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Messages - Alpro

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Actually, i think it would be cool if the 1st level of hell would take place outside, just saying. And that is an excuse to have trees elsewhere in the game...

Discussion / Re: Finally, I have all the badges.
« on: March 29, 2012, 21:13 »
The Badass trait should be renamed 2DeviationsOut.

Discussion / Re: Classes, builds & difficulty?
« on: March 23, 2012, 05:32 »
Well i've progressed. Made it to level 80 on Ao100 HMP and died stupidly as i didn't check my health. Ironically, i was carrying 20 large med packs. Malicious blades with dual chainswords and nanoskin armor is ridiculously overpowered, as you shrug off blows after blows, rockets after rockets. Thats fine though, i've kicked thier arses so hard during the last 65 floors and i was getting tired of this character anyway. I don't care about badges, i just wanted to try something else, so way to go. Now I know how powerful melee can be. Thanks again for the tips guys. :)

Requests For Features / Re: The Rocket Launcher.
« on: March 20, 2012, 16:19 »
And what if rockets would always blow up on the square you are targeting, but on a failed hit roll, it deals half damage and knockback?

Requests For Features / Re: Graphical Graveyard
« on: March 19, 2012, 02:27 »
Yeah that's what i had in mind, just like mortem.txt. If the option is turned on, backup graveyard.png in the mortem folder. I suppose this and mortem.txt backup should be kept as two different options, that way one can keep only the text (or only the png) files if he/she wants. Also, i said screenshot, but i really meant just the tiles and sprites, not the minimap and HUD, if this is not too much trouble.

This leads me to another suggestion, to avoid having tons and tons of mortem files, would it be possible to set a maximum number of files in the mortem folder, with the oldest files getting deleted as new ones are created? I don't know if people would use this or if it is useful at all, i only use manual backups after a memorable session.

Requests For Features / Graphical Graveyard
« on: March 18, 2012, 20:15 »
Title says it all. Basically a screenshot.

Discussion / Re: Classes, builds & difficulty?
« on: March 18, 2012, 20:03 »
Thanks for the tips guys, i'll try to give a generic answer to all of your replies and once. I have no problems using a shotty until i'm ready to go melee. In fact, shotguns are always what carries me through the early levels, without one, i die quickly. Gift-dropping is something i yet have to try. I see Finesse, Hellrunner, Eagle Eye, Ironman and Reloader as survival traits, so no matter what kind of build you go for, you're most likely going to use one or more of these, right? The interesting part of tactical defense is that you get to stack it on top of passive and/or active defense and it increases with player experience. :)

So, a few more little questions...
No one mentioned anything about pistols, should i assume pistol-focused builds suck or they're just unpopular?
The assemblies system is confusing, it is one of the reasons i haven't tried Whizkid yet. How do I make one? Do i only have to put the proper mod packs on a proper weapon/armor? Do i have to put them in a specific order? And finally, at which point in the game should i get Whizkid, considering you don't find many mods in early game?

Modding / Question about TStatusEffect
« on: March 18, 2012, 19:10 »
I wonder if those...


...determine both the effect and the screen color altogether. I would like to make a mod that doesn't change the screen color when you go berserk, envirosuit or invulnerable. If i change, say, the envirosuit's TStatusEffect to STATUSNORMAL, will it still give the protection without making everything green? If not, can someone point me the right direction, without telling me exactly how to do it (otherwise i won't learn anything)? Would this be handled differently in graphical mode?

Discussion / Classes, builds & difficulty?
« on: March 18, 2012, 06:01 »
From what i read here and on the wiki, there seem to be 5 build categories: melee, pistol, shotgun, rapid fire and survival. I suspect some archetypes work better for some classes than others, is this correct? Also, are all archetypes viable for all classes on all difficulty levels? And one more thing, are hybrid builds viable?

So far i won with a survival marine on ITYTD, a shotgun scout on HNTR and a rapid fire scout on HMP.

I'm ready to move on to something else now, maybe UV, though i really like HMP, where the luck factor has a smaller impact. What i have no idea about is how can a melee build survive past the first few levels? And even if that is possible, how do you approach Arachnotrons later on? Or am i supposed to still use a gun as a backup weapon? What about pistol builds, they look weak on paper compared to shotguns and rapid fire. I'd like to make a dual knife or dual pistol build, do i absolutely have to use Whizkid? This is something i haven't tried yet...

Discussion / Re: In need of some advice!
« on: March 18, 2012, 04:56 »
I'm still new too. In my last playthrough, i picked a Scout on HMP difficulty, two levels of Eagle Eye, two of Intuition and Cateye, which allowed me to safely kill enemies from a great distance.I grew in power very slowly, but the 2nd half of the game was a breeze. I won with 100% kills on all levels (only skipped the Unholy Cathedral). I used the following build, maybe it can inspire you:

Int -> Int -> SoB -> SoB -> TH -> MCe -> EE -> Fin -> Jug -> EE -> TH -> SoB -> SoB -> SoB

Discussion / Re: Screenshots: ASCII and Graphics
« on: March 17, 2012, 12:38 »
Nope. I moved down-left twice, took off the sergeants with my double shotgun and dodged towards the left. Some of the imps damaged the commando, who in turn killed some. There was a safe shelter further along the corridor. Oh that that lead to my first HMP victory. :)

Discussion / Re: Screenshots: ASCII and Graphics
« on: March 17, 2012, 10:08 »

So what do i do?

EDIT: Ah well, it wasn't so bad, in case someone wonders, i lost 90% life or so, but i had 190% when i got there...that was scary ok?!

Requests For Features / Item glow
« on: March 04, 2012, 21:37 »
The graphics are awesome, but some items are a bit hard to see depending on the tile below. Pistols on dark gray tiles for example. How about some kind of colored glow? Could be just the item's outline or a plain bright circle beneath them. The color could match the item type.

Bug Reports / Re: DoomRL typos
« on: March 04, 2012, 21:05 »
Not sure if this goes here, but it is more a typo than a bug so...

Help says MMB to swap weapons and MMB on self for equipment. It is actually the opposite.
Also it doesn't mention alt+RMB on self for special reload.

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