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Messages - Errant

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1
Releases / Re: The Elevator of Dimensions (0.9.2)
« on: September 17, 2019, 07:16 »
That looks pretty similar to the error I encountered. I wonder why you only get them every so often and i get it 100% of the time. I want to finish the game dammit.

2
Releases / Re: The Inferno Module
« on: December 27, 2017, 05:22 »
Thanks! I guess I should have waited a week or two until holiday season was over but I didn't think, sorry.

3
Releases / Re: The Elevator of Dimensions (0.9.2)
« on: December 26, 2017, 11:19 »
Link dead, requesting a re-up please.

Edit: oh, nvm, it was just the xmas logjam causing too much load to serve the request.

4
Releases / Re: The Inferno Module
« on: December 26, 2017, 11:16 »
Links are dead, can we have a reupload?

5
Console all the way. I like the atmospheric colour scheme and I don't like not being able to see the entire level. I usually prefer the tiles version of a roguelike given the choice, but not this one.

6
Releases / Re: The Elevator of Dimensions (0.9.2)
« on: August 22, 2014, 11:03 »
I had the same problem on round 4 as Tormuse. First come access errors if you level up (and you don't actually level when that happens) or if you press 'e' to look at the overview, and then when round 5 starts, there's an error when the elevator doors try to open, and fail, leaving me locked in. Ctrl-q then causes a fatal exception.

Spoiler: Error message (click to show/hide)

It's probably caused by the huge number of dropped rockets in such a small arena, I guess? Should I just collect them all so they stack?

Edit: nope, still happens every time on round 4, even when there's plenty of room. Ho hum. I also noticed the critter counter went to -1 when everything was dead.

7
Discussion / Re: Defeating the Cyberdemon
« on: April 21, 2012, 01:10 »
You're doing it wrooong.
MFA when saves from splash(i mean when it's not bugged), not from direct hits anyway.
Learn to sidestep.

Actually, if the hit would knock you back, Fireangel basically treats it as splash and you take no damage even from a rocket to the face. Phaseshift boots are your friends.

Well, when the trait comes back online, at least.

8
Discussion / Re: Nub question - where abouts should I be by now?
« on: December 01, 2011, 03:18 »
Sounds to me like you're making basic errors somewhere, because you seem to have a lot of success up to a point. You might consider looking at the wiki so as to get a better grasp on the numbers behind health, damage and dodging.

Also, the Wall is easier than you think. The enemies are easy to beat when they're trickling around a corner in ones and twos. Don't blow a hole in the middle of the wall. That missile launcher will be your best friend if you experiment with it a little.

9
Discussion / Re: So it turns out I can't count.
« on: September 06, 2011, 03:45 »
Double shotguns and their relatives are bugged and only fire 2 shots (but would fire 3 if they held that many)

Welp.

That would explain it, yes. Thanks.

10
Discussion / Re: General Strategy Questions from a Newbie
« on: September 06, 2011, 03:44 »

Most people will go for tactical boots (but not necessarily tactical armour) anyway because of how infrequently the protection value of your boots is useful.

I dunno about this. The only real advantage is KB resist and regen when you toss the second mod on to create tactical boots. You may or may not even want KB resist, and, as you say, when was the last time you wore out a pair of boots? I don't think it's ever happened to me. Why not just use better boots with one agility mod and save an agility mod? You still get the movespeed bonus, and that's why most of us wanted the tactical boots in the first place. Plus you can still add more mods with Whizkid if you want later.

11
Discussion / So it turns out I can't count.
« on: September 06, 2011, 03:29 »
I'm currently trying out the Max Carnage challenge on HNTR. For a while now I've been carting around a double shotgun on the basis that it ought to kill most things in one shot at point blank. Well, I'm in Hell's Armoury, and I just shot an Arachnotron at point blank and didn't kill it. What am I doing wrong with my math here, folks?

8 x maxed d3's = 24
24 - 10% = 21.6 rounded to 22
22 x 3 shots = 66
2 armour, doubled, times 3 = 12
66 - 12 = 54

Since they have 50 hitpoints, and he's still standing there making me really, really glad I have Juggler right now, I can only infer that damage isn't calculated the way I thought it was. Where am I screwing this up, folks?

Also Intuition is a bit too good, but that's another story.

12
Discussion / Re: Need some enlightment on Medical Armor/Powerarmor
« on: September 04, 2011, 03:23 »
How useful is it? It's the opposite of useful: if it didn't exist, you'd have found something useful instead of the medical armour.

I honestly think it needs to go.

13
Discussion / Re: NOOBTIP:
« on: March 14, 2011, 00:46 »
Don't worry too much about all the numbers.

14
Discussion / Re: Shottyman - help me out here.
« on: March 04, 2011, 20:50 »
Red armour doesn't, but you might want to check your boots.

Anyway, I took another stab at this using Game hunter's wall-pinning advice and it went much better, but I can't shake the feeling that the amount of perks and peril sunk into this particular build aren't really worth the payoff. On the other hand, it sure is fun, so I think I'll keep experimenting with it.

Also, speaking of traits and stabbing, it seems Whizkid doesn't work on combat knives? Is that a bug?

15
Discussion / Shottyman - help me out here.
« on: March 03, 2011, 22:41 »
Now and then, I try a Fireangel build and get reminded of why I tend to use Army of the Dead instead.

As far as I'm aware, the idea is to jink up close to your target and then blast the crap out of them, moving to reload instead of doing it manually, right? So, how do you avoid getting blasted when you actually pull the trigger? Move time isn't a problem, it's the firing time. I know an assault shotgun helps solve that, but it also makes Shottyman kind of redundant as well.

Am I doing something fundamental wrong, or what?

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