Chaosforge Forum

  • August 19, 2022, 14:58
  • Welcome, Guest
Please login or register.



Login with username, password and session length

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.

Messages - Thiebs

Pages: 1 ... 6 7 [8]
106
Post Mortem / [U|AoMr|93%|11|YASD] Best run on UV yet.
« on: December 03, 2013, 13:16 »
Edit: Just saw the rules for posting. Sorry! Next one will be done right, I promise!
Fixed it. Hopefully the right way!

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Thiebs, level 8 Hell Knight 2nd Lieutenant Technician,
 was melted by former commando's plasma gun on level 1 of the Deimos base.
 He survived 77202 turns and scored 67069 points.
 He played for 1 hour, 10 minutes and 34 seconds.
 He was a man of Ultra-Violence!

 He killed 331 out of 353 hellspawn. (93%)
 He held his right to remain violent.
 He was an Angel of Marksmanship!

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 3
  Levels completed : 2

-- Awards ----------------------------------------------------

  Hell Champion Medal
  Arena Gold Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  #.........................====########&............######..
  #........................====#########.........h....####...
  #.......................====##########.O##########...##....
  #....................|.====###==================###.....h##
  #..........h.......X.}====###================O===###.....##
  #.......}.............===###====##############====###......
  #...}..##/###.........===###===##&...R.R..R.&##===####..##.
  #.....##....##........===###===#..##########..#===####..##.
  #.....#.....*#........===###O==#..##########..#===.........
  #.....#.....*#........===###===#..##########..#===.........
  #.....##....##....|...===###O==#..##########..#===####..##.
  #......##/###......}..===###===##&......R...&##===####..##.
  #.....................===###====##############====###......
  #.....................====###=====O==============###.....##
  #....................%.====###==================###......##
  #.......................====##########..##########...##.h..
  #.>......................====#########..........h.O.####...
  #.........................====########&..........O.######..
  ###########################################################

-- Statistics ------------------------------------------------

  Health 0/50   Experience 23338/8
  ToHit Ranged +6  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

  Class : Technician

    Son of a gun     (Level 3)
    Eagle Eye        (Level 3)
    Whizkid          (Level 1)
    Sharpshooter     (Level 1)

  SoG->SoG->SoG->EE->EE->EE->MSs->WK->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   blue armor [1/2] (15%)
    [b] [ Weapon     ]   speedloader pistol (2d4) [4/6]
    [c] [ Boots      ]   protective boots [2/2] (100%)
    [d] [ Prepared   ]   10mm ammo chain (x79)

-- Inventory -------------------------------------------------

    [a] blue armor [2/2] (100%)
    [b] blue armor [2/2] (50%)
    [c] red armor [1/4] (4%)
    [d] red armor [4/4] (72%)
    [e] 10mm ammo (x100)
    [f] 10mm ammo (x100)
    [g] small med-pack
    [h] small med-pack
    [i] small med-pack
    [j] small med-pack
    [k] large med-pack
    [l] large med-pack
    [m] envirosuit pack
    [n] envirosuit pack
    [o] power mod pack
    [p] technical mod pack
    [q] bulk mod pack
    [r] steel boots [1/1] (100%)
    [s] 10mm ammo chain (x250)
    [t] 10mm ammo chain (x250)
    [u] 10mm ammo chain (x250)
    [v] 10mm ammo chain (x250)

-- Resistances -----------------------------------------------

    Acid       - internal 0%    torso 0%    feet 25% 
    Plasma     - internal 0%    torso 5%    feet 0%   

-- Kills -----------------------------------------------------

    47 former humans
    28 former sergeants
    17 former captains
    109 imps
    29 demons
    38 lost souls
    15 cacodemons
    13 hell knights
    4 barons of hell
    1 arachnotron
    5 former commandos
    3 pain elementals
    1 mancubus
    7 elite former humans
    5 elite former sergeants
    5 elite former captains
    2 elite former commandos
    2 bruiser brothers

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  On level 2 he assembled a speedloader pistol!
  He left the Arena as a champion!
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Deimos Lab.
  On level 9 he finally was melted by former commando's plasma gun.

-- Messages --------------------------------------------------

 There is 10mm ammo (x100) lying here.
 Fire -- Choose target...
 You see : floor
 Fire -- Choose target...
 You see : out of vision
 Fire -- Choose target...
 You see : Thiebs (heavily wounded) | floor | [ m ]ore
 Targeting canceled.
 You quickly reload the speedloader pistol.
 Fire -- Choose target...
 You see : a former commando (unhurt) | floor | [ m ]ore
 The missile hits the former commando.
 Fire -- Choose target...
 You see : a former commando (wounded) | blood | [ m ]ore
 The missile hits the former commando. You are hit! You are hit! You are hit!
 You are hit! You are hit! You are hit! You die!... Press <Enter>...

-- General ---------------------------------------------------

 179 brave souls have ventured into Phobos:
 159 of those were killed.
 1 of those was killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 12 couldn't handle the stress and committed a stupid suicide.

