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    posted a message on Hive Keeper - Dungeon Keeper Mod
    Quote from Forge_User_20974461: Go

    As I said I'm capping units by portals so you can't mass high level creatures with ease. Additionally it will allow me to use different caps in different maps giving more gameplay strategy depth.

    This is more of a workaround rather than a new and an improved feature for an older game. You're not eliminating the problem, you're just limiting it.

    Quote from Forge_User_20974461: Go

    I'll try to give an utility to every creature, I tought to a rock paper scissor system like

    caster => melee => dps

    Melee and casters are both dps. So that doesn't make much sense to me. In my honest opinion you should not replicate the horrible combat roles that dungeon keeper 2 had. So making it a rock paper scissors idea is a good start. However the new modern roles we have now are tanks, mages, rogues, support, melee, and ranged. So you should use them to properly balance the game.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod
    Quote from Forge_User_20974461: Go

    @Ranakastrasz: Go

    Yes but units are limited while buildings are unlimited. In fact the amount of available units is capped so forcing you to have weaker creatures (in some cases more then 1 of the same type) is completely different. The tech requirements are already ingame thanks to the new research system I made

    I don't see where you're going with this. In dungeon keeper creatures were always capped by a portals, each creature counted as one. In starcraft, a unit could be counted as two or more in which we consider food. My idea would just bring the same thing to the table but it'll be more interesting. If you think about it, an angel should count as more than one creature, but that would just be confusing which would make it user unfriendly.

    Not only does it properly add a tier system, it will also force players to use more than one type of creature. Your new research system only adds a tier system for rooms, but you gotta understand that starter creatures will still be replaced. You're not giving them a reason to be used.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    So I was playing Viva Piñata and I noticed something real cool. Certain creatures attracted other creatures. That seems like a great way to get players to use different types of creatures rather than only attempting to get the best one, or the top tier ones. In Viva Piñata, piñata predators were attracted to a garden (dungeon) if prey were in it. For example, an owl was attracted to a garden that had worms in it. Otherwise, it's other requirements didn't matter and the owl wouldn't visit.

    This would add a new type of balancement and progression, which seemed to be lacking from dungeon keeper. Players will be required to get tier 1 creatures to obtain, tier 2 creatures, which would then attract tier 3 creatures. Notice how players are now using multiple creatures without sticking to just one. That way, portals will not have to cap creature types, because technically you'd need multiple creatures in order to even get a tier 3 creature.

    For example...

    -> = Attracts

    Warlock -> Maiden -> Dark Angel

    Requires 2 creatures to get dark angel and of course building requirements will remain the same as well. This is just an example, the dark angel could require more creatures to properly balance it.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    Of course this game will be successful, I can think of at least 4 other people who will play this game with me continuously.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod
    Quote from Forge_User_20974461: Go

    BTW every room attracts a new creature type, what could a scavenger room attract? I suppose this creature should have a similar power to dark angels and should be a psionic creature. The room should have the same level of the temple.

    In the original dungeon keeper it attracted hellhounds, which were basically an improved version of a fly. So you should use a fast moving ground unit, possibly a broodling or you could maybe take my baneling idea. The scavenger room is powerful room, so the creatures it'll attract shouldn't be powerful too or else it'll be sort of cheap. Hellhounds weren't that powerful at all. Kinda fits, annoying room attracts an annoying scout.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod
    Quote from Forge_User_20974461: Go

    Omg I forgot about that, what was it used for? Steal enemy creatures? Yep, that would give a good objective to defensive players too, there would be a reason to go for traps specialization.

    If you place a creature into the scavenger room, it will cast evil influence amongst other creatures around the map. It targets the lowest level creatures of its type first before looking further afield for other creatures. The creature it targets will become unhappy, if the enemy keeper doesn't put the creature in the temple, it will eventually leave through the portal and make it's way into your portal. The creatures you influence will keep their level and will come through your portal being happy.

    If you place a high level creature into your scavenger room, influencing a creature will become much faster. Same goes for adding more creatures of the same type.

    Quote from Forge_User_20974461: Go

    The idea is nice but I don't like to add too much randomness in a pvp game, maybe in single player.

