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Messages - Firstblood

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76
Berserk! / Re: Post mortems
« on: April 18, 2007, 06:47 »
Lol hoped noone would ask, I'm still learning how to play, so made some embarassing mistakes like firing a Cannon into a tree (I thought it would blast the tree apart and kill everything behind it, because I know it tears through enemies, and I know enemies destroy obstacles as well, but then I looked behind the tree and still saw a massive horde of monsters behind it).

Maybe you should add that to the guide :P (it doesn't go through obstacles). Also I kept away from Bulldemons, and it finally occured to me that I wasn't sure if they ever charged diagonally, and so I "risked" engaging a couple on diagonals, and they didn't charge - which gave me a endgame strategy of trying to keep Bulldemons off my horizontal and vertical when they got close, but up to then I still got charged a lot.

77
Pre-0.9.9 / Re: [U|AoMr|95%|10] (ran out of bullets!)
« on: April 18, 2007, 06:30 »
I agree about bullets and large medkits, the problem is I always find more armor than I need, compared to medkits and ammo, and as I had free inventory slots, I picked em up - and as you can see by the state of them, all of them saw some use so saved a hp here and there :P (worth a few small medkits in total). As opposed to finding 2 large medkits, both of which got used when I ended up in some unfortunate situations.

I usually only take 3 armors at most (2 in bp, 1 worn). I started off by taking the 2 blues from Arena, and a red armor I got lucky to find. I also found a couple of small medkits, and thought I would be ok for ammo as long as I found Captains, so took them instead of 100 bullet stacks.

My bp was full with 3 blues, many small medkits and 1 large and then half a dozen bullet stacks by the time I reached CC, but probably after that point I saw ammo depletion (don't think I met any or hardly any Human Captains after CC).

I ran out of health once, then ran out of ammo, so the only thing I could think of to do better that game, is either waste less ammo or get at least one level of EE instead of DG/Fin. Its hard choice because I did find those upgrades extremely useful on top of my 3 levels of SoaG. I was fighting 2 AVs at one point, managed to kill one out of sight, and the other one stopped raising a Demon+Imp(which I didn't waste much ammo on) and closed to melee. I had no health packs and was already at 60% health when I started fighting them so almost died there, but I took a gamble and managed to lose the AV (wasn't sure if its possible given their moverate) around a corner, and made it to a Berserk Pack Id left for earlier, came back and the 2nd AV died very quickly :D, but then my berserk ran out :/


Is there a big sound effect for "relatively safe" in the new version? I would love that, I miss that message so often nowadays - or maybe "SAFE" in green letters could appear on the interface, that would be even better.

78
Pre-0.9.9 / [U|AoMr|95%|10] (ran out of bullets!)
« on: April 17, 2007, 19:28 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------

 Dave, level 7 Demon Sergeant, killed by a arachnotron
 on level 10 of the Phobos base.
 He survived 61733 turns and scored 40516 points.
 He was a man of Ultra-Violence!

 He killed 214 out of 226 hellspawn. (95%)
 He held his right to remain violent.
 He was an Angel of Marksmanship!

 He stormed the Chained Court.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!

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

  Health -1/50   Experience 17066/7
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Finesse        (Level 2)
    Hellrunner     (Level 1)
    Son of a gun   (Level 3)
    Dualgunner     (Level 1)

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

    [a] [ Armor      ]   green armor [1/1] (83%)
    [b] [ Weapon     ]   advanced pistol (2d5) [5/6]
    [c] [ Boots      ]   protective boots [4/4] (86%)
    [d] [ Prepared   ]   pistol (2d4) [5/6]

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

    [a] green armor [1/1] (70%)
    [b] green armor [1/1] (59%)
    [c] green armor [1/1] (65%)
    [d] green armor [0/1] (16%)
    [e] blue armor [1/2] (47%)
    [f] blue armor [2/2] (50%)
    [g] blue armor [1/2] (47%)
    [h] red armor [2/4] (30%)
    [i] 10mm ammo (x31)
    [j] shotgun shell (x50)
    [k] rocket (x4)
    [l] power cell (x50)
    [m] power cell (x6)
    [n] phase device
    [o] phase device
    [p] protective boots [4/4] (100%)
    [q] protective boots [4/4] (100%)

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

    23 former humans
    47 former sergeants
    16 former captains
    15 imps
    27 demons
    13 lost souls
    17 cacodemons
    7 barons of hell
    12 hell knights
    6 arachnotrons
    5 former commandos
    6 pain elementals
    2 arch-viles

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

 He started his journey on the suface of Phobos.
 On level 2 he battled through the complex.
 Afterwards he fought on Hell's Arena.
 On level 3 he battled through the complex.
 On level 4 he battled through the complex.
 On level 5 he battled through the complex.
 He then stormed the Chained Court.
 On level 6 he battled through the complex.
 On level 7 he found a hellish city.
 On level 8 he found hellish caves.
 On level 9 he battled through the complex.
 On level 10 he battled through the complex.
 There he finally was killed by a arachnotron.


