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1
Requests For Features / Re: The Horrible Ideas Thread
« on: December 13, 2011, 11:15 »
That was a rhetorical question :p
2
Requests For Features / Re: The Horrible Ideas Thread
« on: December 13, 2011, 10:24 »
Why else is this in the Horrible Ideas thread?
3
Requests For Features / Re: The Horrible Ideas Thread
« on: December 13, 2011, 08:56 »
Spiderdemon weapon drop.
Chainshotgun
Pickup Text: This is it. You can't get anything more ridiculous than this, folks.
Inventory Text: A fully automatic belt-fed shotgun! Hell must have some pretty crazy engineers.
Artifact
Automatic Shotgun: Affected by all chainfire *and* shotgun perks. Allowed in AoSh.
Capacity: 80 rounds
(9d3)x4 shrapnel damage, focused shotgun blast
Alt Fire: Chainfire
Chainshotgun
Pickup Text: This is it. You can't get anything more ridiculous than this, folks.
Inventory Text: A fully automatic belt-fed shotgun! Hell must have some pretty crazy engineers.
Artifact
Automatic Shotgun: Affected by all chainfire *and* shotgun perks. Allowed in AoSh.
Capacity: 80 rounds
(9d3)x4 shrapnel damage, focused shotgun blast
Alt Fire: Chainfire
4
Requests For Features / Re: The Horrible Ideas Thread
« on: December 08, 2011, 17:53 »
Fat Man
Pickup Text: Not even a mutant behemoth can stand up to this baby...
Inventory Text: I wonder what this red button does?
Unique Weapon
Mini Nuke Launcher (ammunition found on weapon only)
25d25 plasma damage, radius 25
Alt Fire: Destroys the weapon and nukes the level instantly. Must be loaded.
Pickup Text: Not even a mutant behemoth can stand up to this baby...
Inventory Text: I wonder what this red button does?
Unique Weapon
Mini Nuke Launcher (ammunition found on weapon only)
25d25 plasma damage, radius 25
Alt Fire: Destroys the weapon and nukes the level instantly. Must be loaded.
5
Requests For Features / Re: The Horrible Ideas Thread
« on: December 08, 2011, 17:49 »
grenade launcher
Pickup Text: --
Inventory Text: --
Assembly: (TBB) Rocket Launcher
Effect: Rockets stick to where you aim them. They detonate after 3.0 seconds of game time (30 turns.)
Pickup Text: --
Inventory Text: --
Assembly: (TBB) Rocket Launcher
Effect: Rockets stick to where you aim them. They detonate after 3.0 seconds of game time (30 turns.)
6
Discussion / Re: I hate to start another thread about the Dragonslayer but ugh
« on: December 08, 2011, 17:42 »Well I can say vampyre/no weapons won't work either. Screw it. If yall want to have your secret club then whatever. I'm giving up on trying to wield this stupid thing.First thing I'll do when the DoomRL source/core game modding tools come out is remove the horrible, horrible injoke.
As well as add silly and retarded assemblies, such as the ammo crapper.
7
Bug Reports / [0.9.9.4] Crashes on full reload with shell box when shell box < round capacity
« on: December 07, 2011, 15:58 »
Event description: Tactical shotgun was empty, shell box had 3 rounds left while I had loose shells inside inventory, full reload crashes the game.
Code: [Select]
----------------------------------------------------------------------
Timestamp : 12/7/2011 14:56:36
Error level : CRITICAL
Message : Player action exception!
Error message : Access violation
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 12/7/2011 14:56:38
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $004810AD :
Exception : cannot resume non-suspended coroutine
$004810AD TLUACONFIG__RESUME, line 107 of d:/Projects/fpcvalkyrie/src/vluaconfig.pas
$00488609 TPLAYER__AICONTROL, line 1083 of src/dfplayer.pas
$0049DE07 TBEING__ACTION, line 649 of src/dfbeing.pas
$0049DF6C TBEING__CALL, line 675 of src/dfbeing.pas
$0041E70A TDOOM__RUN, line 444 of src/doombase.pas
$004022CA main, line 91 of src/doomrl.pas
----------------------------------------------------------------------
8
Requests For Features / Re: Less exotic/unique assemblies
« on: December 04, 2011, 01:49 »EDIT: Wiat a second. Are you talking about changing it from "takes no damage" to "takes damage but is never destroyed"? Sorry, been tired and allergic to everything lately, and kept reading it as adding never-destroyed to it.I'm pretty sure that was the common understanding here.
