- December 10, 2024, 00:55
- Welcome, Guest
Show Posts
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
1
AliensRL / Re: Graphics?
« on: March 18, 2016, 08:30 »Sorry for my incredibly noobish question, but is there a way I can implement my own graphical tileset for AliensRL? I didn't know if there was ever going to be a graphical version released so I thought I could maybe try to add my own if possible. Thanks.The game is not tileset-ready.
The last version I played, which is AliensRL 0.8.4 BETA 1, had pseudoconsole - and fonts stored in a file. I guess those fonts could be changed manually, but there was no other "graphics" so far.
2
DiabloRL / Re: Anyone Still Around?
« on: May 27, 2014, 08:55 »Quote
(...) is anyone still talking here?We are still lurking somewhere there, in the shadows :) .
3
DiabloRL / Re: Quick Questions Thread: DiabloRL Edition
« on: December 26, 2013, 16:31 »So, is this still in development? The game is awesome, but the amount of spells available is too limited :( Not to mention not being able to finish the game and play on harder difficulties...As the name states, "0.5.0.". In other words, around half of game is done so far...
4
AliensRL / Re: Can I have the source code to make some additions?
« on: November 15, 2013, 20:39 »Tavana has also mentioned that AliensRL is in no way complete as at now.I can confirm this as well, lol.
In knee deep alpha-beta.
5
AliensRL / Re: Can I have the source code to make some additions?
« on: November 12, 2013, 16:54 »I'm unaware of any reason why would he want to keep source code closed, especially if he has no time to work on it. I guess what I'm really asking is to open the source code to public, with some restriction that all mods would need to be published only through his website, if that's what he's concerned about.Authors prefer their children to be untouched by the impure hands, rather than corrupted and transformed into a pathetic chaotic beings.
I don't think that would take away anything from him, I think it could bring some nice improvements and enrich the game. So then at some point he could pick up the mods he likes the best, tweak them as he wants, and compile them in his next official build.
Similar situation - ADOM and Thomas Biskup.
6
AliensRL / Re: Sensor mines
« on: July 16, 2013, 04:32 »
Motion Scanner first, Proximity Grenades later, please :) .
7
Post Mortem / Re: [U|AoMr|100%|25|YAAM]
« on: July 08, 2013, 05:39 »...It is not really an AoMr thing, it is a general experience: With movement speed approaching that of light, Your chances to outlive nuke (through invulnerability) drop almost to zero.
Gah.
Yes, that really should have occurred to me. Something about AoMr really affects my better judgement, I'm so glad I won't have to touch it again until I start diamond hunting.
8
Post Mortem / Re: [U|AoMr|100%|25|YAAM]
« on: July 08, 2013, 04:09 »Quote
Moral of the story: count invulnerable turns. I've never gotten to JC before, so I could be wrong, but I'm pretty sure I easily had the resources to take him. My fire speed was through the roof, and I had quite a reasonable amount of ammunition. But no, Curse of Stupid strikes again.You should remove boots, wear Red Armor and walk a bit ;) .
9
Discussion / Re: Balance issues for 997 -> 998
« on: July 01, 2013, 06:56 »Nerf all rewards?Play the game first. Decide what can be done to make it better. Not always harder = better.
10
Discussion / Re: Balance issues for 997 -> 998
« on: July 01, 2013, 01:52 »There's an easy nerf for AoOC.Haven't you heard? Some people like it that way. Just to have quick, enjoyable run.
Take away the gift of the exotic weapons.
11
Discussion / Re: Balance issues for 997 -> 998
« on: June 29, 2013, 05:27 »I still like the idea of bringing AoHaste back, but if the worst of the current balance issues can be addressed by making changes to AoOC while leaving AoCn relatively untouched, that's certainly a viable solution to that particular problem.My thesis:
1. AoHaste would be nice.
2. AoCn is ok in a current form and should not be changed.
3. AoOC needs some changes. Being the (very) easy brother of AoCn, it is also very fun and quick - an essence of what should coffee-break roguelike look like. Mentioned by Evilpotatoe way of handling its issues is certainly a good approach.
Moreover, I would "fix" its difficulty rating, because the current one is simply wrong :) .
And I would leave it in its current form (exotics and tons of ammo), simply because I have fun playing it (You too, I bet :P ).
12
Discussion / Re: Balance issues for 997 -> 998
« on: June 27, 2013, 16:48 »Quote
Currently, AoCn and especially AoOC get ridiculous item advantages that go a very long way toward compensating for being CLvl 1 at the start of the game, without even considering the other advantages of the challenges. Making the Daredevil Angels start with the standard items would go a long way toward balancing that overpowered opening. Maybe allowing one extra modkit for AoCn, and two for AoOC, would be fair, but the current three exotics is a bit much.AoOC may be easy, but AoCn is hard. You do not seem to have played the latter much, so I will fix it for you: you do not get exotics on AoCn, and you are pretty screwed with the configuration you get there (pistol, shotgun, chaingun, and laughable amounts of ammo).
Also:
Quote
Allowing any combination (dual, triple...) of angels and removing any medal gain seems like the easiest (and maybe most fun) way of handling it to me.Sounds like a good idea.
13
Requests For Features / Re: Reloadable Ammo Boxes
« on: June 16, 2013, 02:26 »
A good proposal, both about switching and reloading.
14
Discussion / Re: Jackhammer with MAc?
« on: June 11, 2013, 18:54 »... or was it thelaptop himself, who was nerfed? ;)When it comes to nerfing, thelaptop is like Chuck Norris. He can nerf himself. Moreover, he can nerf himself so much, that he would become overnerfed. From being overnerfed, he can nerf himself even more, so he would become undernerfed - and overpowered as a result.
15
Discussion / Re: Jackhammer with MAc?
« on: June 11, 2013, 04:52 »
The problem with Jackhammer is ...it is an ok weapon, but TH makes unusable.
If devs do not want to nerf Jack working with MAc, then maybe make TH not working with it? Or single shot like people proposed?
If devs do not want to nerf Jack working with MAc, then maybe make TH not working with it? Or single shot like people proposed?