Thought I would give AoMr with 100% kills another go, but ran out of ammo on level 9, which made level 10 an inevitable deathtrap (hence the reason I picked Hellrunner as my final trait, so that I could make a break for some ammo/stairs). I suppose bad luck with Human Captains and ammo spawning, combined with not realising how fast my ammo would deplete (I mistakenly thought that several stacks of 100 bullets plus Adv. Pistol and SoaG level 3 would go really far!).

So as to not push my luck with ammo next time, I could try getting some Eagle Eye and Cat Eye instead of Finesse and Dual Gunner, but I really wanted a UV win without using any CE or Int at all. (or I could take more bullets and less small medkits, but I usually find health a sparse commodity as well).

79
Discussion / Re: Ideas for nerfing Int(3) and AoB.
« on: April 17, 2007, 08:57 »
About nerfing of Int[3] and about the AI in general, could not monsters just start moving directly towards the player's position if he/she shoots them? (like the Workers in AlienRL, but out-of-sight)


I don't know much of programming or any how the AI works but something like:
A flag hit by player Y/N, if hit by player Y, then all of its moves are towards player or players last known co-ordinates at the time of the shot? (until the player comes back into sight)


Or you could be more harsh:
A flag for being aware of the players presence Y/N, if the monster is shot OR sees the player, then all of its moves are towards the player or players last known co-ordinates? (until the player comes back into sight)


Based on the logical premise that the monster knows the direction it got shot or shot at from, or remembers where the player is if it has seen them. - A change like this would obviously make UV harder (and I've not won challenge mode UV yet), but a change might be balanced against other changes in the new version.

80
Berserk! / Re: Post mortems
« on: April 17, 2007, 08:32 »
-- Berserk! (0.8) Post Mortem ----------------------------------------

  Character name  : Dave
  Game type       : Endless
  Nights survived : 10
  Monsters killed : 1219

  STR: 15  DEX: 14  END: 12  WIL: 12
  Speed: 109  HP: -4/130  EN: 21/120
  Base damage: 2d6+6  Weight: 12

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

  .....................:.%..........................
  ................%%:%%%%:%.........................
  ...........#....%%%%....%......:............#.....
  ................:.%.%.#B....:..%#...........M.....
  ........i....b....%%.M@@%%b...#M%#...........#.....
  ....#.........%...#..MM..........#................
  .............:.#..:.#.%M:......%.......#....#.....
  ..........#%:#........:......................b....
  ...........:%:.....b.::..::.......................
  ............:.:.............................#.....
  .............%.......%:...:.........#.....#.#.....
  ........%......#%....%i...........................
  ......#...............%.....#..................b..
  ................%......%..........................
  .....#............................................
  ...........#...............................#......
  .....................................#............
  .........#.......#......%...........#.............
  .......#....................................#.....
  .....##...#.........#......##.....................
  .....#............#...............................
  .....#......#.............#.....#.................
  ..........#.......................................
  ..................................................
  ..................................................

-- Weapons left ------------------------------------------------------

  Cannon (1/2)  Crossbow (3/60)  Knives (7)  Bombs (3)  FairyDust (2)

-- Kills (1219) ------------------------------------------------------

  53 bulldemons
  574 beasts
  129 mandagores
  5 defilers
  98 imps
  59 phasehounds
  232 skeletons
  14 wraiths
  2 spores
  42 scavengers
  3 foresters
  8 treants

-- Skills (10) -------------------------------------------------------

  Ironman (level 4)
  Running (level 3)
  Sweep attack (level 3)

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

 The phasehound evades your
 blow.
 The phasehound hits you!
 You hit the phasehound!
 The phasehound dies!
 The bulldemon critically
 hits you!
 The mandagore hits you!
 You die!...
 Press <Enter>