 5 souls destroyed the Mastermind...
 2 sacrificed itself for the good of mankind.
 2 killed the bitch and survived.
 1 showed that it can outsmart Hell itself.

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


This is my first mortem post, so bear with me. My goal was simply to get the Arena Gold medal, but things got interesting. I had a lot of trouble (many, many deaths) to not having a whole lot of time to prepare for the Arena, of course, but in this game I got lucky. I started with an Agility mod, as well as the Tech mod and the other junk. I applied the Agility mod to the pistol, reasoning that the bonus accuracy would be better at reliably killing the early chumps before the Arena got dicey. I saved the Tech, though, so I could make it a Speedloader when firing round after round into the two big dudes in the final wave. I cleared the entry only taking one hit, but it was a point-blank shotgun blast before I'd grabbed armor, so I was feeling a bit off my game going into the second level. I got the entry message indicating that the level was swarming with guys, and it was. I also got the message for a lever that damages the whole level, meaning lots and lots of free XP! Unfortunately, I spawned SURROUNDED by guys AND barrels. Sprinting to the nearest door wasn't even what saved me; that was luck again. The biggest cluster of guys was on the other side of a teleporter, and they just beamed away as they chased me! Whew. Took some time whittling through until I found the lever, cleared most of the level. Was already character level three, with SoG>Sog>SoG, still sporting the Agility modded pistol. Found a map, saw that the remaining enemies where about ten cacodemons clustered in a vault, and thought I'd try cracking the door, firing a round or two, closing it, then waiting until they moved away again. Worked to kill a few, but one got a double-move in and made it to the door, so I ran, hid, and waited for them to spread out before picking them off one by one. Then the Arena, at character level 4, having taken EE. Most of it went pretty blandly, though I got hit a little more than I wanted to, and was running low on medkits by the final wave. When it showed, I converted to the Speedloader, and blew the first guy away, but not before he hit me a big one. I had to use my last medkit. The second guy kept getting lucky: three misses in a row with EE? He made it to melee range, and started punching my face. My armor broke. I was out of medkits, tired, and no phases, at 8% when I finally killed him. SUCCESS! I'd gotten my medal. Everything from there kinda flew, as I honestly kinda stopped caring (though if I hadn't I might have made another few medals... hindsight). I was still doing fairly well, though, considering. I'd cleared the Phobos base, the Anomaly, and was on the Deimos base. I had started taking it more seriously again, but not until after I'd burned through a few levels of recklessness, and some confusion over targeting issues (my wife was sleeping on the wireless mouse!). I got a little low on health, and foolishly thought I'd cleared the entry (forgot about them teleporting in from the other side) and ran into view of Mr. Plasmatic Death. I actually even had a chance to heal up, too, but thought I could finish him first. And so, my stupid death. Still my best run on anything higher than HNTR, though, so I'm proud! Lemme know what I could have done differently.

107
Requests For Features / Re: Gameplay and Background Ideas
« on: December 03, 2013, 04:09 »
Awesome! I'll keep the ol' noggin churning, and we'll see if I have any more ideas. Thanks!

108
General Discussion / Re: Teaser: Remember Doll #1
« on: December 02, 2013, 10:35 »
Crazy mutations would be cool (Demonspawn are my favorite race in Dungeon Crawl), but I don't like the sounds of a food clock. Permanent damage like in DoomRL works waaayyy better for a tactical game than 'rest until healed' after every fight, and still drives the player to delve deeper, since you won't find more medpacks in the areas you've already explored. Though, while I'm on a rant here, lemme rattle off an idea (greatly inspired/stolen from an Android game called Hoplite) which would make melee fights (if those would be a thing in Jupiter Hell) more interesting: make melee attacking/defending based on the last move action the character took. Moving toward the target would be full offense. Moving away would be full defense. Moving along side would be some offense, greater chance to dodge. Standing in place would be balanced. Every time you end a move in a space adjacent to an enemy, you automatically make a melee attack (if you have a melee weapon/fists). For multiple enemies, you would be prompted to choose which. So if you moved between two enemies to reach a third, you could do a full attack on that one, while having a greater chance to dodge the sides. Or you could back away from one enemy to attack another. This would take some balancing, of course, and would probably be better in a melee-oriented game than a shooter, since it would be significantly more noticeable there. And I know this is probably not the place for such ideas, but I'm new to this forum and don't rightly know where that would be.

109
Announcements / Re: Announcing: Jupiter Hell!
« on: December 01, 2013, 08:56 »
Oh yes, I'm sure.

When this hits kickstarter, I'll be backing it.

I am so ready to back this that my pocket is gonna burn a hole through my leg. If I weren't dirt-poor, I'd fund the whole thing myself. Even so, I'll be seriously considering the higher-tier options, even though I usually don't care about extra goodies. I just really want Jupiter Hell to make as big of a splash as possible.

Pages: 1 ... 6 7 [8]