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Author Topic: Adventure Mode Questions  (Read 650 times)

Ravendas

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Adventure Mode Questions
« on: August 16, 2006, 03:14:00 pm »

I know this isnt the main part of this game, but I have been playing Adventure Mode to get used to ascii graphics, and the menu useage. I'm loving it, but have a few questions and concerns.

Elf Concerns:
-You start in an 'elf town', but its just a bunch of people wandering around in a forested area. Is there the equivalent of a mayor, or any shops?

-Gear allowed for elves. My character will not wear any metal or leather armor. So far I have not seen any wooden armor venders in a human town. Elves can however use metal weapons.

Dwarf Towns: These are confusing constructs. I wandered around in one until I found a queen, who gave me quests. I could not however find any shops in the dwarf town either.

Treasure: So far, treasure has been scattered all over the ruins areas, with the better treasure spawning inside of the temples. However I never see any treasure in caves, just the rare weapon when a monster is equipped with one. Any chance of spreading the treasure out a bit more?

Items: I went to one town loaded with items from a recent ruin trip. I decided to drop off a ton in a random house. When I came back to the town, the items I had left in the house were scattered randomly over the landscape, with 0 of the items where I left them. Is this how it is supposed to work?

Currency: I managed to figure out how to sell items and get hard cash for it, but how do I tell how much anything is worth? He said it was worth 5000 in the trading screen, then I go and pick up like 150 gold coins, 200 silver coins, and 600 copper coins, or some random number like that. There needs to be some conversion ratios in the game somewhere, to make it less confusing. Maybe a banker to stash cash, because that stuff is HEAVY.

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Toady One

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Re: Adventure Mode Questions
« Reply #1 on: August 16, 2006, 03:27:00 pm »

If you ask the elves for the capital, you can (with some difficulty) find the main druid there.  Elf towns are waiting for me to code multi-tile Z-coord trees.

I have less of an excuse for the dwarf towns, since fortress mode exists.  I just haven't done the generator.

Human armor is too large for elves.  I might relax this with penalties.

Gob/kob caves have treasure as well.  Large lone creatures do not currently hoard, and the world generation doesn't handle prior ventures yet, so yours is the first treasure they've seen.  These things will be more interesting with time.

It was a random house.  Home ownership is one of those things to do.  Right now, any item that isn't associated to a town is scattered around after some time.  There's currently no way to stash things, unfortunately, but there's not much to do with money etc. anyway, or in general.

Since the bartering system sucks right now, it seems like it should operate on prices, but I'd rather try to make bartering fun, at least in the small town shops.  In larger cities things might operate on prices.  The coins are copper 1*, silver 5*, gold 15*.  There's no money changing now, but since merchants aren't currently asking for profits, you could probably change up your smaller denominations by dropping your gold and then buying and selling an item.

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Ravendas

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Re: Adventure Mode Questions
« Reply #2 on: August 16, 2006, 03:36:00 pm »

Yeah I figured it was mostly on 'to do' lists. Its just funny that this is my first character to last more than 3 missions, but she cant buy any new armor. Her sword and shield skill more than makes up for it, and she has hardly been touched in awhile wearing her basic wooden armor.

I've actually found it more weight economical to sell the 5 and 10 pound rods/idols/crowns for coins, and hold onto the 1 pound rings/earings/etc to barter with.

I actually like this barter system, it just takes a little bit to get used to.

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Estoc

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Re: Adventure Mode Questions
« Reply #3 on: August 16, 2006, 04:06:00 pm »

Uh, hello. I'd just to ask when we can issue orders to any lackies that might join my quest for fame. They don't have any AI that allows them to pick up items on the ground, so if any of my troops drops their weapon or shield for any reason, they just fight without it... forever (which is not for much longer). Archers also don't pick up their bolts, limiting their use eventually. I'm thinking for now a good idea would be to use the trade command from the chat menu to give them back their weapon with a chat option to tell them to arm themselves. Ha, it's NPC's a la Fallout 2, but it's quite a workable model.

[ August 16, 2006: Message edited by: Estoc ]

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Toady One

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Re: Adventure Mode Questions
« Reply #4 on: August 16, 2006, 04:36:00 pm »

When?  I dunno.  I'd hate to give another deadline.  I want to have their AI be something other than "very stupid".  Aside from general orders, I don't want control of NPCs.  However, there was another idea up in dev about starting a party and being able to control everybody, either by picking one and having the others be NPCs (change focus any time) and also by allowing a "move anybody that can move on their turn" mode for trickier combat situations.  Getting the NPC AI to work is a long task, but it will carry over to making smarter opponents as well.
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JT

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Re: Adventure Mode Questions
« Reply #5 on: August 16, 2006, 05:38:00 pm »

You know, I bet if I found a cave of mandrills, I would have enough loot to take over the world...
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Ravendas

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Re: Adventure Mode Questions
« Reply #6 on: August 16, 2006, 05:43:00 pm »

After one run through a ruin, I've got enough loot to take over the world. Now if I just had something to spend it on  :(

Oh, another question. I'm swinging around a scimitar right now. Is there any real difference between scimitars / shortswords / longswords in this? Any pluses or minuses to the different blades?

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Toady One

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Re: Adventure Mode Questions
« Reply #7 on: August 16, 2006, 06:04:00 pm »

There are some damage differences and weight differences...  not too important, but you can look in "raw\objects\item_weapons.txt" (or something close to that name) to look at the damages.
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