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There shouldn't be an issue if it's like you described. But perhaps the game has pathfinding issues for long paths. In a "survival" game with my bud, the heroes were NOT taking the path to the heart like they should. We think they were heading to a side room that wasn't on their path to destroy. But perhaps the game didn't recognize the path we wanted them to take as a valid path due to a bug. I've had creatures take the long route to certain rooms, so yeah.
I'm starting to wonder if it's a graphics problem in my case.
I went back to the same game, and a section of wall was blocking the route, (one square), that I'm "sure" wasn't there before. I could be wrong, (been that enough in my life. Lol), but because I find that minions don't always show in the hand of Evil, when I'm carrying them - I can't rule out a bug / graphics issue.
I DO know that the game will not let you close off an area that has been dug out, (or a Dragons Cave, ect), even if it has no relationship to the Dungeon Heart path.
Also. I notice that sometimes the game does not place the tiles for a room correctly, and I end up with a corner of the Gobblers Pen, not being added correctly.
There also seems to be a "wasted" line of squares between rooms, that often cannot be used.
I think that because the devs have used a single grid square for, say the hideout, yet it needs effectively, FOUR squares for an Orc bed - that this causes issues as well.
Anyway. Only conjecture at this point. If I find the same issue again. I will do a screenshot for you, so you can see.
Thanks War. :D
JO
As for finding one square of a room not built, well, I've had that happen before. But I think it was my bud being a bit too eager to build a room, and plopped down the room tiles before the snots finished digging. I think that you should be able to lay out a room before the room has been excavated. Similar to how you can place room constructions like a mana shrine before the snots finish building the room. Heck, why not make it so the room layout gives a dig order too? That's a lot less clicking and waiting.
Its seems that a size 100 map is only half that, because of all these 2x2 object uses. I liked the 1 to 1 square size of DK 2, so I could maximize dungeon space - but hey. It's not spoiling the enjoyment of D3.
:)
Due to room efficiency I an pretty sure you would maximize space of your dungeon a LOT more by having walls and doors between all the rooms (with the exception of treasure, and the various bed areas, as those do not have effeciency I geuss)
The "lair" type rooms indeed take 2x2 squaresper bed, and titans even require a 4x4 bed. A maxed-out army will require a total of 144 squares for their lairs. I usually play with balanced amounts of all three factions and have 8x6 lairs for each. Many other rooms in my dungeon are of a comparable size. There's also a good amount of rooms that can make use of single squares:
Treasury.
Any production room as well as the crypt can use single empty squares as storage space.
Gobbler farm needs to be at least 2x2 but you can enlarge it in single-square increments.
Prison needs to be at least 3x3 but you can enlarge it in single-square increments.
I'm not sure about the temple, never tried anything other than the 5x5 required to get the thing in the middle.