    This forces defensive players to waste money on training creatures. Illnesses are very rare and if you're creature is a high level, getting a sickness would be like winning the lottery. So offensive players in a PvP situations, will not be affected. Even if they do get affected, this room would just easily heal their creatures.

    Quote from Forge_User_20974461: Go

    Nice idea, don't know how much it should be random for the same pvp balance issues of the vespene room.

    The nursery requires the keeper to put two creatures in it, the creatures don't use the room on their own. I don't understand the PvP balance issues with this idea. There will still be a creature limit.

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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @Bibendus: Go

    Room Suggestions

    Mind Control Room - Similar to the scavenging room in the original dungeon keeper, but have it be nerfed. It was a little overpowered before. It's a good room because it makes defensive players be more effective.

    Nursery - Placing two same type creatures in the nursery will make them mate, giving them a low % chance to lay an egg. If laying an egg was unsuccessful, the two creatures will become unhappy and will leave the room. If an egg is laid, the parents will leave the room and the egg will require time to hatch a the creature. The nursery will increase creature population beyond the portal limit, but it will also have a limit. For example, lets say the portal limit would be 10, the nursery would allow you to get an addition 5 creatures.

    If your creature limit is reached, throwing creatures in the nursery will just make them leave the room. The nursery will be a room that will be available much later on in the research tree. It's not a good idea to sell it afterwords, because when your creature dies, the portal wont spawn another one, since you're still over the population limit of the portal.

    Vespene Room - Creatures will get sick with illnesses very rarely. However, these illnesses can critically harm your dungeon if the creatures are untreated. When a creature is sick, they will enter the vespene room which has vespene gas flowing throughout it. The gas strengthens the creatures, allowing them to fight the illness and ultimately curing them (yes, I think I've read somewhere that vespene gas strengthens the zerg).

    There will be different types of illnesses. Such as, the common cold, which will make the creature refuse to do anything but sleep and will eventually leave your dungeon. Parasite, which will damage your creature until it dies, upon death will spawn broodling that will attack your creatures. Plague, which is very contagious and is capable of wiping your entire dungeon. I'm sure you can think of more. It should be more difficult for higher level creatures to obtain a illness.

    Remove Rooms

    Stone Bridge - Was pointless, we don't need lava.

    Wooden Bridge - Was pointless, we don't need water.

    Prison - You're right, zerg don't imprison people. A dead person should go straight to the torture chamber if its available. It could make space for better rooms and a changeling doesn't attack, it just morphs, right? A changling would be better suited as a summoned creature.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @Bibendus: Go

    Just my input on if it was a baneling.

    Anyway, are you planning on ever making your own expansion? Like new rooms, creatures, ect?

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod
    Quote from Forge_User_20974461: Go

    I want to give each creature a sense, I don't see anything bad in giving fireflies some utility in combat. Else why should you able to train them to level 10 if they are useless? The problem of suicidal is that THEY DON'T HAVE AN ANIMATION ATTACK! The second problem is that banelings are slow ground units that sure aren't a great choice for exploration. I don't see why I should use banelings for that role or for any other role, it makes really no sense. Additionally I already said I'm going to use them for traps.

    A scout creature doesn't require an attack animation, if anything, let it run around and not attack at all. It's only purpose is to scout, nothing else. Also you're asking why should we train it to level 10? That's a good question, why would anyone train a firefly or a fly to level 10? No one did. So this is were you could add something new. Instead of making it into a combat/scout creature, you could make it into a stronger scout.

    As the baneling levels, it gets more hp, movement speed, and does more explosive damage. Imagine the damage a high level scout could do when it blows up all of the enemy keeper's drones. Possibly even increase the radius of the explosion when the baneling levels. They could move quite fast when they start rolling around, so speed shouldn't be a problem. Like said before, if you wanna speed them up, start leveling them. That's how you'll make a scout vital. If you turn him into combat creature, players would choose mutalings over zerglings.

    So why should the baneling be up for the scout role? You're in a dungeon, it's very dark and the baneling is the only glowing zerg unit. Banelings can also bury themselves underground, which makes it reasonable that they would be in a dungeon. It also is suicidal, which is good since after it completes its job, it dies. Hardly ever do we use them after they do their job, since they're a waste of space, food, and money.