-- Achievements ------------------------------------------------------

  Max kills in one turn    : 22
  Longest killing sequence : 33 kills in 2 turns.
  Survived for             : 4929 turns
  Died on                  : Fields
  Reason of death          : killed by a mandagore


Gave Berserk! a go because I was rushing [U|AoMr] games in DoomRL and thus kept taking needless damage and not getting past level 3/4. Berserk! is definitely another masterpiece of Kornel's :)

Tiredness, and playing an extra move without checking my hitpoints level resulted in YASD while berserking (though the critical hit didn't help :p). Its a shame because the previous Night was insane, with about half a dozen Wraiths spawning within the first few turns, yet managed to survive that one without making any glaring mistakes.

If I had read Fingerzam's survival guide, I could have done better on every Night, there is a lot of useful information and stats in there I would never have been able to work out by playing on my own, so I might give Berserk! another attempt but not before I try to get further in DoomRL.


Am just wondering, what happens if you actually survive 115 nights? because you will have maxed every skill, you might get stuck on the skill selection screen lol

81
Pre-0.9.9 / Re: [U|100%|Win] 1st win 0.985
« on: April 16, 2007, 12:19 »
Thanks :)

I thought I'd give a Juggler a go, as I swap weapons from prepared and backpack frequently, not just because RL, DS and BFG don't give many rounds. I wanted to see if any skills provided a noticeable difference, but I didn't really notice a difference from Juggler, wishing I had an internal calculator to tell me the exact time difference. Don't know if it only affects prepared weapon or also backpack weapons.

Int(3) I think was after the Chained Court and before or just at the hellish cities. I made some tactical errors in CC, that hopefully I won't repeat. I was at Int(1) during or before Arena (I love pulling levers).

I only find Arena troublesome during AoMr and AoB, and AoMr isnt that bad, just time-consuming, I've survived Arena spawning in between 3 Cacodemons before. In other UV modes I have a Chaingun by then and Arena is a piece of cake :)

Adv DS was before Mortuary, maybe level 17 and I found another one before or after the Mortuary. I have no idea whether Adv CS is better, so kept the DS at the Mortuary. I can't remember if I found an Adv CG before Mortuary or not. The other weapons in the usual places.

I used DS during City of Skulls, don't think it was Advanced. The rest of time I was using DS/Adv DS mainly because I had shells and very few rockets and cells. I wouldn't recommend it as a fast way to kill grouped enemies at long range, unless they are lost souls. Most of the time it was Arach, BoH and Cacodemons which take forever to die.

I probably blew up a lot of ammo I couldn't see, so if I get Int[3] again I will try to play more tactical. I wish I found more Computer Maps.

82
Pre-0.9.9 / [U|100%|Win] 1st win 0.985
« on: April 10, 2007, 21:09 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------

 Dave, level 14 Demon Sergeant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 168260 turns and scored 256680 points.
 He was a man of Ultra-Violence!

 He killed 836 out of 837 hellspawn. (100%)
 He was a real killing machine...

 He found the Phobos Arena.
 He stormed the Chained Court.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He invaded Spider's lair.
 He witnessed the City of Skulls.
 He faced The Wall.
 He wandered into the Unholy Cathedral.
 He was caught in the Mortuary!
 And he managed to clear it!

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

  Health 69/70   Experience 93010/14
  ToHit +6  ToDmg Ranged +1  ToDmg Melee +1

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

    Ironman        (Level 2)
    Finesse        (Level 1)
    Hellrunner     (Level 2)
    Son of a bitch (Level 1)
    Reloader       (Level 1)
    Eagle Eye      (Level 2)
    Juggler        (Level 1)
    Cateye         (Level 1)
    Intuition      (Level 3)

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

    [a] [ Armor      ]   red armor [4/4] (99%)
    [b] [ Weapon     ]   advanced chaingun (1d7)x5 [10/50]
    [c] [ Boots      ]   plasteel boots [4/8] (41%)
    [d] [ Prepared   ]   advanced double shotgun (6d4)x2 [2/2]

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

    [a] red armor [4/4] (99%)
    [b] red armor [4/4] (100%)
    [c] red armor [4/4] (86%)
    [d] Angelic Armor [6/6] (56%)
    [e] chainsaw (4d6)
    [f] advanced rocket launcher (4d5) [1/1]
    [g] advanced plasma rifle (1d9)x8 [0/40]
    [h] advanced BFG 9000 (8d9) [0/100]
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] 10mm ammo (x100)
    [l] 10mm ammo (x47)
    [m] shotgun shell (x50)
    [n] shotgun shell (x50)
    [o] shotgun shell (x50)
    [p] rocket (x2)
    [q] thermonuclear bomb

