Post by ktabicOn Tue, 20 May 2008 20:34:48 +1000, the sky darkened, lightning flashed,
Post by B.J.I still have my copy of DK1. I haven't tried running it on this machine
yet but I will get it a go sometime soon.
IIRC theres a horrible crash bug near the end of Lvl 19 (Mistle), when
playing on XP, that prevented my from finishing the game. Must play
through it again, just to find out if it was just XP or if it was the
hardware I was using at the time.
In levels that take a long time to complete, I've noticed that bugs creep in
after a while. Seems to start with the enemy placing illegal traps -
multiple traps on the same square, or on room tiles - and then continues on
to an inability to create more mobile sprites (e.g. workshop workstations,
training room training posts, torture chamber tables, or new creatures of
any kind) until a couple more have been removed somehow (e.g. imps killed,
creatures flung back into portals, room tiles sold). And that's when the
game starts crashing, usually shortly afterwards.
I've noticed it a lot more under Deeper Dungeons than under Dungeon Keeper
itself: in DK it only seems to happen on the very last levels - in fact I've
only seen it on Skybird Trill, myself. In both cases I suspect it's because
they're the ones that take the longest time to complete, and the ones in
which the enemy is most likely to end up placing the "illegal" traps.
I've never seen this kind of bug afflict a level where there are only heroes
to fight, no matter how long it lasts. Only when there is an enemy Keeper
around, and specifically one who gets left alone for long enough that he
gets the chance to make and place a lot of traps. In fact I've also never
had a level crash on me UNLESS it turned out, usually by going back to a
previous save and attacking earlier, that the enemy Keeper had already made
an "illegal" trap placement somewhere.
I haven't the faintest clue what causes it. I'm not even sure if it's common
to all of the AI routines, or just some of them. (In fact I'd never seen it
on Mistle, so I assumed that "enemy AI routine" number 2 - which is only
used on this level, for some reason - was in fact clear of this bug. Maybe
I'd just never let the level last long enough for problems.)
Jonathan.