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Messages - skarczew

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766
Quote
In fact, two point-blank shots kill an Arch-Vile, but you don't want to get next to them too often :).
When I meet V's I prefer to engage, tank and kill them ASAP, rather than let them resurrect corpses.
You had Gothic Armor, which is a very good piece of equip for such tactic (engage fast, then switch to Gothic; switch again after killing it).

767
Discussion / Re: Arch-Vials And Revenants
« on: December 24, 2008, 07:45 »
Quote
is there a tactic or something im missing or are the Arch-Vials and Revenants overpowered
Yes they are.

Tactics I found so far:
1. Invulnerability.
2. Berserk (remember to remove armor if you get it).
3. If you have few Supercharges on level, use one and engage while having over 100% HP.
4. If you can use ranged weapons, kill them outside their sight range. You need Cateye*2 and some space to run back when they start walking in your direction. And remove any equipment that slows you.
5. If you have good armor, engage R's face to face.
6. Use field of barrels: lure near them, then cause chain explosion.
7. Use BFG or other haxor weapon.

768
Pre-0.9.9 / Re: [U|YASD] Fix Arch Villes, please
« on: December 24, 2008, 07:17 »
Certain areas should not be limited only to BFG and RL, imho.

:(

769
AliensRL / Re: AliensRL 0.8 Beta 2
« on: December 23, 2008, 13:56 »
Quote
There's really no difference between your suggestion and the real things.
You are wrong.
Quote
Do you really want to take Colt ammo instead of 9mm or 12g shells.
Yes. I am very often 400/400 of 9mm ammo, but it takes time to find the one for Colt. When I open a room full of aliens and I see few ammunition stacks (Colt/9mm) I have to look at each them to decide whether it is worth my time, or not.
Adding a color would make it few times faster.

770
Pre-0.9.9 / Re: [U|YASD] Fix Arch Villes, please
« on: December 23, 2008, 13:42 »
Very phunny.

I just do not see a way of killing few V's standing next to each other, on AoM.

771
Pre-0.9.9 / [U|YASD] Fix Arch Villes, please
« on: December 22, 2008, 03:03 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Jarka, level 9 Imp Sergeant, killed by a arch-vile
 on level 16 of the Phobos base.
 He survived 121763 turns and scored 105928 points.
 He was a man of Ultra-Violence!

 He killed 503 out of 513 hellspawn. (98%)
 He held his right to remain violent.
 He was an Angel of Marksmanship!


 He saved himself once.

-- Graveyard -------------------------------------------------

  ###########################################################
  ......>..........#..........====..........==.==.........^..
  .......0.........#...###+##====+##########=#===............
  .................#...#.#...=0..=.........==#...............
  ..0..............#=..#.#...................#....^..........
  ....[............==..#.+........0..........#...............
  ...0.....|......==...#.#0..................#...............
  ...............==#...#.#.===............+..#...............
  ..............===#..R#.#=.===..............#########/######
  ...............=./..R#.#==.=...............#..%%...........
  ..............+..#.R.#.###.....##/##########..%;%..........
  ...............R.#...#.....i...........#....%..............
  .................#....VV...............#...#.%..%..........
  .............O...#....R................/...#...............
  .......................................#...#############/##
  .................#..O.........X........#.../...............
  .................#.....................#...#...............
  ...................../................./...#...............
  .................#...#.................#...#...............
  ###########################################################

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

  Health -8/50   Experience 35285/9
  ToHit +4  ToDmg Ranged +0  ToDmg Melee +0

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

    Hellrunner     (Level 1)
    Son of a gun   (Level 3)
    Eagle Eye      (Level 2)
    Cateye         (Level 2)
    Dualgunner     (Level 1)

  SoG->SoG->DG->EE->EE->Cat->Cat->SoG->HR->

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

    [a] [ Armor      ]   Malek's Armor [3/3] (69%)
    [b] [ Weapon     ]   Anti-Freak Jackal (5d3) [6/6]
    [c] [ Boots      ]   plasteel boots [4/4] (100%)
    [d] [ Prepared   ]   advanced pistol (2d4) [6/6]

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

    [a] 10mm ammo (x86)
    [b] 10mm ammo (x100)
    [c] 10mm ammo (x100)
    [d] 10mm ammo (x100)
    [e] 10mm ammo (x100)
    [f] 10mm ammo (x100)
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] phase device
    [p] phase device
    [q] phase device
    [r] phase device
    [s] homing phase device
    [t] envirosuit pack

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

    83 former humans
    65 former sergeants
    16 former captains
    127 imps
    53 demons
    35 lost souls
    17 cacodemons
    17 barons of hell
    22 hell knights
    4 arachnotrons
    13 former commandos
    5 pain elementals
    1 arch-vile
    8 mancubi
    6 revenants

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

  He started his journey on the surface of Phobos.
  On level 2 he found the Anti-Freak Jackal!
  On level 16 he found the Malek's Armor!
  On level 16 he finally was killed by a arch-vile.

