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Author Topic: Dungeon Keeper  (Read 9380 times)

Mephansteras

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Re: Dungeon Keeper
« Reply #45 on: March 01, 2013, 06:38:27 pm »

Just remembered : One fun - ass part of DK 2 was torturing the heroes until they joined you (as each gateway had a rather strict monster limit, this along with the prison was the only method of growing your army beyond a certain size.)

Fun indeed, although they got along poorly with your other monsters.

Also, in sandbox at least they had a bad habit of causing the game to crash if you go too many units. Poor programming, that.
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werty892

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Re: Dungeon Keeper
« Reply #46 on: March 01, 2013, 08:26:21 pm »

Just remembered : One fun - ass part of DK 2 was torturing the heroes until they joined you (as each gateway had a rather strict monster limit, this along with the prison was the only method of growing your army beyond a certain size.)

Fun indeed, although they got along poorly with your other monsters.

Also, in sandbox at least they had a bad habit of causing the game to crash if you go too many units. Poor programming, that.

You could do that in DK1 too...

Korbac

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Re: Dungeon Keeper
« Reply #47 on: March 01, 2013, 08:38:46 pm »

Just remembered : One fun - ass part of DK 2 was torturing the heroes until they joined you (as each gateway had a rather strict monster limit, this along with the prison was the only method of growing your army beyond a certain size.)

Fun indeed, although they got along poorly with your other monsters.

Also, in sandbox at least they had a bad habit of causing the game to crash if you go too many units. Poor programming, that.

You could do that in DK1 too...

Ahh okay, fair enough :) I haven't played much of DK I. I bought DK II and then, much later, 'tested' DK I for a few hours. It's not a bad game by any stretch of the imagination but I think DK II improved on it in almost every way.
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Vattic

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Re: Dungeon Keeper
« Reply #48 on: March 01, 2013, 08:56:54 pm »

Just remembered : One fun - ass part of DK 2 was torturing the heroes until they joined you (as each gateway had a rather strict monster limit, this along with the prison was the only method of growing your army beyond a certain size.)

Fun indeed, although they got along poorly with your other monsters.

Also, in sandbox at least they had a bad habit of causing the game to crash if you go too many units. Poor programming, that.

You could do that in DK1 too...
And you could turn them into skeletons or ghosts.
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werty892

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Re: Dungeon Keeper
« Reply #49 on: March 01, 2013, 09:06:25 pm »

Just remembered : One fun - ass part of DK 2 was torturing the heroes until they joined you (as each gateway had a rather strict monster limit, this along with the prison was the only method of growing your army beyond a certain size.)

Fun indeed, although they got along poorly with your other monsters.

Also, in sandbox at least they had a bad habit of causing the game to crash if you go too many units. Poor programming, that.

You could do that in DK1 too...
And you could turn them into skeletons or ghosts.

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TomatoWalrus

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Re: Dungeon Keeper
« Reply #50 on: March 01, 2013, 09:18:47 pm »

Skeletons were by far my favorite unit in DK 1. So did decent damage, wasn't a drain on resources, and incredibly expendable. Only downside is that they didn't get along with Bile Demons, my second favorite unit.
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Vattic

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Re: Dungeon Keeper
« Reply #51 on: March 02, 2013, 07:49:52 am »

Itls pretty easy to keep them apart, but still a bit annoying.
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Kagus

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Re: Dungeon Keeper
« Reply #52 on: March 02, 2013, 07:21:12 pm »

Yeah, the minions were a heck of a lot more argumentative in DK1.  Flies fighting Spiders, Bile Demons getting called "fat" by Skellies, Warlocks and Vampires disagreeing on the darker aspects of magery...  Made things interesting though.

The skeletons in DK2 were even less of a drain on resources though, as they would never sleep and thus didn't require lair space.  Or wages, which if I remember correctly the old ones would grab.

However, the skeletons in DK1 were absolutely more effective warriors.  Not nearly as squishy, and with some useful spells at higher levels.  I'm not entirely sure how I feel about the change made in training from DK1 to DK2, but I did so love the combat pit and it really does make sense to an extent...


Miss ghosts though.  Ghosts were fun.  Also I absolutely adored the spiders who would run by the prison occasionally to taunt and torment whoever was inside by shooting webs at them.  I miss the more "alive" and personal aspects like that.  And personally, I actually prefer the old workshop method of working to the newer one, where they'll just produce a bunch of junk and you have to figure out what to do with it.

Korbac

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Re: Dungeon Keeper
« Reply #53 on: March 02, 2013, 07:31:54 pm »

I'm pretty sure in DK II you order stuff from the workshop and it gets built?  ???

But yeah, there's pretty much no minion - on - minion interaction in DK 2, which I found a bit sad. Would've liked to have to either choose between minions or have had to go to super lengths to make two combative types happy with each other. AFAIR all you had to do was provide a lair and a hatchery and pay on payday and everyone was chuffed.
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Kagus

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Re: Dungeon Keeper
« Reply #54 on: March 03, 2013, 06:46:03 am »

Yeah, in DK2 you would have an assortment of item plans available to you.  Then you could pop down a blueprint, pay the initial fee then and there, and then wait for some snot-picking troll to stop harassing the walls and move his scabby thong-clad butt over to the workshop to start hammering on things, at which point the item is produced and shuffled off to where you ordered it.

