Monk and Vampires hate each other to death.
All the heroes hates the "evil" creatures.
Warlock hates vampire and wizards (obvious)
I'm compiling a DK2 FAQ and would appreciate any other input...
--KC
In DK2: Monks hate Vampires. Warlocks, Wizards and Vampires all
hate each other. All heroes hate all monsters. Elven Archers (good) hate
Dark Elves (evil). I think Bile Demons may also hate Skeletons - but as
Skeletons do not have lairs in DK2, then there is little problem unless
your Skeletons wander through your Bile Demons' lair.
In DK1: Skeletons hate Bile Demons, with the eternal hatred of the
terminally anorexic for the glutton. Demonspawns hate Hellhounds.
Warlocks, who seek eternal life, hate Vampires who possess eternal
unlife. Spiders hate Flies. If you capture and convert a Samurai, you
will find that he disapproves of all forms of torture, and thus hates
Dark Mistresses. All hatreds are mutual.
(I've edited my own "creature.txt" to provide a few more hatreds -
Dwarves hate Trolls, due to their rivalry in the manufacturing stakes:
Orcs hate Archers - I'm assuming that the Archers are of Elven origin,
and Orcs are known to hate Elves: Horny hates Knights: big tough beefy
Giants hate those wimpy wishy-washy Fairies: and - of course - Dragons,
who love gold above all things, hate Thieves who steal gold.)
In all cases, this "hate" manifests itself in the following way:
that if a creature of one type enters a Lair room which contains the
lair of a creature of the other type, and that other creature is
present, then they will fight. For instance, your Vampire may freely
wander through your Warlock's lair while the Warlock is not present, but
if the Warlock is at home then they will fight. It is not necessary for
the Vampire and Warlock to actually share a lair to fight each other:
they only need to *pass through* each other's lairs. The only defence
against this is to construct two separate Lairs each with only one
entrance, and put your fighting creatures in separate Lairs.
Of course, Horny hates everyone and everything in DK1, but this is
not a Lair-based hatred. Rather, he will turn against your creatures if
he gets angry - e.g. if he is not paid, or if he is slapped (you may
*just* get away with slapping him once, if he's at "perfect" happiness,
but not twice), or if he's short of food, or if he has nothing to do. He
is lousy at research but will do it without complaining, provided there
is research to be done: he simply does not manufacture in a Workshop,
despises Barracks duty, will accept Guard Post or Scavenger duty, enjoys
training, and actually rather enjoys praying in the Temple, which will
keep him happy indefinitely. Alone among creatures, he doesn't enjoy
eating - seeing it as a necessary chore, rather than a good thing - so
he gets mildly angry with each chicken he eats. However, if he's on
Temple duty, or training, then he'll stay happy between meals.
Jonathan.
"Jonathan Ellis" <jona...@franz-liszt.freeserve.co.uk> wrote in message
news:9cmadf$n34$1...@newsg4.svr.pol.co.uk...
Monks are defined as "hero"-type creatures, as opposed to
"monster"-type creatures: i.e. they normally appear through Hero Gates
as Heroes (white), rather than through Portals as Monsters (red, yellow,
blue or green). I think heroes don't like sharing with monsters, even if
you've converted them to being on the same side as you: I had similar
problems with converted Guards in level 6, wanting to fight my Trolls.
Jonathan.
Yes, I have had trouble with Guards hating somebody too, but I don't
remember who. I think it was a Black Knight.
I don't think that all heroes automatically "hate" all monsters, though;
just specific types. It sure would make it easier if the messages were more
specific, like "A Guard has become unhappy because he is in the company of a
Troll" or something like that.
Some of the heros hate some of the evils. I've noticed that they generally
won't cause much trouble unless you have "mirror" characters as
room-mates. I.e, warloks hate wizards, goblins despise dwarves, and a
fairy and a mistress would each like nothing better than seeing the other
on a spit, roasting over a slow fire.
Warloks also get cranky if people keep tromping through the library, and
I've caught bile demons smacking the skeletons around once or twice.
(Maybe they're jealous of the skeletons' weight loss program. :)
Marc Fuller
simply put, among all converted creatures, monsters will try to kill their good
counterparts
Warlocks bash at wizards (though ive found if wizards and warlocks are put in
seperate lairs, they wont go at eachother)
goblins hit guards
rogues hit thieves, etc. etc. etc.
its like that for most creatures, but feel free to take as many annoying little
dwarves as you want, they get mad about as often as imps...
just dont convert way too much unless you can seperate converted and evil, i
remember in the vampire level (i think lvl 13) i had about 25 monks, and it
ticked off almost every other creature i had
i didn't know that Dwarves could manufacture. i know they can mine. and you
can't train the sawed-off little bastards.
nikolai
---
`During the day you will approach the frog several times
and will utter words of worship... And you will ask it to
work the miracles you wish... Meanwhile you will cut
a cross on which to sacrifice it.'
- aleister crowley
In DK2, there is only one kind of Dwarf, and that's the mining
kind.
In DK1, there are *two* kinds of Dwarf: Mountain Dwarves (good
manufacturers, reasonable fighters, but don't train very fast, usually
simply known as Dwarves) and Tunneller Dwarves (otherwise simply known
as Tunnellers, not very good at fighting, don't manufacture well, but
can dig like imps and even claim land, if you should namage to convert
one.) Both kinds of Dwarves are singularly useless as minions - not as
good fighters as Skeletons, who also get a more useful power, and they
train slower. So I altered my copy of creature.txt to make it a bit more
desirable to convert them instead of simply starving them... However,
this makes them also more dangerous enemies. (And yes, I *have* found
out how to do this, so that it actually works.) Other alterations I made
were to give the hero-types "attraction" rooms, e.g. Guard Posts to
attract Archers: so that, if any of the hero-types should be available
to the player in any level, they must have the right combination of
rooms. For instance, in one of the "Ancient Keeper" levels, the player
may attract Wizards instead of Warlocks... however, my changes mean that
they need no less than 25 library tiles to do so (as Wizards are, in
fact, better researchers than Warlocks.) As the library is not a
restricted room in that particular level in question, there is no
problem in doing this.
Jonathan.