9
Century Lounge / [M|Ao100|99%|YAVP] Stop this bus, I want to get off
« on: December 02, 2011, 12:17 »
Found an assault shotgun, and then a Nano Pack. Yawn.
--------------------------------------------------------------
DoomRL (v.0.9.9.4) roguelike post-mortem character dump
--------------------------------------------------------------
tiw, level 21 Cacodemon Sergeant Major Technician,
completed 100 levels of torture on level 100 of the Phobos base.
He survived 405807 turns and scored 673985 points.
He played for 4 hours, 4 minutes and 59 seconds.
He didn't like it too rough.
He killed 1776 out of 1791 hellspawn. (99%)
He was a real killing machine...
He was an Angel of 100!
-- Special levels --------------------------------------------
Levels generated : 0
Levels visited : 0
Levels completed : 0
-- Awards ----------------------------------------------------
Experience Medal
UAC Star (silver cluster)
Centurial Gold Badge
Heroic Bronze Badge
Armorer Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
#...................==.....................................
#..................====....................................
#...................==....................%....===.........
#...............=====.....................=%..=====........
#..............==..==..X...............======.=====........
#.............====.....................=.====..====........
#.............====......................=.==...===.........
#.........................................==...............
#..........................................................
#................................................====......
#.............................................======..=....
#.........=...................................====.==.===..
#.........==.=..............................=============..
#........=.===....=.........................===.=...===....
#..........===....=.........................==..==...=...==
#...........==.=.=.............................==.....=..==
#.............=.=................................=....==.=.
#..............................................====........
###########################################################
-- Statistics ------------------------------------------------
Health 132/80 Experience 423210/21
ToHit Ranged +4 ToHit Melee +4 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Technician
Ironman (Level 3)
Finesse (Level 3)
Hellrunner (Level 3)
Tough as nails (Level 3)
Eagle Eye (Level 2)
Juggler (Level 1)
Intuition (Level 2)
Whizkid (Level 2)
Badass (Level 1)
Scavenger (Level 1)
EE->EE->Int->WK->WK->MSc->Int->Fin->TaN->TaN->Bad->TaN->Fin->Jug->Fin->HR->HR->HR->Iro->Iro->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] modified cerberus duelist armor [0/0] (154%) (B)
[b] [ Weapon ] modified nano assault shotgun (9d3) [6/6] (P1)
[c] [ Boots ] modified cerberus gothic boots [0/0] (200%) (A)
[d] [ Prepared ] modified assault cannon (1d8)x10 [200/200] (T1)
-- Inventory -------------------------------------------------
[a] modified hyperblaster (2d5)x3 [40/40] (P1)
[b] modified missile launcher (6d8) [8/8] (B3P2)
[c] modified cerberus phaseshift armor [0/0] (100%) (A)
[d] modified cerberus ballistic vest [0/0] (100%) (A)
[e] 10mm ammo (x100)
[f] 10mm ammo (x100)
[g] 10mm ammo (x100)
[h] 10mm ammo (x42)
[i] rocket (x9)
[j] power cell (x50)
[k] power cell (x50)
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] phase device
[q] homing phase device
[r] agility mod pack
[s] shockwave pack
[t] Hell Staff
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 50% feet 0%
Melee - internal 0% torso 50% feet 0%
Shrapnel - internal 0% torso 50% feet 0%
Acid - internal 0% torso 70% feet 100%
Fire - internal 0% torso 70% feet 100%
Plasma - internal 0% torso 50% feet 0%
-- Kills -----------------------------------------------------
140 former humans
151 former sergeants
172 former captains
95 imps
36 demons
55 lost souls
30 cacodemons
280 barons of hell
65 hell knights
81 arachnotrons
8 former commandos
5 pain elementals
162 arch-viles
144 mancubi
151 revenants
20 nightmare imps
56 nightmare cacodemons
90 nightmare demons
21 nightmare arachnotrons
1 nightmare arch-vile
10 bruiser brothers
2 shamblers
1 lava elemental
-- History ---------------------------------------------------
On level 12 he encountered an armed nuke!
On level 15 he assembled a cerberus armor!
On level 16 he found the Anti-Freak Jackal!
On level 18 he found the Hell Staff!
On level 19 he assembled a nano-shrapnel!
On level 22 he assembled a enviromental boots!
On level 23 he assembled a assault rifle!
On level 24 he stumbled into complex full of arch-viles!
Level 26 was a hard nut to crack!
Level 32 blasted him with unholy atmosphere!
On level 34 he assembled a hyperblaster!
