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1
Discussion / Re: Quick questions thread!
« on: September 02, 2011, 00:10 »
How do I go full screen in Windows 7? Latest topic on the subject was 2009 and Kornel said he'd have functionality for it back by 0.9.9.1, but I downloaded 0.9.9.4 and I can't do full screen with Alt-Enter and there's no info on how else I might do it. :/ It really sucks because windowed mode is tiny and I really liked fullscreen mode when I played more regularly.
p.s: increasing font size at least helps but it's really not the same
p.s: increasing font size at least helps but it's really not the same
2
Discussion / Re: So I used three phases and couldn't get into the middle vault of the Vaults..
« on: March 14, 2010, 12:04 »
The troublesome thing about this particular gimmick is that IMO there's no way someone worth their salt as a player is going to carry five or more slots of phase devices and actually use all five of them in an effort to enter the center vault without knowing that is the only way to do it. Generally speaking, if you blow more than three non-ammo stacks in a single ordinary level it's a sign you've screwed up and are likely to pay the price for it. No other level in the game requires this kind of specialized inventory preparation in order to be completed. That "it's not NetHack" comment goes both ways; when was the last time you *needed* a chaingun to kill a Baron? :)
3
Discussion / Re: So I used three phases and couldn't get into the middle vault of the Vaults..
« on: January 28, 2010, 09:42 »
I'd rather have the 5 slots dedicated to large medkits, mods I can use later, or a thermie than 5 phases. I'm not much for running from fights though.
4
Discussion / Re: So I used three phases and couldn't get into the middle vault of the Vaults..
« on: January 26, 2010, 18:55 »
5 slots of inventory is quite a lot of space to be asked to dedicate for that purpose.
5
0.9.9 / E|94%|YASD The only mistake I made was being noticed.
« on: January 25, 2010, 23:46 »--------------------------------------------------------------
DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------
BDR, level 10 Cacodemon Corporal, killed by a revenant
on level 23 of the Phobos base.
He survived 172299 turns and scored 33141 points.
He played for 8 hours, 41 minutes and 53 seconds.
He was too young to die!
He killed 328 out of 347 hellspawn. (94%)
He held his right to remain violent.
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Hell Champion Medal
-- Graveyard -------------------------------------------------
###########################################################
..........;...................===...=......................
.................#####.......==.###====#######.............
.......#####..0..#...#.....==..=#.===.==.....#.............
.......#...#...../...#......=......=.........#.......".....
...0...#...#.....#...#..##/###........0......#.......######
.#####.#...#.....#####..#....#X.....+#########.#####.#.....
.#.../.#...#............#....#.................#...#.#.####
.#...#.#.../............#....#.......^R..}.[...#...#.#.#.|.
0#...#.#...#............#....#.....RV..........#...#.#.#+..
.#...#.#####..#########.#....#.....[.V.........#...#.#.#OO.
.#...#........#.......#.#....#.....R...........+...#.#.#...
.#####........#.......#.#....#.\.....#####.O..^#####.#.####
..............#......>#.######..^....#O..#R..........#.|...
.........^....#.......#..............#...O........+..######
............0.#.....>.#..............#...#...........0.....
............0.#.......#.............[#####...............;.
..............#####+###.......0............................
..............0....................^..............0........
###########################################################
-- Statistics ------------------------------------------------
Health -4/50 Experience 40340/10
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Finesse (Level 2)
Hellrunner (Level 1)
Son of a bitch (Level 2)
Whizkid (Level 2)
Triggerhappy (Level 2)
Ammochain (Level 1)
Fin->Fin->SoB->SoB->WK->TH->MAc->WK->TH->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] Onyx Armor [2]
[b] [ Weapon ] modified plasma rifle (1d7)x6 [0/40] (T3)
[c] [ Boots ] protective boots [2/2] (90%)
[d] [ Prepared ] modified Missile Launcher (7d6) [5/5] (B1)
-- Inventory -------------------------------------------------
[a] plasma rifle (1d7)x6 [0/40]
[b] plasma rifle (1d7)x6 [0/40]
[c] plasma rifle (1d7)x6 [0/40]
[d] red armor [1/4] (25%)
[e] modified red armor [6/6] (200%) (ABP)
[f] rocket (x14)
[g] rocket (x14)
[h] rocket (x14)
[i] rocket (x14)
[j] rocket (x13)
[k] small med-pack
[l] small med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] envirosuit pack
[s] thermonuclear bomb
[t] bulk mod pack
-- Kills -----------------------------------------------------
69 former humans
32 former sergeants
5 former captains
30 imps
47 demons
55 lost souls
30 cacodemons
8 barons of hell
16 hell knights
14 arachnotrons
2 former commandos
3 pain elementals
4 arch-viles
3 mancubi
10 revenants
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 6 he stormed the Chained Court.