    Banelings can also be effective at being annoying scouts. Blowing up and annoying the enemy is going to be fun. If players want to stop them, have them build a door or a trap. Honestly at first I didn't think it was that good of an idea. But after realizing how useless fireflies were, this would make them much more useful.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod
    Quote from Forge_User_20974461: Go

    In fact I never asked for feedback about creatures because I feel ok with my choices, everything fits greatly in my opinion.

    Where you asked for feedback...

    Quote from Forge_User_20974461: Go

    Here is the full list of my units conversions Imp (Drone - Summoned) Firefly (Train +) (Symbiote - Lair) Zergling (Train , Work +) (Goblin - Lair) Queen (Train +, Research +) (Warlock - Library) Aberration (Train , Work +) (Troll - Workshop) Ultralisk - Pigalisk (Train +, Work ) (Salamander - Training Room) Hydralisk (Train , Research +) (Dark elf - Guard Room) Infestor (Train +, Research ) (Mistress - Torture Room) Fatty (Train , Work +) (Bile Demon - Workshop + Food) Roach (Train Work +) (Rogue - Casinò) Changeling (Train +) (Skeleton - Prison) Brutalisk (Train , Work +) (Dark Knight - Arena) Hybrid Protoss (Train +, Research +) (Dark Angel - Temple) Vampire (Train +, Research +) (Kerrigan - Graveyard) Infested Unit* (???) (Converted in Torture Room) Hybrid Zerg (Reaper - Summoned)

    BTW I would like to hear your ideas ;)

    So you did ask.

    Quote from Forge_User_20974461: Go

    I didn't say I'm not going to change everything but that I was not going to change my creature choices, at least without a valid reason.

    Saying without a valid reason is better than saying...

    Quote from Forge_User_20974461: Go

    ... I'm not going to change my list.

    Which is not cool.

    Quote from Forge_User_20974461: Go

    As I said banelings can't be used because thei are suicidal, ultralisk is already used so only broodling is left but I prefer to not use it. I'm going to give a decent combat role to every creature of the game, fireflies should be support creatures with a bit of aoe attack and crowd control abilities. I think they had whirlwind in DK1 or DK2, am I right?

    If a firefly should exist, it shouldn't be improved in anyway. They're designed to scout, not to be vital in combat. That'll just make them similar to a goblin. Fireflies were are the best and only scouts, right? Then they shouldn't be mistaken for something else. That's just my input. Still don't see why it matters if they're suicidal, they do their job and get thrown back in the portal anyway.

    Quote from Forge_User_20974461: Go

    In conclusion having one more unit doesn't allow me to change everything as you said because the overall choices would be worse then now. The only change I could make is: goblin => broodling salamander => zergling reaper => ultralisk Still I don't see the reason why I should do that, I explained why I used the first units and I feel they are a better choice.

    Reaper shouldn't be an ultralisk, doesn't look that badass. Goblin being a broodling, possibly. A zergling being a salamander is awesome. But if this happens, who's the ultralisk. Mind as well leave it the way it is then.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod
    Quote from Forge_User_20974461: Go

    Input doesn't mean: what you did is wrong, remake it as I say. Specially because you didn't ask how I made my choices first.

    Never have I said you were wrong, I just wanted you to take my ideas into consideration. I never said you were required to take my ideas, nor did I demand you to use them. You ask people for feedback and than you attack them for giving you their ideas? I don't see why anyone should give you feedback when you reply to them with, "yeah sorry, I'm not planning on changing anything". It's just contradicting.

    I don't see why I should ask how you made these choices, I was just stating my own opinion. I'm only here to give you feedback so it can become a game that everyone could like, not just you. If you're not willing to change anything about your ideal game, don't ask for feedback. It's as simple as that. I don't sit here thinking of ideas just for you to say that you're not planning on changing anything. That's just not cool.

    Quote from Forge_User_20974461: Go

    They are not mutalisks but mutalings, a different type of zerg creature I decided to create. They are quite smaller and it's easy to understand they are weaker then mutalisks.

    So you made up a unit to make it more dungeon keeper-like but when I gave you ideas to make it more dungeon keeper-like, you said you wanted it more starcraft 2-like. Just seems like you don't want to accept anyone else's ideas. If you want it more starcraft-like, the firefly would be the zergling. If you want it more dungeon keeper-like, the firefly would remain a multilisk.

