
"I told myself to try Dungeon Keeper 1 ages ago, just I never gotten around to it. I think I only originally played Dungeon Keeper 2 because I borrowed the disk off a friend, remember the good old days when games were on disk and you could swap them like books? :D"
Yes, the good old big boxes, book, additional maps, audio CD of the OST, snif, Steam is not very practical if we play a game in solo in the jungle, the desert (cold or hot) and in North Corea (lol).
I selled a few of them but the others are with me, like a graal ^^
DVD cases are less artistic but, those which need Steam have no utility, except that their prices get lower than on steam (I have many games bought by games surplus).
Could you elaborate?
I personally thought that DK2 did a good job on making the villain protagonist villainous, considering the very early levels where the narrator explains how nice the places are...just so you can destroy them immediately. Also I believe that the DK2 heroes were charactarized more goodly than the Empire in WFTO (actually I don't remember much about it).
Plus in WFTO it seems more like Mechendaus is just giving out orders with the player character doing what he says. Granted the same can be said with the narrator and the player in DK2, but for some reason I had this feeling more in WFTO's main campaign.
I will exclude Heart of Gold here, because Kasitas characterization fits her goals and missions in HoG very well and I thought it was consistent there. It felt like Kasita really has an interest doing what she does. Oberon? ...not so much.
I similarly agree with your point on characterisation. Both the hero units and their respective leaders represented a 'goodly' side, even if the narrator criticised them, the greedy lord springs to mind.
The last paragraph largely echoes my views on a lack of story plot. Mendechaus does indeed simply give orders, there appears to be no connection between events and levels, and there seems no real reason to follow them. DK2 was able to elude this criticism with its level 'standardisation', namely that every level required a portal gem, so the goals were clear and why we were obtaining them was explained. The fact that the ending was consistent with the initially explained goals helped to solidify the idea that collecting these gems was helpful all along.
WFTO's ending, on the other hand, just seems an attempt to create something interesting when there was not too much in the first place. With that said, the explanations from the developers as to why this was more than satisfies me that although it was not ideal, it was the best which could have been done under the circumstances.