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

    45 former humans
    53 former sergeants
    22 former captains
    49 imps
    76 demons
    90 lost souls
    81 cacodemons
    49 barons of hell
    1 Cyberdemon
    42 hell knights
    84 arachnotrons
    22 former commandos
    42 pain elementals
    19 arch-viles

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

 He started his journey on the suface of Phobos.
 On level 2 he battled through the complex.
 On level 3 he found hellish caves.
 Afterwards he fought on Hell's Arena.
 On level 4 he battled through the complex.
 He then stormed the Chained Court.
 On level 5 he battled through a maze of rooms.
 On level 6 he found hellish caves.
 On level 7 he battled through the complex.
 On level 8 he found a hellish city.
 On level 9 he found a hellish city.
 On level 10 he battled through the complex.
 On level 11 he battled through the complex.
 Afterwards he witnessed the Wall.
 On level 12 he found a hellish city.
 On level 13 he battled through the complex.
 On level 14 he battled through a maze of rooms.
 On level 15 he found hellish caves.
 Then he found the City of Skulls.
 On level 16 he battled through the complex.
 Then he invaded the Unholy Cathedral.
 On level 17 he found hellish caves.
 On level 18 he battled through a maze of rooms.
 On level 19 he found a hellish city.
 Then he ventured into the Spider's Lair.
 On level 20 he battled through the complex.
 On level 21 he found hellish caves.
 On level 22 he found a hellish city.
 He was foolish enough to enter the Mortuary!
 On level 23 he found hellish caves.
 On level 24 he battled through the complex.
 Then at last he found the Phobos Arena.
 There he finally defeated the Cyberdemon.


Took the easy route with Int[3], this was for my 1st win requirement for Lieutenant. I decided not
to mess with the AoD, thats the one enemy I missed. Still experimenting with the other traits, as my earlier games were [H/U|AoB] and [H/U|AoMr] attempts and there are specific traits for those challenges.

83
Discussion / Re: DoomRL trainer
« on: April 09, 2007, 21:05 »
Couldn't we have a "Hardcore" mode for any difficulty thats not Nightmare, that doesn't allow you to save, or a "Limited" mode that allows only one or two saves in total? maybe as command parameter if not as an option.

Could maybe throw in 10% extra ammo and xp as an incentive to get more people used to not save-scumming if they have time for a full game session as well. I never save-scum which is where the 2nd idea has come from.. also means that I die many times on AoB[UV] trying to kill as much as possible without dying, instead of evade until I get to the Chainsaw, but I actually find that fun because its (C)hallenging.

I can't wait until I've unlocked N!

84
AliensRL / Re: Combat Shotgun theory
« on: April 09, 2007, 20:44 »
The CS rocks in the beginning of the game.

I would like to see some sort of change to the sawn-off too. Possibly clip size 2, with lower damage and/or blast cone (assuming it has the same cone as CS). Just giving it a clip size of 2 would make it maybe too useful imo, given the quantity of shotgun shells you find and that 2 shots from a CS will kill or badly hurt several enemies at close range, and spray several at long range. I've always got more shells than I can use, but then I switch to PR asap, and I don't touch the sawn-off.

suggestions?
Clip size 2 (30/L, no blast cone) -> lethal damage at close range to one target, working like the non shotty weapons so firearms skill and distance would affect the damage
Clip size 2 (24/L, tiny blast cone) -> medium damage at close range to targets next to each other
Clip size 2 (20/L) -> medium damage, would have to reload mid-battle to kill without switching or use of grenades

85
AliensRL / Re: Bugs, Chages & New Features
« on: April 08, 2007, 05:47 »
I think that might be a feature and not a bug, and its exclusive to the Medical Tower. I saw the same thing in a room, a door with no room. I assumed it was meant to represent a medical cabinet or closet. The door in your screenshot is actually accessible from the corridor, but theres no room and its on the edge of the tower.