    Quote from Forge_User_20974461: Go

    I said evolution room filled with zerg eggs, I'm not saying it will be the inside of the evolution chamber you can find in melee game. About mixing DNAs you probably don't know zergs lore and news about the expansion. In HOTS units will evolve through DNAs mixing, there will be a special zerg character assigned to that role that will eat creatures to merge their DNAs into new ones. BTW they are not stupid as you think :P

    So once again, what does DNA have to do with spells? What does evolution have to do with the hive using spells? Sorry, it just doesn't make sense. Seems like a room that would upgrade units, not give the hive spells.

    Quote from Forge_User_20974461: Go

    In their spare time infestors can use their tentacles to merge to the overmind itself, what's more beautiful for a zerg? :P Simply zergs can't torture, they have no pleasures in doing that, it's not in their culture and it won't have any sense. BTW why should I see a queen self hurting to feel pleasure? Infesting/infestors fit better.

    I thought kerrigan isn't a hero in this map? By the way, they wouldn't torture? Isn't infecting a type of torture? Isn't prisoning people without food or water; torture?

    Quote from Forge_User_20974461: Go

    Noone said she will be Kerrigan, I'll use just the model. As I said there are no other creatures to use, models are limited and if I choose another model I would need to remove one I already assigned to another role.

    Broodling? Ultralisk?

    Quote from Forge_User_20974461: Go

    We are talking about zergs and sure I'm not assigning a creature role just by its sex but by SC2 common sense. You continue to say I should use other creatures but you are not making a good example of how all of these choices would merge together. The previous list you made is just a DK2 remake and it's not what I'm trying to do.

    In your wanted features you say... "DK Remake". You're really confusing me.

    Quote from Forge_User_20974461: Go

    Are you talking about banelings and infested terrans?!? Seriously you would use a suicidal unit for a dungeon keeper game? About the infested terran I'm using them, a converted marine will simply turn into it.

    Broodling, ultralisk, and baneling. Hell, fireflies would of been better if they exploded. They're useless anyway. Are you honestly going to tell me that you didn't let your fireflies run around and die? No one keeps fireflies, one way or another they're going to end up dead or being thrown back into the portal.

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    posted a message on Hive Keeper - Dungeon Keeper Mod
    Quote from Forge_User_20974461: Go

    I'll explain why I choosed these units and why I'm not going to change my list. Maybe I'll correct it a bit when HOTS will come out.

    Ok, I'm just wondering why you ask for people's input if you're not willing to change any aspects of your game. Also when I asked you to consider adding new stuff rather than dungeon keeper 2 things, like features from startopia, you said you wanted to make the game exactly like dungeon keeper 2. Then when I suggest you make the game more similar to dungeon keeper 2, you want it to be more like starcraft 2. Not sure exactly sure what feedback you're looking for.

    Quote from Forge_User_20974461: Go

    First of all this is a starcraft game and it's played by starcraft players. That's one of the main reasons I'm trying to not change the original role of these creatures, specially for basic units (used most when learning to play Hive Keeper).

    A multilisk as a firefly? That's a huge change. Since when are multilisk the weakest units in the game? If you don't wanna change unit's roles, then zerglings needs to become fireflies. Besides the fact that zerglings are probably the fastest zerg units in the game. Also the roles will be changed if you're planning on making it a dungeon keeper map. They'll require combat types.

    Quote from Forge_User_20974461: Go

    The library is actually an evolution room filled with zerg eggs where your queens mix zerg DNAs to increase the power of the Hive through psionic abilities (DK spells)

    The evolution chamber only improves zerg units, and it doesn't even research spells. So it shouldn't be the evolution room which is based on the structure. It should be just a hatchery/lab where creatures could learn from eggs, giving them the knowledge to reach their full potential of their powers. Mixing zerg DNA? Zerg are stupid creatures, thats why they mass units. By the way, Queens could be maidens so they would still be part of the researching.

