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Messages - zenfur

Pages: [1] 2 3
1
Discussion / Re: Entrenchment - ammo problem
« on: April 25, 2013, 10:57 »
Still I don't find it enough... Do you have more tips?

2
Discussion / Entrenchment - ammo problem
« on: April 24, 2013, 10:22 »
Hey guys, don't you think that this trait is too ammo hungry to be sufficient without nanomachic chainfire weapon? I've just had UV run and I was completely wrecked because of lack of ammo (I collected whatever I could, only 2 med packs in backpack).

3
Requests For Features / Re: Reloading with ammo on the ground
« on: April 23, 2013, 15:52 »
I think "u"sing ammo must load it into your main or prepared gun, if any. Be it "u"sing from your inventory or ground. Time = time to pick up + time to use from inventory (=reload). And maybe ammo packs should work the same way, but "use" control is already used for equipping them so I don't know how it should be controlled.

Great idea. I don't think it's necessary with ammo packs. I would fully enjoy such implementation.

Regarding the previous post... As I said, IF one want to reload from the ground and community want it to be longer than a normal reloading that wouldn't be an option, and some additional way of reloading should be possible: I suggested alt + r, but Nick's suggestion to use "u" is better imho.

4
Requests For Features / Re: New unique items
« on: April 23, 2013, 15:51 »
I'm glad to have inspired you.

I don't like the exact version of my suggestion, so I posted it in 2 versions and I hoped someone will improve it. I agree (and I wrote that) that 2nd one isn't original at all.

Although I am not certain about transforming cells into hp, as it can be easily farmed (in AoD, or N!) and even you haven't got any meds, you can keep some former/archatron corpses in a butchery and go there to restock your healing when things go wrong. I wanted to make it med pack dependant, and somewhat of portable god-mode (considered it not so OP as we already have berserk/invul globes). Another approach was steady healing. Your reinterpretation may be better in my view, but it still needs some tweaks imo.

5
Requests For Features / Reloading with ammo on the ground
« on: April 23, 2013, 11:13 »
I would really want this feature, esp for Archangel of travel. It is just very bothersome to drop sth, pick up ammo, reload, drop ammo, pick up sth. I think I'd also use this not only in angles of travel, but in most of runs, as when I cleared the level I usually restock, and instead reload & pickup I could just reload with ammo on the ground.

Simple, makes things easier and doesn't affect the game too much. If you in some point doubt that it would affect the balance and you want to nerf it, make the reloading time longer (like takes 2x reloading time or 5x on AoT).

In my opinion it should be natural in doomrl that when you reload, firstly you check ammo on the ground, than ammo box and lastly backpack. Prioritising floor ammo at reloading would solve the problem but would make unable to change it reload time, so in the latter case it could be other combination like ctrl + R.

Of course this change shouldn't affect Shottyman trait. It would seem stupid to jump around and collect ammo shooting :D

So, whatddayathink?

6
Requests For Features / Medical implant
« on: April 23, 2013, 10:46 »
SORD..
/

'a real life JPG artifact?'
unique
damage: 1d1
-6 accuracy
1.5 firing time
"A weapon so bad you're refunded for crafting it"

lets see how many people know where this weapon is from

Hmm shouldn't ideas like that go to crappy ideas theard? I suppose that this one is for real suggestions.

I've got an idea which could need to be balanced but is original:
Medical implant or MFDoc XXX (mechanical field doctor model XXX)
I have 2 views of this.
1)
It is cursed and can be equipped as a weapon (and swapped normally).
It is hand implant which can be reloaded with power cells (up to 100). Shift + reload turns it on/off. It uses 1 cell per player action. It stops when power is 0.
What it does is actually caring for your health. When it's powered and something hits you as hard as it would drop your health below 0 it uses more economical med pack right before it happens (small med pack if you'll be higher than 0 with your current health and small med's health, and large otherwise).

Whether this can heal you with more than 1 small med packs at once (if you don't have large ones), ammo, cell consume etc is balance issue.

2)
It's not so original, as it's just simple medpack compresser (reloaded with meds (and possibly 30 power cells per med), has up to 25 charges, shooting (using a charge) heals 7d3 health) Small meds are 1 charge, large are 3 charges. It can have 3 charges when found.

In both views cannot be modded.

BTW: Does anyone anymore treat this theard seriously? Are any of the new uniques inspired by this topic?

7
Not 100% related, but someone made a point, that carrying more varied armors would be more interesting. It gave me idea of introducing some variance in armor's stats. There could be random drawbacks/qualities for common armors, like up to +50% of it's actual resistances for price of getting max 75% durabilty, increasing knockback, making you vunerable in other part of resistances, slowing you down by up to 10% or for getting -1 to it's def (of course all I mentioned could be took as the opposite, so +1 flat arm, up to +10% speed, 125% durability etc.). Some could have also uncommon resits on such armor, like up to 10% of acid resist (it wouldn't hurt, as it's rare and it would affect only barons of hell).

I share opinion, that tech are the least appealing mods and could be tweaked a bit.

8
Bug Reports / Re: [0.9.9.7] My error log. Linux, gentoo
« on: April 20, 2013, 12:14 »
64, GFX. Since it's out i'm too used to it :P I find playing in console weird now. I've had more errors before, I am not sure if they stacked or it's from one game.