On level 38 he stumbled into complex full of revenants!
On level 46 he encountered an armed nuke!
On level 48 he stumbled into a nightmare demon cave!
Level 50 was a hard nut to crack!
On level 54 he assembled a cerberus boots!
On level 55 he stumbled into a nightmare cacodemon cave!
He nuked level 56!
On level 57 he stumbled into a nightmare demon cave!
On level 58, hell just froze!
On level 60 he stumbled into complex full of arch-viles!
He sounded the alarm on level 63!
On level 65 he stumbled into a nightmare demon cave!
On level 67 he assembled a focused double shotgun!
On level 70 he encountered an armed nuke!
On level 72 he stumbled into a nightmare demon cave!
On level 73 he ran for his life from acid!
On level 75 he found the Enviroboots!
On level 77, hell just froze!
On level 79 he stumbled into a nightmare arachnotron cave!
On level 85, hell just froze!
On level 85 he assembled a cerberus armor!
On level 87 he assembled a high power weapon!
Level 89 blasted him with unholy atmosphere!
On level 90 he stumbled into a nightmare demon cave!
On level 91 he stumbled into a nightmare demon cave!
On level 93 he stumbled into a nightmare cacodemon cave!
On level 94 he stumbled into a nightmare cacodemon cave!
On level 96 he assembled a assault cannon!
On level 98 he stumbled into a nightmare cacodemon cave!
On level 99 he assembled a cerberus armor!
Level 100 blasted him with unholy atmosphere!
He nuked level 100!
On level 100 he finally completed 100 levels of torture.
-- Messages --------------------------------------------------
Warning! Explosion in 6 seconds!
Warning! Explosion in 5 seconds! You hear the scream of a freed soul!
Warning! Explosion in 4 seconds!
Warning! Explosion in 3 seconds!
Warning! Explosion in 2 seconds!
Warning! Explosion in 1 seconds!
You feel a deadly chill! You hear an explosion! You feel relatively safe
now.
You feel a deadly chill!
You feel a deadly chill!
You feel a deadly chill!
You feel vulnerable again.
You feel a deadly chill!
There are stairs leading downward here.
You did it! You completed 100 levels of DoomRL! You're the champion! Press
<Enter>...
-- General ---------------------------------------------------
19 brave souls have ventured into Phobos:
14 of those were killed.
And 3 couldn't handle the stress and committed a stupid suicide.
2 souls destroyed the Cyberdemon...
2 killed the bastard and survived.
--------------------------------------------------------------
10
Requests For Features / Re: Less exotic/unique assemblies
« on: December 02, 2011, 12:15 »
After playing around in Ao100 for a while, the Cerberus Armor serves only to make armors with all three pre-existing physical protections (bullet/melee/shrapnel) the absolute best ones to use throughout the game as the result provides protection from all sources of damage. Which basically makes it a waste on anything but exotic armors with all three of those, which I hope isn't the intent (it probably is).
I think the assemblies really only serve to make good equipment into god-tier equipment as pointed out earlier in the thread and not some makeshift tool. I'd really prefer if the game was less focused on getting lucky with item spawns.
I think the assemblies really only serve to make good equipment into god-tier equipment as pointed out earlier in the thread and not some makeshift tool. I'd really prefer if the game was less focused on getting lucky with item spawns.
11
Requests For Features / Re: Less exotic/unique assemblies
« on: December 02, 2011, 04:25 »
Same reason why Cybernetic Armor cannot be destroyed, really. (else it'd be possible to get it off)
I hope people don't have a fundamental problem with replacing exotic variants of basic assemblies with advanced/master assemblies using common mods, because that's pretty much what this game needs at this point.
I hope people don't have a fundamental problem with replacing exotic variants of basic assemblies with advanced/master assemblies using common mods, because that's pretty much what this game needs at this point.
12
Requests For Features / Re: Less exotic/unique assemblies
« on: December 01, 2011, 15:44 »Please tell me a way to get 70% fire and 50% plasma protection without finding lava armor, because i don't know one and it would be a great help.I don't disagree that the mitigation is useful, but counting special levels where agility mods are found en masse, power mods are worth their weight in gold and agility drops like fruit flies and the 0 protection mod is a killer for anything other than a green or special low-protection armor.
Also it's not 2ATP it's AT2P.
My argument is mainly that a lot of basic and advanced assemblies that use exotic/unique mods could simply just use more (3 to 4) basic mods to make, considering their inferior utility to spending the rare packs elsewhere in most cases.
