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Messages - Nick

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1) At least one Nano melee assembly and at least one Firestorm.
2) Firestorm + any Shield. Shield (F1) can be repaired (recharged) with power cells.
3) Some minor balance changes.
4) Pathfinding bugs fixing (no more stepping into lava after a door).
5) One or two master assemblies for one unique item each. Not just powerful. Interesting rather than powerful.
6) At least one Firestorm armor assembly (probably making a Shield) and at least one Sniper.
7) Minor AI improvement.
8) One or two new Angels and combinations.
9) Using ammo from the ground as well as items now.
10) Better ammo boxes interface, easy switching with a weapon.

Since Jupiter Hell had taken you entirely, I give another innuendo about opening the sources :-b

Requests For Features / Re: Challenge modes ideas - old and new.
« on: November 29, 2014, 15:52 »
I don't remember if it already was mentioned, but... Angel of Haste (1 second of real time per turn) mix with possible multi-player mode perfectly.

Bug Reports / Re: I don't know why did you lock the thread...
« on: November 28, 2014, 10:42 »
So if I suggest to "re-fix" an old bug in order to make some interesting things such as "barrel bombardment", it counts as a request for a feature and should be placed in that forum.
I see.

Bug Reports / Re: I don't know why did you lock the thread...
« on: November 27, 2014, 16:54 »
This one:,160.msg1361.html#msg1361.
IDK why known bugs shouldn't be discussed anymore.

Speaking about Tech bump, I think Tech should use Goggles and Suit for longer time, not for shorter. Unlike Berserk and Inv.

Requests For Features / Re: Yat another trait request ;)
« on: November 27, 2014, 16:48 »
Sorry :-D

"Abstainer", two levels.
"Your body became unfamiliar with stimulators so they act much longer".
Increases power-up time by ~15/30%.


Requests For Features / Yat another trait request ;)
« on: November 27, 2014, 15:44 »
Pan, dodajcie jeszcze jedną zdolność. "Niepijący", dwa poziomy.
"Wasz organizm na tyle odwyknął od szkodliwych stymulatorów, że oni teraz z braku przyzwyczajenia działają silniej i dłużej".

Zwiększa czas działania powerups, ~15/30%.

Bug Reports / I don't know why did you lock the thread...
« on: November 25, 2014, 07:57 »
>> Why does it feel like I barely deal any damage to an enemy that's directly hit by the BFG9000?
> Currently, knockback is calculated and occurs before damage is taken, so the victim only takes damage based on where it lands after knockback, rather than its original position. This will be fixed in due time.

I want to remind original Doom barrels had a little lag before explosion. So I think you should:
1) Calculate damage to objects and monsters;
2) Calculate and apply knockback and (if someone/something has been thrown into a teleport) teleports;
3) Apply damage (in random order or sorted by negative hit points).

It'll allow to deliver a "teleporting barrel surprise", like original Doom :)

Requests For Features / sokoban
« on: November 24, 2014, 13:23 »
Allow me to pull those damn barrels or make some actual soko-ban special levels. I prefer first.

Bug Reports / Re: PSA: You can move diagonally
« on: November 24, 2014, 13:09 »
It's rather a tile bug than a gameplay bug.
Just iphonise those edges :) if Apple allows you to use rounded square since they've patented it lol
Simply draw part of floor texture there.

Requests For Features / Re: New unique items
« on: November 23, 2014, 17:58 »
Repulsion Armor (2) (rare, not unique). Melee 80%, bullet 15%, shrapnel 15%.
An aura of unknown force field glows around this armor!
Feature: hitting an enemy with your fist causes titanic kickback, throwing him literally through the whole level unless a wall stops him.

Simply count only original map placement / first kill for the kill ratio.

I have another suggestion: for Angel of Darkness, instead of respawing monsters, "respawn" some random areas you are far from. Re-generate the whole room set, with a new walls shape, with new monsters and items, with higher chance to get something unusual (mostly bad, such as high-level monsters), and with limited (but random) number of rebuilds per level. And with increasing random time to next rebuild.
And another one: give a little chance to summon monsters with unusual weapons with a summoning switch. A shotgun guy with a DS (bad luck) or even with a SSG (good luck if you survive), arch-vile with a berserk pack... with some odd things to drop.

Requests For Features / Re: What's with Frag Shotgun?
« on: December 02, 2013, 05:57 »
I think it's time to check my other edits. Some of them balance on the wedge between "opinions" and "explanations". You decide.

Requests For Features / Re: What's with Frag Shotgun?
« on: December 02, 2013, 03:05 »
Not gonna happen - you can't mod uniques

It was an assumption:

if ( PositionOne = TRUE) AND (ParametersAfterBump = Rare_8d3) THEN BEGIN

Requests For Features / Re: What's with Frag Shotgun?
« on: December 02, 2013, 02:51 »
As the thread says, it wasn't my personal opinion. Enough words, let's see, how it was.
4: we don't know yet.
Although I can't say whether this is wrong or right, I would say that the wiki comments are no place for statements like this
the clear answer which allowed to choose (6) without having (4).

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