I think saving bug could be connected to permissions of  the files (I'm on user, while files are root's). As I changed user's group, it ceased happening (though I am still afraid of saving).

@edit: yeah, they stacked (according to time stamps). Sometimes it was freezing X-ses, so I had to kill -9 it, and no error was generated in the log.

9
Bug Reports / [0.9.9.7] My error log. Linux, gentoo
« on: April 18, 2013, 15:35 »
Game asked to pass it, so I do it. Also I find that this version is a bit buggy my characters die as game crashes and makes no save. :( Lost 3 great runs because of this. It tends to freeze X-es as well.

----------------------------------------------------------------------
Timestamp   : 17-4-13 17:15:13
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $00000000004D8ABA :
EAccessViolation : Access violation
  $00000000004D8ABA line 520 of ../fpcvalkyrie/src/vnode.pas
  $00000000004D8CD6 line 569 of ../fpcvalkyrie/src/vnode.pas
  $000000000048D5BB line 51 of ../fpcvalkyrie/src/vsystem.pas
  $00000000005C5277 line 66 of ../fpcvalkyrie/src/vio.pas
  $00000000004836BE line 386 of src/doomio.pas
  $000000000046C101 line 226 of src/doombase.pas

----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 18-4-13 23:31:40
Error level : ERROR
Message     : Lua call OnEnter caught EAccessViolation!

Call path     : cells.29.OnEnter
Call params   : (<object>,<object>)
Error message : Access violation
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 18-4-13 23:31:53
Error level : ERROR
Message     : Lua hook OnAction caught EAccessViolation!

Call path     : beings[commando].OnAction
Call params   : ()
Error message : Access violation
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 18-4-13 23:32:02
Error level : ERROR
Message     : Lua call OnDestroy caught ELuaException!

Call path     : cells.26.OnDestroy
Call params   : (<object>)
Error message : Get(items.6.group) failed!
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 18-4-13 23:32:02
Error level : ERROR
Message     : Lua hook OnAction caught ELuaException!

Call path     : beings[sergeant].OnAction
Call params   : ()
Error message : LuaError: cells.26.OnDestroy -- Get(items.6.group) failed!
----------------------------------------------------------------------

Also I had some issues with saving.
System: linux gentoo

10
Discussion / Dodgemaster - who does it work on? Short topic.
« on: April 17, 2013, 10:33 »
Hey, I'd like to magnify dodgemaster trait in this theard.

As of my experience I think that some monsters just ignore this trait, and I'd like to get a confirmation/negation here.

What I noticed:
Except obvious ones as Revenant, Arch Vile and Sergeants
I think that Mancubis ignores this trait and just shoots his 3 missiles which have normal chance to hit you.
I think that chainfiring guys like former commando/Archatron also ignore this trait (or just first bullet is dodged for sure) as I am always damaged nevertheless.

So on who does it actually work? I think that those are: Barons, Hell knights, Cybie, Mastermind (I am not sure about shotgun-like attack), Former humen, Cacos, Imps, Shamblers, JC, Lava elemental? Most of them are bosses.

11
Requests For Features / Re: AoMr & Limbo/Mortuary
« on: April 17, 2013, 10:00 »
I am a kind of guy who is happy to improve his character even a little, so if I know myself I'd hoard 5 mods for mortuary to get  that combat pistol, mod it and get reasonably stronger. I actually always visit the mortuary and never died there. If it's not a big deal, because it's so late, so why not? It would make some people happy (like me) and it wouldn't hurt balance whatsoever.

About Armory/Deimos I don't actually agree. It's up to RNG if you get something suitable for you or not, it always was in most of the games/challenges. If you don't like it, get Scavenger trait.

And, funny, I find rather assault shotgun more useful than plasma one :D Shotguns are all about corner shooting.

12
I'd like open command work on crates as well :) Could take terribly long (like 5 sec) and you stop on being disturbed (taking damage). How about that?

Well, to open such a crate in 5 sec and scavenge it in a real life is quite something :D

13
Discussion / Pacifistic beliefs are riddiculous sometimes...
« on: April 16, 2013, 15:48 »
... to not to allow you punch down supply crates and unopenable doors? Are they beings too?

14
Discussion / Re: Practical use of skulls/Arena Master staff
« on: April 16, 2013, 15:00 »
Preferably on the same level, because if you pick these up on the chance you'll use it later and then move on to the next level, there's a good chance that they'll be forgotten and never used, and so they'll just rob you of an inventory slot for the rest of the game.

Assuming you find a random one I guess. Using that at the City of skulls has little sense :) Yea I actually am trying to locate and terminate my inventory stealers, that's what this topic did stem from.

Thanks for the replies so far. I think we didn't deplete the subject, so please go on.

15
Discussion / Breaking killing spree & UAC medals limits
« on: April 16, 2013, 14:57 »
I think that stepping on damaging fluid shouldn't end your killing spree as it currently does. I base that on the fact that losing health from any actives/being boosted doesn't count as well, and sometimes you are forced to step on fluid to go on, and even though you did perfectly with enemies, you won't get a spree and UAC star :(
Makes sense?

About current medals UAC I find their limits too low, as I happen to have gold/silver in almost all runs (except AoB and AoPc ofc). What do you think?

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