13
Requests For Features / Re: Less exotic/unique assemblies
« on: December 01, 2011, 13:19 »
Undamageable != indestructible. I mean indestructible in the sense that Angelic Armor is.
14
Requests For Features / Re: Less exotic/unique assemblies
« on: December 01, 2011, 11:47 »
This post may possibly be controversial considering the design sensibilities of some of the posters on this forum, but I'm posting this anyway.
A lot of "basic" assemblies that require unique modpacks should be advanced or master assemblies using regular mods instead--they're largely a waste of unique modpacks compared to whatever else the player could make instead. Originals in [].
[power armor (red armor + PN)]
Since it's a "faster" doubled protection red armor, shouldn't it make sense that it would be constructed with either two P mods (8 protection variant) or two A mods (no speed penalty)? A T mod would be the auto-repair circuitry.
Suggested:
turbomotor power armor (red armor + AATP) (I know this is the same construction as Cerberus Armor, but honestly, that assembly is trash, should be scrapped, and there's better ways to add element protection.)
(same as old power armor but with 4 protection, still repairs 1% on each action and indestructible/cannot be unequipped)
hardened power armor (red armor + ATPP)
(same as old power armor but with -20% movement speed penalty, still repairs 1% on each action and indestructible/cannot be unequipped)
[plate armor (red armor + PO)]
This makes only a slightly improved Gothic Armor with the same movement penalties--something that wouldn't happen if one were to choose to NOT make such an assembly with the Onyx pack. Instead, it should be constructed as a really, really heavy red armor.
Suggested: plate armor (red armor + PBB)
Same stats as old plate armor. If any of you think it's too powerful (rolling eyes) then make it 200% durability and indestructible or something.
[plasmatic shrapnel (any shotgun + PN)]
This isn't affected by Army of the Dead, not to mention it's possible to lose the nano bonus by choosing to put the P on first.
Suggested: plasmatic shrapnel (any shotgun + TTT)
Same as old plasmatic shrapnel, but without the ammo regeneration. Call it a marvel of technical wizardry turning buckshot into plasma.
[lava boots (any boots + TO)]
Neat, but not worth wasting an onyx pack over considering it has durability to lose.
Suggested: lava boots (any boots + TPP)
Same stats as old lava boots.
A lot of "basic" assemblies that require unique modpacks should be advanced or master assemblies using regular mods instead--they're largely a waste of unique modpacks compared to whatever else the player could make instead. Originals in [].
[power armor (red armor + PN)]
Since it's a "faster" doubled protection red armor, shouldn't it make sense that it would be constructed with either two P mods (8 protection variant) or two A mods (no speed penalty)? A T mod would be the auto-repair circuitry.
Suggested:
turbomotor power armor (red armor + AATP) (I know this is the same construction as Cerberus Armor, but honestly, that assembly is trash, should be scrapped, and there's better ways to add element protection.)
(same as old power armor but with 4 protection, still repairs 1% on each action and indestructible/cannot be unequipped)
hardened power armor (red armor + ATPP)
(same as old power armor but with -20% movement speed penalty, still repairs 1% on each action and indestructible/cannot be unequipped)
[plate armor (red armor + PO)]
This makes only a slightly improved Gothic Armor with the same movement penalties--something that wouldn't happen if one were to choose to NOT make such an assembly with the Onyx pack. Instead, it should be constructed as a really, really heavy red armor.
Suggested: plate armor (red armor + PBB)
Same stats as old plate armor. If any of you think it's too powerful (rolling eyes) then make it 200% durability and indestructible or something.
[plasmatic shrapnel (any shotgun + PN)]
This isn't affected by Army of the Dead, not to mention it's possible to lose the nano bonus by choosing to put the P on first.
Suggested: plasmatic shrapnel (any shotgun + TTT)
Same as old plasmatic shrapnel, but without the ammo regeneration. Call it a marvel of technical wizardry turning buckshot into plasma.
[lava boots (any boots + TO)]
Neat, but not worth wasting an onyx pack over considering it has durability to lose.
Suggested: lava boots (any boots + TPP)
Same stats as old lava boots.
15
Requests For Features / Where the hell is the way out of here!?! (right next to you)
« on: November 23, 2011, 14:50 »
This is too simple and probably doesn't deserve its own thread, but I've come across a number of incidents where I spawn in a maze level with the exit two or less squares away from me. There should be a different "level feeling" for when this happens.
"Where the hell is the way out of here-- oh, there it is."
"Where the hell is the way out of here-- oh, there it is."
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