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Messages - arch_8ngel

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1
Off Topic / Re: 3D in roguelike
« on: June 04, 2007, 18:15 »
I was being polite... SoulFu is not a roguelike.

 And don't worry, it's unplayable WITH a joystick as well, so you didn't miss much.


I think you have an interesting idea, but it might be a little tough to implement
with ASCII alone.  I could see that working with tiles because you would have
unlimited coloring and shading options to make lower levels stand out and higher
levels cast shadows accordingly.  You might be able to do something similar with
the ASCII graphics alone, but it might not be quite as obvious while playing.

I think you're on to something though.

2
Off Topic / Re: 3D in roguelike
« on: June 02, 2007, 07:14 »
I haven't tried Egoboo yet, but SoulFu left a little something to be desired...

3
Off Topic / Re: It's Starcraft 2!!!!!!!
« on: June 02, 2007, 07:12 »
Evidently you don't understand.

Once it's in a video format it's all the same....just a series of pretty pictures between 15 and 35 fps.

This in no way invokes the same hardware requirements as actively rendering the same scene.


4
Discussion / Re: Doom: Semper Fidelis
« on: May 20, 2007, 20:30 »
Games Workshop used to use that technique in their older games (Warhammer Quest, and Warhammer Role-play).
They referred to it as D66 and it was usually associated with large sets of tabulated outcomes.  Stuff like randome encounters or events.

5
Seems like they should be a corpse-less creature...they're some sort of wraith more than anything else, right?
I mean...a self-immolating skeleton shouldn't really have much left over when the flame goes out.

6
Well, they were out of my LoS when I thought they resurrected, but I definitely saw one leave a corpse...

7
I'll keep that in mind.

I think the two on the left managed to rez each other once, but after cleaning up that half, a third made it to the middle.
I didn't bother finding the fourth, because I was a little worried I'd deplete my ammo reserves too much in the process.
I'll be better prepared this time around.

8
--------------------------------------------------------------
 DoomRL (v.0.9.8.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Bobby Prince, level 10 Cacodemon Lieutenant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 94292 turns and scored 89556 points.
 He didn't like it too rough.

 He killed 397 out of 462 hellspawn. (86%)
 He was an Angel of Marksmanship!

 He found the Phobos Arena.
 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He found the Hell's Armory.
 He faced The Wall.
 He wandered into the Unholy Cathedral.
 He was caught in the Mortuary!
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #......................###...............###...............
  #......................###.......###.....###........###....
  #......................###.......###.....###...###..#>#..##
  #................................###...........###..###..##
  #..............................................###.......##
  #..........................................................
  #...............###...............###......................
  #...............###...............###.........###..........
  #......................#..........###.........###..........
  #......................#......................###..###.....
  #....................|.#...........................###.....
  #..............X.....||............................###.....
  #....................}.....................................
  #..........................................................
  #..........................................................
  ###########################################################

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

  Health 75/50   Experience 41855/10
  ToHit +3  ToDmg Ranged +0  ToDmg Melee +0

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

    Finesse        (Level 2)
    Hellrunner     (Level 1)
    Tough as nails (Level 1)
    Son of a gun   (Level 3)
    Eagle Eye      (Level 1)
    Whizkid        (Level 2)

  SoG->SoG->SoG->Fin->Fin->WK->WK->TaN->HR->EE->

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

    [a] [ Armor      ]   red armor [4/4] (54%)
    [b] [ Weapon     ]   advanced pistol (2d10) [8/13] (D3R3S3M3)
    [c] [ Boots      ]   plasteel boots [8/8] (93%)
    [d] [ Prepared   ]   advanced pistol (2d4) [6/6]

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

    [a] red armor [4/4] (100%)
    [b] 10mm ammo (x100)
    [c] 10mm ammo (x100)
    [d] 10mm ammo (x100)
    [e] 10mm ammo (x100)
    [f] 10mm ammo (x100)
    [g] 10mm ammo (x100)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] 10mm ammo (x18)
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack

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

    53 former humans
    42 former sergeants
    20 former captains
    39 imps
    41 demons
    32 lost souls
    32 cacodemons
    20 barons of hell
    1 Cyberdemon
    17 hell knights
    38 arachnotrons
    5 former commandos
    7 pain elementals
    8 arch-viles
    8 mancubi

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

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 7 he found Hell's Armory.
  On level 8 he witnessed the Wall.
  Not knowing what to do, he left.
  On level 11 he ventured into the Halls of Carnage.
  On level 16 he invaded the Unholy Cathedral!
  He fled the Unholy Cathedral seeing no chance to win.
  On level 22 he was foolish enough to enter the Mortuary!
  He managed to escape from the Mortuary!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 You reload the pistol with 10mm ammo.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher. The Cyberdemon loses blood.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 dies. Congratulations! You defeated the Cyberdemon! Press <Enter>

-- General ---------------------------------------------------

 Before him 20 brave souls have ventured into Phobos:
 20 of those were killed.