DK1, all worker-types would constantly be in the workshop working away, like researchers in a library (that's another thing, ALL minions could research in DK1, but some were just vastly better or worse than others), until the workshop's storage space was filled up.  The items they'd create would be somewhat random, with more lower-tier items produced than higher-tier.  Then you'd get a stocks screen with the available items, where you could then order one to be placed and it'd be up in just the time it took for an imp to drag it from the workshop to where it needed to be.

It kept workers busy, actually USED the workshop space which was almost entirely moot in DK2, and provided an actual sense of production.  Sure, you couldn't get stuff on-demand, but it also meant that a larger workshop with more workers would provide you a larger selection and stock of items, instead of just fulfilling effectively the same purpose as a 3x3 with one really skilled troll, as DK2 turned into.

Vattic

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Re: Dungeon Keeper
« Reply #55 on: March 03, 2013, 10:08:27 am »

I also missed the interactions even if spiders and flies beating on each other was a bit annoying at times in the first.

(that's another thing, ALL minions could research in DK1, but some were just vastly better or worse than others)
Used to like taking a maxed out mistress between levels to get a research head start without sacrificing combat ability.

A combination of the first and second game would be the ideal dungeon keeping game for me. Most of the first but with some of the tweaks found in the second. I really liked the stun on drop for example.
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GreatJustice

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Re: Dungeon Keeper
« Reply #56 on: March 03, 2013, 10:49:09 am »

Just remembered : One fun - ass part of DK 2 was torturing the heroes until they joined you (as each gateway had a rather strict monster limit, this along with the prison was the only method of growing your army beyond a certain size.)

Fun indeed, although they got along poorly with your other monsters.

Also, in sandbox at least they had a bad habit of causing the game to crash if you go too many units. Poor programming, that.

DK2 in general was badly programmed. It crashes a lot even at the best of times, the patches make it more likely to crash, and fiddling about with anything will cause it to crash. DK1 was much better in that regard, but it was a bit of a brick; with DK1, you played the campaign, you maybe played some multiplayer, and that was about it. I know you can technically play skirmish, but the AI really isn't built for it, and there's no sandbox. Oh, and the AI was quite stupid, hence why the game often resorted to completely unfair setups to compensate. That's not to say DK1 wasn't a great game, of course.

With DK2, though, the campaign was easy with the possible exception of two levels; one was the last level, naturally. The other was something like the tenth; you get a small dungeon to start and have to punch through a siege within a time limit to conquer another keeper, while heroes attack from all directions. It's about ten times harder than every level previous, and the levels after it are comparatively easy.
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Vattic

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Re: Dungeon Keeper
« Reply #57 on: March 03, 2013, 01:09:14 pm »

Deeper Dungeons had loads of extra content and improved the AI some if I remember correctly. Shame GoG doesn't have the expansion.
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umiman

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Re: Dungeon Keeper
« Reply #58 on: March 06, 2013, 03:08:18 am »

Just remembered : One fun - ass part of DK 2 was torturing the heroes until they joined you (as each gateway had a rather strict monster limit, this along with the prison was the only method of growing your army beyond a certain size.)

Fun indeed, although they got along poorly with your other monsters.

Also, in sandbox at least they had a bad habit of causing the game to crash if you go too many units. Poor programming, that.

DK2 in general was badly programmed. It crashes a lot even at the best of times, the patches make it more likely to crash, and fiddling about with anything will cause it to crash. DK1 was much better in that regard, but it was a bit of a brick; with DK1, you played the campaign, you maybe played some multiplayer, and that was about it. I know you can technically play skirmish, but the AI really isn't built for it, and there's no sandbox. Oh, and the AI was quite stupid, hence why the game often resorted to completely unfair setups to compensate. That's not to say DK1 wasn't a great game, of course.

With DK2, though, the campaign was easy with the possible exception of two levels; one was the last level, naturally. The other was something like the tenth; you get a small dungeon to start and have to punch through a siege within a time limit to conquer another keeper, while heroes attack from all directions. It's about ten times harder than every level previous, and the levels after it are comparatively easy.
I just played that siege level a few weeks ago. Pretty tough, but I think they wanted you to be more creative with your solutions than just a blind charge.

On that level, you were given access to the tremor spell to destroy walls. And you know the heroes really want to smack the crap out of the enemy keeper. So technically all you had to do was mind control an imp, run him over to the enemy's walls. Jump out for a second and tremor the thing down. Then jump back in and control the imp and break the walls down.

After that the heroes would run in the breach and clean up most of the enemy, at which point you could summon Horny and get him to clean up the heroes and get the gem. Or just drop your entire army on them.

You could also brute force your way through, but I liked that most of the missions had subtle ways of winning.

Kagus

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Re: Dungeon Keeper
« Reply #59 on: March 08, 2013, 03:29:20 am »

Like Stonekeep.  At first I tried hopping from room to room when the coast was clear and just sneaking by the guards, but then I found out the patrols wouldn't notice if the castle suddenly started changing its layout...  So I just used a LOT of secret doors and started consuming the castle bit by bit.  The patrols got more than a little confused, but nobody sounded the alarm.
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