    Quote from Forge_User_20974461: Go

    You don't torture your creature but you infest them. An infestation room is full of tentacles that penetrate the victims brains to take control over their mind. Obviously it's a painful process and weaker creatures could die in the process. When a creature is infested it will be under your control with an infestation spell over their head/shoulders. Obviously enemy keeper's creatures will be just redirected to their new boss without infestation effect (they are already zerg :D)

    Understandable, but what will infestors do when there are no creatures or heroes to infest? A mistress still went in the room for some discipline but an infestor would just walk around? Better yet, why would hive keepers infect creatures that are already infected? Therefore it's no longer considered infecting, but rather converting through punishment, which is torturing. Then again, there is no converting, so it doesn't make sense.

    Thats why it should be a torture chamber. In a prison, someone could mutate through the infection or be infected by it. Also it seems like you're planning on removing the ability to convert heroes or creatures over to your side. Remember how we used healing to keep them alive? That's a pretty big change. What if I wanna reveal my enemy's base?

    Quote from Forge_User_20974461: Go

    The graveyard works like a hatchery for powerful creatures, dead bodies feed the huge kerrigan eggs through the creep and they will hatch when enough food is supplied.

    Sounds good, but having Kerrigan be part of it, just doesn't make sense. A different creature would be much better.

    Quote from Forge_User_20974461: Go

    Mutaling: The only decent flying creature I could use, it's a fast and has a small AOE attack (that I'm going to use to give it some utility in the end game). Banelings don't fly and I'm going to use them for traps. Additionally they don't have an attack animation, I tried with scourge but they have the same issue.

    Zergling: Basic and weak creature of the zerg army, I'm going to use it in HK with the same role.

    Queen: As I said they research new DNA patterns to discover new psionic abilities. The library is full of eggs and what's better for eggs management then a queen? Additionally they heal, have ranged attack and move slowly like warlocks so they are perfect for this role.

    Talked about all this above. Remember, if queens were maidens, they would still take part in the library.

    Quote from Forge_User_20974461: Go

    Pygalisk: More powerful then zerglings, a small ultralisk seems perfect for this fighter role. Additionally their strong skin can be handful for lava immunity then a zergling (still I don't know if I'll be able to implement lava with the current water engine)

    Not even a unit you can play in a starcraft 2 multiplayer game.

    Quote from Forge_User_20974461: Go

    Infestor: Perfect to convert creatures through infestation, they can help in the conversion process using their tentacles (and they love to use them). What's better then an infestor for this role in the starcraft world?

    Talked about it above.

    Quote from Forge_User_20974461: Go

    Roach: Zergs don't have stealth but they have burrow. That's why I choosed roaches, they are one of the few units that can move underground.

    This makes sense.

    Quote from Forge_User_20974461: Go

    Changeling: I explained how prisons work, they are just mass of creatures DNA and will die easily. Beeing unminded creatures they should be immune to fear and psionic effects.

    Talked about it above.

    Quote from Forge_User_20974461: Go

    Kerrigan: She comes out from the graveyard eggs and in the campaign final mission she has the ability to burrow and return back to the base. This is a perfect fit for the vampires resurrection :P

    She's a hero, if you're going to attempt for it to make sense in starcraft 2-wise, it will never work. Better off using another creature or making it more similar to dungeon keeper 2 by having her act like a mistress, since she is the only human-like female creature.

    Quote from Forge_User_20974461: Go

    Brutalisk: Nothing better then a huge zerg with sharp claws for the reaper role.

    Just adding another unit that isn't used in a starcraft multiplayer map. Brutalisk isn't common and isn't he also a hero?

    Quote from Forge_User_20974461: Go

    Don't you think this all makes sense now? :D

    The roach made sense, I could give you that. Of course the units that I believe should remain the way that they were, are also great ideas. However, the game is getting a big twist away from dungeon keeper 2 with some of these new additions.

    Just felt I should put this out here...

    My listed used 9 most common units you'd find in a starcraft 2 multiplayer map. Your list only used 7. That's important because these units are more common in the zerg's world. So if you wanna keep the starcraft 2's storyline, best to use as many as you could.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    Guess I'll post my creature ideas here. If I say replace with, that means I strongly believe it should be replaced with that unit.