--------------------------------------------------------------


After seeing this done earlier (and whipping the special ending) I had to try it for myself.
Didn't find a single nuke, so no hope for the same glory, though...

I'd never been to the Mortuary before, so I didn't know quite what to expect...
I should have had a little more patience and cleaned it up, because I think I could have.
I did kill three archviles, but I wasn't sure if they were reviving each other, or if the place
would be limited to the 4 that I read where there.

Cyberdemon...a joke with that pistol.  He fired once...I fired about 30 times...

I intend to try this again on a harder difficulty and see how far I can push it.
It was nice to play AoMr and not just be stuck with the same crappy gun the whole time.

-Nathan

9
Discussion / Re: Cyberdemon On Higher Levels?
« on: April 25, 2007, 02:14 »
I think the sound you're referring to is for the Arachnotrons.
It seems like they use the stomping sound sometimes.
Would be a helluva surprise though to run into the Cybie early, though!

10
do a special reload (R) to reload both at once!

11
matt:  (just in case anyone finds this before they find the answer somewhere else) - use special reload, "R", to reload both pistols at once.
         I wasted a handful of AoM games carrying a dozen full pistols in my backpack to switch to before I figured that out...MUCH easier now.


on topic:   I found a plasma rifle sitting in LvL 3 yesterday.  I was playing on "Hurt Me Plenty" though, so that probably skewed the item generation.
               Incidentally, it didn't matter because...I was playing on AoM (I did manage to whip Hell's Arena though, with two guns blazing).

12
Bug Reports / Crash when picking up blue armor
« on: April 06, 2007, 16:48 »
Picked up a blue armor with nearly full inventory and the game crash/saved.
Here is a full text of what came up in the game window following the crash:

01BEF :
EAccessViolation : Access violation
An unhandled exception occurred at $0046859C :
EAccess Violation : Access violation
  $0046859C
  $80008000


PS  this happened on Vista (maybe it matters, maybe not)

13
AliensRL / Re: Ideas!
« on: April 05, 2007, 14:36 »
I would have thought the Smart Gun marine's shotty was a sawed off (ie. sidearm).  I see your point on balance vs canon though.

As I recall the flamer was attached to the Smart Gun as one system in the movie...you know, the scene where Vasquez is pissed because she can use the flamer but isn't allowed to fire the smart gun because of the cryo lines. But for balance I could see it taking up your heavy slot by itself.

Back on the grenades...if they're going to take a heavy slot and require a gyro, just make them worth a damn.

I'm looking forward to the "real" version once it comes around (just like DiabloRL...killed the Butcher and now I need more!)

14
AliensRL / Re: Ideas!
« on: April 05, 2007, 02:27 »
The only gripe I have is that you can find lots of useful heavy weapons out of sequence with finding a gyro stabilizer.
Or, find a gyro stabilizer way too early for it to be safe to wear around while you look for heavy weapons.

For instance, yesterday I found a gyro on floor 1 of the military tower, but no heavy weapons until floor 4, at least.

By the canon of the "Aliens" universe, the Smart Gun has the gyro stabilizer built in as an integral component.  You don't need one without the other.  By comparison, the grenade launcher has no need of a gyro stabilizer, because the gyros entire purpose is to keep you from falling over while the smart gun aims itself and fires at a high rate.  Since the grenade launcher is pitifully underpowered anyway, maybe it shoudn't require the gyro at all (it certainly didn't in the movie)

Also, rather than making the smart gun what is basically a two component weapon (three if you have to count building up a worthwhile supply of ammunition), perhaps it should have the gyro built in, forcing you to strip your heavier armor to wield the bulkier weapon (keeping the post heavy weapon attack/defense balance).  Maybe this would unbalance gameplay, but it would match the concept of the Smart Gun better than treating the gyro stabilizer as a completely separate component.

Perhaps to maintain balance with a "more obtainable" smart gun you reduce the player weapon capacity to a sidearm and a primary weapon (that could be light/medium/heavy).  I think in the movie if they were toting a smart gun...that was it.

While we're at it, how about a flame thrower?  Maybe that could be combined with the addition of "breeding rooms" full of eggs or something that could hatch when disturbed.  It would be safer and more efficient to torch the room that to shoot the eggs and induce the remaining eggs to spawn juves.

Anyway, it's a great game so far.  I killed the queen after a few tries, but was mauled during my escape.  I think that would be the crucial use of the motion sensor.  If all the aliens are immobile unless found on the ascent, then that's fine, it shouldn't do much to expose the unexplored areas.  But on the way down, with all hell breaking loose, it would be good to detect a "safer" route to the bottom of the complex.  Also, if it only shows blips on the map, then you don't know the strength, just the quantity.

I'm looking forward to any upcoming improvements!  Thanks for a great game.

15
Discussion / Re: Everybody's Free to Develop Roguelikes!
« on: April 04, 2007, 14:05 »
Sagelike words...nice homage to Baz Lurman.

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