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 13 he found the Missile Launcher!
On level 13 he ventured into the Halls of Carnage.
On level 18 he found the Onyx Armor!
On level 21 he entered the Vaults.
He came, he saw, but he left.
On level 23 he finally was killed by a revenant.
-- Messages --------------------------------------------------
Your armor is not damaged. Your boots look like new!
There is a Supercharge Globe lying here.
SuperCharge!
There are stairs leading downward here.
You enter Phobos Hell, level 8. There's the smell of blood in the air! You
feel a breeze of morbid air...
You open the door.
There is a small med-pack lying here.
You picked up a small med-pack.
You open the door.
You open the door.
You open the door.
Argh!!! Lava!
You dodge! Argh!!! Lava!
-- General ---------------------------------------------------
Before him 87 brave souls have ventured into Phobos:
81 of those were killed.
And 6 couldn't handle the stress and committed a stupid suicide.
--------------------------------------------------------------
I had full health and onyx armor. Still got insta-gibbed thanks to that wonderful cluster of death.EDIT: Sorry, feels like a million years since I made a mortem thread.
6
Discussion / So I used three phases and couldn't get into the middle vault of the Vaults..
« on: January 25, 2010, 23:09 »
..and now I'm wondering why there's not an easier way in. I have nice stuff this game, but I can always use another unique and I would have really liked to get the badge for this as well as the 100% kills badge.
Edit: Thinking about it, there are three things that would make this less of a problem in my eyes. 1. Give the silver badge on defeating the two side vaults. 2. Make a series of teleporters that place you directly in each of the vaults (a difficulty increase but one which takes the buggeriness of trusting to random phasing to get you there). 3. Change homing devices so that you can pick your destination instead of them always sending you to the stairs.
Edit: Thinking about it, there are three things that would make this less of a problem in my eyes. 1. Give the silver badge on defeating the two side vaults. 2. Make a series of teleporters that place you directly in each of the vaults (a difficulty increase but one which takes the buggeriness of trusting to random phasing to get you there). 3. Change homing devices so that you can pick your destination instead of them always sending you to the stairs.
7
Requests For Features / Re: New trait - Salvage
« on: October 19, 2009, 14:19 »
There is still the side-idea of enabling the player to take a normal weapon and turning into an advanced one. Perhaps the 'stupid' salvage version could be combined with this to make it more worthwhile. This would need some stiff requirements, though.
Also, I think I'm going to make a luck-based master trait that blocks the no-brainers. :P
Also, I think I'm going to make a luck-based master trait that blocks the no-brainers. :P
8
Requests For Features / Re: New trait - Salvage
« on: October 18, 2009, 23:16 »
I take it you're not a big fan of Whizkid, then (I noticed that AoMR's advanced pistol has been downgraded in the most recent version).
9
Requests For Features / Re: New trait - Salvage
« on: October 18, 2009, 22:22 »
How many mods do you want to be able to take back? It'll be a bit skewed if you can take all 3 mods back on an ordinary weapon in a place that's not Angel of Light Travel (3 slots of 10mm ammo or 3 shotguns packed up, hmm). Random mod choice could go.