I just scored a critical hit with a frag on a juvenile and dealt normal damage, shouldn't that be an instant kill? imagine lobbing a grenade and it exploding just as it enters the juve's outstretched mouth, and the ensuing mess.. ;)

86
AliensRL / Re: Bugs, Chages & New Features
« on: April 06, 2007, 07:32 »
I think I found a bug but its difficult to tell due to the nature of the bug. It happens (or more accurately doesn't happen) on level 3 and it has something to do with the exploration bonus. I could be mistaken only it seems to have happened twice in a row on at least two different games (and I was only checking on those two). Possibly level 6 as well.

87
AliensRL / YAVP
« on: April 04, 2007, 16:42 »
-- AliensRL (DAY 7++) Post Mortem ------------------------------------

  Name     : Dave
  Class    : Scout
  Rank     : Badass
  Result   : Killed the alien Queen and escaped

  Total Experience : 22995
  Experience left  : 435
  Game length      : 283564 truns

  Armor   : Gyro-stabilizer [0]
  Sidearm : M4A3 pistol (12/12)
  Primary : M41-A pulse rifle (60/60)
  Heavy   : M56 smartgun (30/50)
  Medpacks: 10

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

  #.#.......#..##########
  #.#.......#..#.........
  #.#.......#..#.........
  #.#.......#..#.........
  #.#A......#..#.........
  #.#.A.....#..#.........
  #.#.......#..#.........
  #.#.......#..#########-
  |.#.......#............
  #.#.......#..#######-##
  #.#.......#..#.........
  #.#.......|..#.........
  #.#.......#..#.........
  #.#.......#..#.........
  #.#.......#..##########
  #.#.......#..#.........
  #.#..%....#..#.........
  #.#.......#..#........+
  #.#.......#..#........A
  #.#.......#..#.........
  #.#.......#..#.........
  ###########  ##########

-- Skills ------------------------------------------------------------
  Sidearms      : expert
  Light weapons : expert
  Heavy weapons : advanced
  Technical     : expert
  Medical       : advanced
  Fitness       : expert
  Perception    : advanced

-- Ammunition --------------------------------------------------------

  9mm ammo      : 395/400
  .44 ammo      : 121/150
  M309 ammo     : 280/500
  M250 ammo     : 305/500
  60mm gren.    : 38/40
  12g. shells   : 112/200
  frag grenade  : 0/5
  inc grenade   : 0/5
  krak grenade  : 5/5

-- Kills (1904) ------------------------------------------------------

  661 juveniles
  100 workers
  399 warriors
  501 hunters
  242 elites
  1 queen

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

 lightly hit the worker! You barely
 scratch the worker! You barely hit
 the worker! You hit the worker!
 You barely hit the worker! You
 barely hit the worker! You hit the
 worker! The worker dies.
 You reload your weapon.
 You prepare your heavy weapon!
 You enter the corridor. Entering
 Civilian Tower, level 1...

This (3rd) attempt ended early due to not realising the game would end as soon as I entered the final tower (I was trying to see how long I could survive, and planned to fight until my ammo reserves were depleted). Never really challenged in this attempt and had full ammo in most weapons frequently, always had 9 or 10 medkits.

Out of the 8 weapons, I found 3 did not suit my game strategy. This was because 2 of the 3 seemed either weak or inefficient, and I definitely prefered one ultimate weapon over the other.

I got unlucky with being unable to find a certain armor.

Definitely looking forward to see if the great author will add instalments to Aliens 7DRL++, as well as awaiting the new public instalment of DoomRL, because the spoilers you can add to weapons sound fun.


If another quick-fix was released, I would only ask for two things (previously mentioned by other players):
1. change .44 ammo to bright white so that it corresponds to Colt weapon and is different to 9mm ammo
2. add numeric xp counter in normal view so that you know when to spend xp points without constant shift+c

(I know this would produce side benefits, knowledge such as exact xp gain from aliens, and when and how much you get from exploration(sometimes you miss the message), but I found it really inconvenient to have to go to the character screen to check for upgrades)


Two other changes other players mentioned I think are also good, but would not improve the game as much for me as the above two:
3. disallow ammo pickup on full ammo (because the ammo disappears into nothingness)
4. ammo from dropped weapons by pressing d should return to stocks (currently goes into nothingness)


Final note, does anyone else press M to switch to Heavy Weapons or pick up medkits sometimes? I probably am too used to H as the key for heal. Of course tiredness probably had something to do with this, but when I have 97 health and I press M to take on an oncoming swarm of Elites and Hunters I get annoyed at myself :P

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