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Messages - LuckyDee

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Discussion / Re: INT2 vs Berserk
« on: March 29, 2012, 23:47 »
Well, not necessarily I guess - as I mentioned there are multiple ways of looking at it, and as long as the current setup was purposely chosen for, it's totally valid. It's a nice touch in some respects, even.

Though I do think that both the graphics and console version should act the same.

Discussion / INT2 vs Berserk
« on: March 29, 2012, 23:41 »
The last few runs I tried building out Scouts on INT, since it saves me a lot of ammo blasting away trying to detect enemies, and offers a better understanding of their move patterns - not to mention it keeps me fleeing from one enemy into the next. I believe I've even read someone's post on combining AoB with INT, which sounds really sensible since you'll want to creep up on enemies.

There is one major drawback to this however: once you go berserk, the crosses indicating enemy presence turn black. This means that they're really hard to spot in out-of-view explored territory, and invisible in unexplored areas. I can imagine this won't change much for the AoB - stuff you can't see, you'll definitely not going to be able to hit - but it annoys the hell out of me in regular games, leading me to actully avoid berserk packs most of the time. Most enemies are dead before they can see me anyway.

The way I see it, you can look at intuition/berserking from 2 angles:
1) You're on a rampage, and are too preoccupied with feeling your blood boil to notice enemies at a distance (which might be the  current logic, assuming there is one)
2) You smell blood, and intuition will guide you to your next prey

Whether or not making the INT crosses black in berserk mode was a deliberate choice, there are multiple ways of looking at it - other players might even consider other possible explanations. Opinions?

Discussion / Re: DoomRL Medical Armor Question
« on: March 29, 2012, 12:43 »
You Sir, are a light in the darkness.

Discussion / Re: Finally, I have all the badges.
« on: March 29, 2012, 12:17 »
Give me about 88 days worth of holiday and I might catch up.

Then again...

Discussion / Re: DoomRL Medical Armor Question
« on: March 29, 2012, 12:13 »
Methinks I'm putting too much faith in the Wiki...

"The Medical Powerarmor cannot be destroyed by damage."

Couple of extra posts and I can start editing...

Discussion / Re: DoomRL Medical Armor Question
« on: March 28, 2012, 23:33 »
I just finished a run wearing the Medical armor, but it not being affected by damage is a hoax. Or is it true that it should be affected, but just won't be taken below the magical 20% limit?

Discussion / MRM on DoomRL Wiki / versus other Masters
« on: March 24, 2012, 03:44 »
Since I don't have enough posts to comment directly on the Wiki - yet - I'd like to point out that it lists MRM as requiring FIN2 and DM1. According to v0996, this should be JUG1 and DM1.

On a side note, this is the only Master trait that doesn't require you to be level 6. Most need a set of traits that can't be achieved in fewer levels, and some have the L6 requirement purely to compensate for this, I guess. MRM (FIN1, HR2, JUG1, DM1)... hey wait a sec. That adds up to five, meaning you'll have to be at L6 before being able to chose MRM.

But that would mean that the L6 requirement on MSc (EE2, WK2, INT1) is redundant. Additionally, this means that these 2 traits plus the others listing the L6 requirement (MVm, MAD and MCe) can be obtained at L6, and all others at L7. Wouldn't it be fairer to have all Masters be accessible on the same level? Or are there actually instances in which you would not base your game on aiming for any one of these?

At least the last one is technically more or less correct, thought it could have been a little more abusive...

Thanks, that cleared things up. Finally found the time to finish a run, and indeed my death caused stuff to get recorded. Thanks for the tip about saving as well; I think I can do w/o scumming, but now at least I know where I stand.

Tried all options, but to no avail. I'm starting to get the feeling my virus scanner might be messing things up...

Must be config.lua, which I've already checked, was just about to post an update. Having set MortemArchive = true doesn't make the game save any mortem files either. Side effect of the same problem?

Additionally: the !readme in the mortem folder advises me to change settings in doomrl.ini, which didn't come with the game. Is the !readme reffering to the wrong file, or am I missing this file and is this the root of the problem?

All files are R/W enabled. I downloaded the most recent Graphics version this weekend, so that's, running on WinXP. Does that help?

This has already been discussed before, but I'm stuck with the same problem and the solution presented in the previous discussion (closing the game using the commands/menu instead of the window's X button) doesn't cut the mustard. The only thing that gets registered in my Player Info is the play time, all other counters remain at zero. Additionally when I restart the game, any/all save games are lost. I only started playing a day ago, so I might be missing some vital info. Do you need to fully complete a run (ie until death or [partial] victory) before any stats are saved? Are saved games supposed to be deleted upon quitting?

I've also gone through the config, but as with Generic, this got me nowhere. Any pointers, anyone? Thanks.

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