10
Requests For Features / Re: New trait - Salvage
« on: October 18, 2009, 22:02 »
I've seen two advanced weapons in my current game on HNTR and I haven't even made it to level 14 yet. As for your second point, I'll let you read my edit. :P
11
Requests For Features / Re: New trait - Salvage
« on: October 18, 2009, 21:47 »
Yeah. It's frustrating to have to choose between throwing mods on ordinary weapons/armor and possibly running into something you'd *much* rather spend the mods on or lugging around a ton of mods in hopes of an advanced weapon. I figure the only way to bridge this gap is to either to do this or maybe something waaaaaaaay nuttier (like say enabling you to turn an ordinary weapon into an advanced weapon with enough extra parts). The last suggestion for this was considered too overpowered in its original form, and I think it likely was because the responder believed you'd get all the mods invested in a weapon back, enabling stuff like dragging around an otherwise useless advanced shotgun stuffed with mods while waiting for something else, then should that something else show up taking to the shotty like a piñata and snatching up all twelve tasty mods (awesome for the lucky punk, terrible for the game balance). The limit on how many mods you get back is an attempt to stomp that vision flat.
EDIT: By the by, this is sort of how I've later envisioned a possible way salvage could work behind the scenes - each mod on a weapon that gets salvaged adds 0.25 to the counter; every 1 point on the counter adds up to a guaranteed mod, and the fraction left over determines the chance you get an extra mod. So for example, if you put seven mods on an advanced shotty, but later get an advanced combat shotty, when you salvage the advanced shotty you are definitely going to get one mod and have a 75% chance to get a second. I think this method could also make it easy to tweak the numbers if it's agreed that salvage needs improvement (and since this *will* make balance different, I think it makes sense to be a bit conservative about this).
Thinking on it, there's a decent case for tweaking this into a master trait (it requires an advanced trait already thematically and power-wise, and it could *maybe* stand to be improved for the people who don't think they're getting enough extra mods out of it).
EDIT: By the by, this is sort of how I've later envisioned a possible way salvage could work behind the scenes - each mod on a weapon that gets salvaged adds 0.25 to the counter; every 1 point on the counter adds up to a guaranteed mod, and the fraction left over determines the chance you get an extra mod. So for example, if you put seven mods on an advanced shotty, but later get an advanced combat shotty, when you salvage the advanced shotty you are definitely going to get one mod and have a 75% chance to get a second. I think this method could also make it easy to tweak the numbers if it's agreed that salvage needs improvement (and since this *will* make balance different, I think it makes sense to be a bit conservative about this).
Thinking on it, there's a decent case for tweaking this into a master trait (it requires an advanced trait already thematically and power-wise, and it could *maybe* stand to be improved for the people who don't think they're getting enough extra mods out of it).
12
Requests For Features / New trait - Salvage
« on: October 18, 2009, 21:12 »
Requires: Whizkid 2
Grants: The ability to take a weapon, armor, or pair of boots you've modded and salvage some of the mods. Destroys the weapon/armor/boots in the process, and can only give 1-3 mods back (33% of the mods on the item rounded down; has a chance of failing entirely if you have less than 4 mods on the weapon). You cannot choose the mods you salvage.
*hopes this is depowered enough to pass muster*
Grants: The ability to take a weapon, armor, or pair of boots you've modded and salvage some of the mods. Destroys the weapon/armor/boots in the process, and can only give 1-3 mods back (33% of the mods on the item rounded down; has a chance of failing entirely if you have less than 4 mods on the weapon). You cannot choose the mods you salvage.
*hopes this is depowered enough to pass muster*
13
Nightmare! / Re: [N!|AoPm|19%|YAPVP] And THIS is something(At least looks like something))
« on: January 18, 2008, 16:44 »
....You're insane. Or yeah, some kind of DoomRL bot. But congrats!
Kornel: Needs to be a special "Blade" challenge. :P
Kornel: Needs to be a special "Blade" challenge. :P
14
Pre-0.9.9 / Re: [MlAoMrl50%lYASD] Stupid Barrels...
« on: January 12, 2008, 23:59 »
In a room where you can't avoid an enemy blowing up the barrels, it's usually healthier to blow them up before you run the risk of dying. Better to lose potential items than certain life. This requires that you know what you're likely to run into and what they can do, of course, but practice and repeated play can grant that info.
15
Discussion / Re: I just went through the Spider's Lair without taking any damage. Invuln FTW!
« on: January 10, 2008, 00:12 »
Pah, I still think beating it without moving or teleporting is cooler (and I have done that, too). This is just pure luck. :P