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

 Fire -- Choose target... The missile hits the revenant. The missile hits
 the revenant.
 Fire -- Choose target... The missile hits the revenant. The missile hits
 the revenant. The revenant dies.
 The revenant suddenly rises from the dead!
 Fire -- Choose target... The missile hits the revenant. The missile hits
 the revenant.
 Fire -- Choose target... The missile hits the arch-vile.
 Fire -- Choose target...
 Fire -- Choose target... The missile hits the arch-vile.
 Fire -- Choose target... The missile hits the arch-vile.
 You reload the Anti-Freak Jackal with 10mm ammo. You reload the pistol with
 10mm ammo. The arch-vile raises his arms! You are engulfed in flames!
 The arch-vile raises his arms! The imp suddenly rises from the dead! The
 arch-vile raises his arms! You are engulfed in flames! The arch-vile

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

 Before him 25 brave souls have ventured into Phobos:
 21 of those were killed.
 And 2 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 2 killed the bastard and survived.

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

Very good run fucked by those damn things that work differently than in real game.
In Doom Arch Villes NEED TO BE ADJACENT to bodies in order to resurrect monsters. They run to them if they want to do so.
Not the goddamn remote resurrect.

Thank you.

772
He had no plasma gun, nor shotgun. He had only one, but very large chaingun. You can trust me.
Blade is 100% right.
Very large, bad and HPish. And I do not think he should be able to be pushed back almost at all.
One more thing: from what I remember, his cannon was that powerful, that it was not possible to stand next to him when he fired. It simply pushed you away from him.

Btw, there was one episode in which there were Cyberdemon and Spiderdemon in the same big room. With a bit of luck you could make them shot each other. Cyberdemon was usually winning this battle.

773
Bug Reports / Re: Level 10 stairs unreachable....
« on: December 19, 2008, 06:32 »
You need to click on a file (application).

774
Discussion / Re: Trying to plan further a UV run
« on: December 19, 2008, 02:06 »
I think I would go for Cateye and Hellrunner now.

775
Requests For Features / Re: 3 new suggestions
« on: December 18, 2008, 02:34 »
You've made evil game, Kornel.
;P

776
Bug Reports / Re: Level 10 stairs unreachable....
« on: December 18, 2008, 02:32 »
Keep Win 98 away from internet and it will be pretty safe :) .

Defrag may take some time - the best is just to start it and leave it alone while doing so. It may help mainly if your disc is packed and used extensively.

As for Win games - sometimes it helps to use "compatibility" thing available under RightMouse-Button->Properties. Sometimes ...
Right now, it seems easier to run DOS games via DOSBox, rather than some Windows ones on WinXP/Vista (I had some problems running systemShock 2 - I found some kind of solution for it in forgotten pits of less-known-internet).

777
Bug Reports / Re: Level 10 stairs unreachable....
« on: December 16, 2008, 09:16 »
I have no problems running DoomRL, AliensRL, Battleships Forever on my Vista.

Speaking of Windows 98 (and 95 too) - it was a DOS (a bit downgraded & changed compared to versions 6.20/6.22) in reality, with graphics interface that was hidding its true nature. Thats why 95% of DOS games did not have problem with it

WinXP, Vista are different systems, that originated from WinNT.
If you want to run DOS games, use DOSBox (google it). It emulates DOS pretty well, making possible to run games that are 15-20 years old.
As for "small windows games" and their developers, it is not their problem only. Most old drivers from XP do not work on Vista. But I am beyond the knowledge what the changes were and why M$ did that.

778
Requests For Features / Re: Weapon ideas
« on: December 16, 2008, 02:36 »
This wasn't stun, they simply cannot aim when you were putting bullets into them.

779
Requests For Features / Re: 3 new suggestions
« on: December 15, 2008, 05:54 »
Or maybe a darker color 5 turns before end?
If you want to darken the screen, the player will notice it, but it could make it less readable, imho. If you change the word (only) once, it may be hard to notice the change in a time (like from green to dark green).

The screen should blink, or at least the word should change colors (cycle between basic and dark version) - easy to notice, pretty readable :) .

780
Requests For Features / Re: 3 new suggestions
« on: December 15, 2008, 02:14 »
My proposal: just blink between two statuses when the powerup runs out.
The "blink" effect exist in Doom and Doom 2, just to mention :) .

How to implement it: when power up is ending, switch "normal" view and "power up" view every step / second / turn. After few (5-10 ?) blinks the power up should wear off.

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