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Tower Defense
Posted: Tue Oct 01, 2013 10:26 am
by StarKeep
This addon adds a Tower Defense Campaign.
Pick it up here:
http://te4.org/games/addons/tome/tower-defense
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Set in a war-torn Derth, you are all alone against an endless onslaught of enemies.
You'll have to make smart use of your towers, as well as your own brawn, to survive and flourish.
This addon overloads mod\ai\quests.lua, due to superloading not working.
I selected quests.lua since it's the least likely file for other addons to touch for AI changes.
Re: Tower Defense (Alpha)
Posted: Tue Oct 01, 2013 2:43 pm
by StarKeep
First draft of Infinite Waves
You'll find them become progressively harder as you go along (to a point.)
Re: Tower Defense (Alpha)
Posted: Wed Oct 02, 2013 8:31 pm
by Umbrall
This seems actually pretty cool. Can I contribute/fork this shit?
Re: Tower Defense (Alpha)
Posted: Wed Oct 02, 2013 9:33 pm
by StarKeep
Umbrall, if you could find anyway to make Classic-style maps work in ToME, be my guest, I have no qualms with somebody fixing something that I couldn't figure out myself.
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V0.3: Active Mode. Defend your Tower Crystal in the ruins of Derth, against endless waves of Trolls.
-Infinite Waves of Trolls
-3 towers
-1 companions
-Trolls will become progressively stronger with the player
Currently no way to gain additional equipment, this will be fixed in one of the next few patches.
Re: Tower Defense (Alpha)
Posted: Wed Oct 02, 2013 11:32 pm
by Umbrall
I'm not sure what you mean. I'm considering stealing the idea/some code though and doing something else.
Re: Tower Defense (Alpha)
Posted: Thu Oct 03, 2013 12:55 am
by StarKeep
Ah... well there is no real code to steal, to be frank with you.
It's basic chat file spawning, zone file turn-based spawning, turn-based targeting, and setting the player to die with a certain npc (in this case the tower crystal) dies.
You could more than likely find a better example elsewhere, but if you'd like, I've not a problem with it.
Re: Tower Defense (Alpha)
Posted: Thu Oct 03, 2013 1:22 am
by Umbrall
Yeah I looked at that after posting but kind of want to make a tower defense now.
Re: Tower Defense (Alpha)
Posted: Thu Oct 03, 2013 1:17 pm
by Sradac
Someone played too much Zot Defense.
Also,
someone make a damn Magic the Gathering (or some other kind of CCG) addon already. Turn based summoning / powers, beat on the enemies creeps or summons. Maybe some persistency binding of isaac / rogue legacy style where the better you do in a game the power powers / abilities / cards / talents you unlock for future use.
Re: Tower Defense (Alpha)
Posted: Thu Oct 03, 2013 4:02 pm
by StarKeep
Never actually played Zot Defense, was never good at DCSS.
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All Towers have been changed.
All Towers will not hit friendlies.
Flame Tower is now range 5.
Lightning Tower is now a Chain Lightning tower, at range 10.
Earth Tower is now range 10.
Bosses will spawn at 100/250/500/1000 kills.
Enemies begin coming from the south, you will be told in-game when the situation will change.
Re: Tower Defense (Alpha)
Posted: Fri Oct 04, 2013 3:41 pm
by StarKeep
No good way to organize these notes, due to the variety of changes.
Gold Gain greatly lowered
All talents granted icons
Enemy Spawn Rate increased
Enemy Trolls more durable
Quest extended to take longer between bosses
Correctly set Fire Tower's range to 5
All Tower Cooldowns changed to 20 turns
Towers no longer considered 'spells'
Towers no longer take your gold if you cancel placement
Earth Tower Cost lowered to 12 gold
Added in the Wall Tower.
-The Wall Tower has a high amount of health, and a regen rate of 2.5 per turn.
Added in the Repair talent.
-Repairs a nearby tower within range 3 to full health, costing 3 gold.
-Cooldown of 10
Important Notes:
Chain Lightning towers cannot fire through Wall Towers. Due to the massive aoe they offer, you'll simply need to have smart placement of them to gain their damage.
Re: Tower Defense (Alpha)
Posted: Sun Oct 06, 2013 5:51 am
by StarKeep
General
-Grants all talents upon birth, and no longer requires the orb in any way
-Derth Guard removed for the time being
-Now displays number of boss kills in the quest log
-All towers have new tiles
Towers
-Added in the Lightning Daze Tower
--Dazes all enemies in a small radius around it
-Added in the Player Healing Tower and the Feed Resources Talent
--You can use the Feed Resources talent on a Player Healing Tower to gain increased health, stamina, mana, and psi regeneration
--This drains 99% of the tower's health over 10 turns, and it regenerates it's health by 2% per turn
--If used below 100% of the tower's health, it will be destroyed upon the final tick
Ruins of Derth
-Added in the Draconian and Undead items as exclusives purely to their own races
-Kor'Pul's Undead Army has joined the offensive
-The Possessed's Bandit Army has joined the offensive
-Rungof and his Army of Wolves has joined the offensive
-Shax and Prox have gone off to play some poker
Re: Tower Defense (Alpha)
Posted: Mon Oct 28, 2013 11:07 pm
by StarKeep
Tower Defense V0.9 - Upgrades
http://te4.org/games/addons/tome/tower-defense
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General
-Enemies should no longer get clumped into long lines
-Enemies will now scale much more with levels
New element: Upgrades
-All towers will be allowed 4 upgrades, and they will cost 4/8/12/16 gold to apply.
-Upgrades can be stacked, for 100% of the value each time.
New talent: Upgrade Damage
-Increases tower's damage by 25%
-This is lowered to 15% for Chain Lightning Towers
-Increases Player Heal Tower's mana, stamina, psi, and health gain instead
-Has no effect on Wall Towers
New talent: Upgrade Health
-Increases tower's health by 50
-Wall Towers instead gain 2.5 life regeneration
-No effect on Player Heal Towers
Fire Tower
-Range reduced to 3
-Cost reduced to 6
Chain Lightning Tower
-Cost increased to 18
-Can now fire through allies
Re: Tower Defense (Alpha)
Posted: Tue Oct 29, 2013 12:02 am
by darkgod
Hey this is getting fun to play !
I managed to get up to rungolf by using chain lightning towers and then got slowly overrun

Re: Tower Defense (Alpha)
Posted: Tue Oct 29, 2013 12:24 am
by StarKeep
I feel as though I made it too difficult, when the creator of the game itself can only get to the second army. x:
And yeah, chain lightning towers might be a tad powerful compared to others, even after the lower upgrades and increased costs.
Thanks for trying it, though. I'm glad you liked it.
Re: Tower Defense (Alpha)
Posted: Thu Nov 14, 2013 9:18 pm
by grooog
I really enjoy this game mode! It wouldn't hurt to tell the player somewhere that they probably should be playing a ranged or mage class. For races or classes that rely on gem use/consumption, there seem to be a bit too few gems (I'm playing the Crystal race, I eat gems to heal). More drops on infusions/runes might be good as well, I'm level 12 and still don't have a Wild infusion, I could really use one even if has the wrong ego type.