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Messages - Sylph

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286
Discussion / Re: Nightmare arena - how?!?
« on: November 18, 2009, 07:47 »
I managed to complete the arena on nightmare - by bringing 300 shotgun shells and a combat shotgun, then just blind spamming endless shotgun fire around assorted corners. Must have killed the same cacodemons some 15 times each! Still cost me 4 medikits and 2 suits of green though.

Still hoping for some tips for nightmare play though - I'm totally stumped... I can be killing former humans in a doorway to prevent them respawning, but then when a baron of hell walks around the corner, what do I do? Do I run or stand and fight?
I've tried both answers so I really must be missing something here - running makes me end up in the caves knee-deep in arachnotrons with not much experience and no treasure (ammo,  health packs and armour) , but standing and fighting in such situations slowly wears me down until eventually, if I'm very lucky, I arive in the caves knee-deep in arachnotrons with experience and no treasure... Either way, those spiders crucify me - I'm stumped!

Ultra violence is an absolute walk in the park, but this nightmare difficulty is excruciating and I want my mum! (Or a little help here)

287
Hi folks...
I've been playing nightmare difficulty recently. It seems the common concensus from the post mortem boards is that ammochain is the easiest nightmare build, so I'm giving that a try. However, I figure I need the agility mods from the chained court in order to do this, and that means a rocket launcher. Without agility mods from chained court, I've not even managed to get into hell (furthest I got was level 13)

Reading the mortems, it seems players are clearing the arena (I assume for the rocket launcher)... I just can't for the life of me figure out how to tackle this. My closest game managed to kill 1 baron, but there was another baron, and a handful of other demons, still in there, and it cost me 5 medikits and 200 shotgun shells (plus a bunch of 10mm)... I still died.

I'm here to ask if anyone has a video, or a decent set of guidelines, on how to clear the arena on nightmare difficulty. Without even spending a turn waiting for anything to happen, I still spend nearly all my turns shooting monsters, and end up running out of ammo...

288
Discussion / Re: Master Traits
« on: November 15, 2009, 10:12 »
Blademaster;
One of my favorites again, just because it will make killing big pile of enemies much easier. After finding LS, this will truly shine in Berserk games. It will make the nightmare pain elemental caves easy

You should try Vampyre with that level - I came out with 200% health and enough berserk to last me 2 more levels! With vampyre, pain elementals are basically a replenishing supercharge.

289
Discussion / Re: Couple of questions
« on: November 15, 2009, 10:08 »
Cheers folks. After reading this I switched to easy and got the badge first time. Guess I mist have made a mistake firtst time. (perhaps a thermo bomb or something - I don't remember)

290
Discussion / Re: Master Traits
« on: November 14, 2009, 10:25 »
My impressions, as a fairly new player to doomRL (about a month, got 7 gold badges), is that *all* the master traits I've tried, with the exception of vampire, are grossly overpowered. The game is some 3-4 times easier once you get a master trait.

My basic breakdown:

Ammochain: incredible. Allows safe spamming of your weapon indefinately. If you're patient enough, you could do a lot of levels without ever getting to see an enemy. Plasma spam is a horrendously powerful, free attack. Loads of fun though!

Cateye - The most powerful of them all, by a massive degree. This is more down to intuition 2, really, but seeing an arch vile among a crowd of baddies without him seeing you is amazing. Still, the combination of intuition 2 and cateye is even better than ammochain - you can kill just about anything without it getting a chance to see you.


Vampyre: Seems reasonable

Blademaster:Not bought this yet - berserker and tough as nails feel too important for a melee build.

Fireangel:Not bought this yet, but I'd imagine it's amazing due to the 10 rockets per inventory space.

Gunkata - Again, incredible. Only downside is it trying to special reload unique pistols, but free reloads and gauranteed dodges with free shots after each dodge, in a real game, basically translates to instant flawless wins against any single opponents.


Having said the above, they are all rendered more reasonable when time is a factor. It seems to me the traits are very well balanced for nightmare difficulty.

291
Requests For Features / Re: NDS Lua
« on: November 14, 2009, 10:13 »
Just to note - I'd happily plough a little money into such a project - or even do it myself were sourcecode for doomrl available. DS roguelikes can be great (I play nethack a lot on my DS), but the biggest hurdle is all those command menus, which the simplicity of doomrl skips past. :)

292
Discussion / Re: Gawd I hope practice makes perfect...
« on: November 14, 2009, 07:22 »
I started on hey, not too rough. Took me about 15 tries, but then I went straight to ultra violence and got another win almost straight after.... So I guess once you do it on lower skills, you can rise up quickly.

293
Discussion / Re: Couple of questions
« on: November 10, 2009, 14:21 »
I failed the 'knives and fists' challenge on ITYTD - you sure you can do it on that skill level?

294
Discussion / Re: Armor breaks too easily
« on: October 30, 2009, 04:25 »
I personally don't find anything wrong with the rate of decay of armour - I always finish with a few spare suits of blue and red in my inventory (on UV).
Sure, it gets damaged quickly, but that adds interesting inventory economics strategy to the game.

295
That'd be awesome if you did Kornel. :)

296
Discussion / Re: What mobile gaming device do you have?
« on: October 27, 2009, 16:53 »
Haha, no, it's text-only, and you need a memory expansion to run it.

That being said, the DS is an absolute beast for emulation. You can emulate anything up to and including a neogeo pretty much flawlessly. Ports are impressive too - check out the quake 2 ds port on youtube for one of the most impressive examples.

297
Discussion / Re: What mobile gaming device do you have?
« on: October 27, 2009, 07:05 »
I'd absolutely love to see DoomRL on the Ds. I have a linux emulator on my DS, but I've had no luck getting doomRL to work with it, so just bear in mind you've got people going to large lengths to get your game on their DS, and failing... I'd buy DoomRL on the DS in a heartbeat.

298
I just noticed that 'z' is a bad key for it - since it's the 'swap weapons' key.

I've changed it to v, which should be less problematic. Feed free to download again.

299
Aki,
I modified the program to work in a manner you requested. Now the .exe produces 3 keys if doomrl is the current active window:

left mouse:
- Fires a shot at the mouse pointer (as before)
right mouse:
- Reloads current weapon (as before)
v:
- Enters 'mouse aiming' mode, which allows a user to steer the aiming cursor with the mouse. During 'mouse aiming' mode, the arrow mouse pointer is made invisible, and the 'X' is steered using the mouse. (As you requested)

If you (or anyone else) wants the program to work in any other fonts (since it's only lucida console 24pts at the moment), then just PM me.
I really hope you're happy with the modified program Aki. Let me know if it's what you were after. New download link: http://sylph.me.uk/doomrl/doomRL%20mouse.rar
~Sylph

300
I guess you could acheive that effect by using the 'quickedit' function of an MSdos shortcut, but it would be ugly, and, to be honest, unnecessary....
If you just toy around with the program on the first level, you'll quickly see that it follows the mouse pointer just fine. I can understand that it would be nice to see the whole of the target square lit up (particularly considering fullstops being 'the floor' in doomrl, and thus rather off-center)... However, I can't think of a good way of having the target square highlighted without detracting from the 'one click, one shot' functionality of the program.

Perhaps if a left-click displayed the target square, and a right-click fired at said square? Would that suffice?


Edit - thinking further, I guess the program could detect when a user presses the 'f' key, and when they do, makes the 'X' follow the mouse pointer, until the user fires (with f, space, or mouse 1), or cancels (escape). If you want this, I'll tinker with it on monday and try to get it out.

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