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Messages - So_1337

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I experienced this combination while doing an Ao100 run a few minutes ago, but seem to remember that I would take damage and then immediately regenerate it. Are you sure that wasn't happening? I remember seeing my health dip below 100 (to 98 or 99) and then back up in between moves.

Discussion / Re: The More You Know...
« on: February 23, 2012, 08:29 »
You just made my day.

Discussion / The More You Know...
« on: February 23, 2012, 08:18 »

Requests For Features / Re: Tracking Maps
« on: February 01, 2012, 06:04 »
Along these same lines, I'd like to suggest that successive normal Computer Maps for non-Technicians act as a Tracking Map. For instance, the first Computer Map you pick up acts like a normal Computer Map and the second one on the same level adds the tracking data.

Discussion / Re: Assembly Combination Spreadsheet:
« on: January 30, 2012, 08:14 »
Yep, I'm aware it's liable to change. It smooths my path when I'm testing, though, so I've gotten used to using it in whatever build I'm playing. It only contains the actual combinations of mods, which I figure anyone keeping their player file from one build to the next will have available anyway once they pull up the assembly menu in-game.

I defer, of course, to your judgment. If you would rather I keep these to the beta forums (even just the mod-combinations), I will do so.

Discussion / Re: Assembly Combination Spreadsheet:
« on: January 30, 2012, 07:55 »
As I have been playing the new beta build lately and some assembly combinations have been changed, I updated my spreadsheet. However, I retained the data, and the spreadsheet supports both versions. There is a separate sheet for each version and the options panel contains a button for spoiler-mode of either and then individual buttons for both versions.

I figure that I'm spoiling some of the upcoming changes by posting this, but I've gotten used to this spreadsheet while playing, so I figure I ought to support anyone else for whom I have made it a crutch.

Bug Reports / Re: [] Fists aren't a weapon
« on: January 27, 2012, 08:10 »
Best you can do for now is stand there and let a former sergeant blast you in the back until the door gets destroyed.

Bug Reports / Re: DoomRL typos
« on: January 27, 2012, 06:08 »
Not so much a typo as much as it's an issue of proper English, but when you pick up the Light-Amp Goggles, it says "You see further." As a general rule, further is more for metaphorical distances, farther is what you'd want to use for physical distances. (Reference.)

I feel like a jerk for even pointing it out, especially given how many English-as-a-second-language folks we have involved in the project. In any case, there you have it.

Perfectly reasonable explanation, thank you for clarifying =)

According to the latest version notes:

[mod] -- TR#---: Difficult medals give you easier medals of the same series if you haven't already received them (game_hunter)

I beat Strongman Platinum yesterday and realized today I did not receive the Strongman Gold badge. Not a big deal, but should be fixed for the next version if someone else can confirm. Thanks.

Bug Reports / Re: [Solved][] AoB Large Health Spheres
« on: January 16, 2012, 17:23 »
So AoB is going to be that much harder until

Discussion / Re: Assembly Combination Spreadsheet:
« on: January 16, 2012, 12:22 »
There, re-worked the idea so that you won't get spoiled unless you choose to. Happy hunting :)

Discussion / Re: Assembly Combination Spreadsheet:
« on: January 13, 2012, 09:22 »
I can think of ways to do it with Excel, but they would take some work (both on my part and on the users') and would involve macros, which are always a touchy subject security-wise. Essentially, what I'm thinking is that you would load up the base spreadsheet and either click a button for spoiler mode (which would populate the sheet as you see it now) or a button for each different assembly that you could click once you've discovered it, which would populate that entry in the table.

I like the idea, but I don't think I'm motivated enough to perform that much more work. Also, I know that sort of implementation would still have some pitfalls.

EDIT: Looks like I was motivated after all. Edited the original topic to include this feature as version 2.0.0.

Discussion / Assembly Combination Spreadsheet:
« on: January 12, 2012, 17:09 »
Having been away from the game a bit, I've returned and found myself having just as much fun as ever. In many runs, I've been overwhelmed by the different assembly combinations that I could piece together with the mods that I have in my bags, and I decided I would make keeping track of them easier on myself.

I created this spreadsheet that will alert you to the different assemblies that you can create given the combination of mods in your inventory. Simply plug what you're carrying into the right-side table, and it will do the rest. I've left some of the values populated just so that you can get an idea.

I'm aware that there were some changes to assemblies with, but I haven't yet found any difference in the actual combinations required. However, I've started fresh with this version with a new player file, so it may be that I just haven't come upon them yet. In any case, I plan to update this spreadsheet with any misinformation that needs to be fixed and with any other suggestions or requests that I receive. At the very least, I hope someone else finds this useful.

By request, when you first run the spreadsheet, it will be blank.

Depending upon your security settings, you will most likely be required to click the big "Enable Content" button at the top of the sheet to do the following step.

Go to the Options sheet and either click the Spoiler Mode button to populate all of the assemblies currently in game, or click the buttons for the individual assemblies that you have discovered thus far.

This will allow you to keep an eye out for assemblies that you already know without cluing you in on ones you haven't yet unlocked.

Thanks for reading.

1.0.0 -- Original version.
1.0.1 -- Corrected terminology per thelaptop, thanks.
2.0.0 -- Major overhaul allowing both spoiler-happy and spoiler-averse marines to make use of the spreadsheet.

*New naming/versioning system. Names now reflect the latest version of the game they support and then a single-digit version number reflecting any changes I've had to make. Beta 1 - v1 -- Supports both the latest beta and the most recent public version.

Bug Reports / Re: Rocket Jump
« on: February 02, 2010, 12:08 »
On a related note, shouldn't the Missle Launcher have Rocket Jump as its alternate fire? Or is that something strictly limited to normal rocket launchers? I figured it was just an oversight.

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