    Quote from Bibendus: Go

    Mutaling (Firefly - Lair)

    It's ok, but it could also be a baneling. Not sure why flying creatures were ever in dungeons. But, it really doesn't matter to me. It just makes very little sense to have flying creatures underground. Also a baneling has the glow of a firefly. The glow is used for scouting, but then again, wings are used for scouting too.

    Quote from Bibendus: Go

    Zergling (Goblin - Lair)

    Lets face it the basic creature in the original dungeon keeper was a beetle, until they changed it into a goblin in dungeon keeper 2. Now that we're going back to making creatures into bugs, bring the beetle back, which of course, looks like the zerg roach. Make it only attack melee though.

    Replace With: Roach

    Quote from Bibendus: Go

    Queen (Warlock - Library)

    First off, a warlock is a male, not a female. Also there is a reason why the infestor is considered a spellcaster. So in my opinion, the infestor would be the perfect warlock. Also, the Queen would make better for a maiden as I will mention later.

    Replace With: Infestor

    Quote from Bibendus: Go

    Aberration (Troll - Workshop)

    Good, makes sense since he has some actual hands to make traps and doors. Could also be an infested terran.

    Quote from Bibendus: Go

    Pygalisk (Salamander - Training Room)

    The zergling is by far the best salamander-like creature. In your video, I thought that's why the zergling was using the training room. Salamanders are not big and tough, so I don't see why they should be given a creature to look that way.

    Replace With: Zergling

    Quote from Bibendus: Go

    Hydralisk (Dark elf - Guard Room)

    Good, since he's ranged like a dark elf. No questions asked.

    Quote from Bibendus: Go

    Infestor (Mistress - Torture Room)

    The infestor is not a girl. The infestor doesn't even seem like a creature that would like discipline. So in my opinion, you should use kerrigan (Tyrador) instead.

    Replace With: Kerrigan (Tyrador)

    Quote from Bibendus: Go

    Fatty (Bile Demon - Workshop + Food)

    Good, made me laugh.

    Quote from Bibendus: Go

    Roach (Rogue - Casinò)

    Besides the fact that his claws look like daggers, he doesn't seem very sneaky. You'd want something small and fragile. Someone like a broodling. Broodlings are quick and their claws also look like daggers. They're very similar to a rogue.

    Replace With: Broodling

    Quote from Bibendus: Go

    Changeling (Skeleton - Prison)

    After in a prison for a long period of time, I doubt someone will turn into ooze. Instead, they'd have something grow on them. So why not have them become an infested terran?

    Replace With: Infested Terran (non-marine)

    Quote from Bibendus: Go

    Brutalisk (Dark Knight - Arena)

    This is fine it can also be either a ultralisk or pygalisk.

    Quote from Bibendus: Go

    Hybrid Destroyer (Dark Angel - Temple)

    Good, could also be a Kerrigan (Tyrandor) since her wings are like a fallen angel.

    Quote from Bibendus: Go

    Kerrigan (Tyrandor) (Vampire - Graveyard)

    When a body starts decomposing, all the nasty liquids come out, which makes me think of a changeling. So I think it should be a changeling instead of a Kerrigan, since a Kerrigan makes no sense when talking about a graveyard. Therefore dead creatures and heroes will come back from the graveyard as a oozing liquid.

    Replace With: Changeling

    Quote from Bibendus: Go

    Infested Unit* (Converted in Torture Room)

    When a unit is converted, it should remain the way it was. If you didn't kill it or leave it to rot in the prison for infection, it shouldn't become infested from torture. If torture is a way of infecting them, why do some people die from it?

    Quote from Bibendus: Go

    Hybrid Zerg (Reaper - Summoned)

    Very nice.

    Quote from Bibendus: Go

    Lurker (Spider Queen - Torture + Big Library)

    The Maiden is a girl, even you said it's a spider "queen". So make it into a queen, why a lurker? Makes no sense. A queen is a queen.

    Replace With: Queen

    Edit: I understand you're not keeping the names or anything. But you could at least make it a little more similar to dungeon keeper 2.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @Bibendus: Go

    You should make a creature forum. I got some ideas, take them as you will.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @Bibendus: Go

    So what are you planning to do with the horned reaper? Are you gonna make him into a spell or a creature?

    Posted in: Project Workplace
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