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Messages - VANDAM

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31
Discussion / Re: This game's difficulty is a bit off in places IMO
« on: November 29, 2012, 17:38 »
Easily? If i understand the conditions for DS to appear then it's nearly impossible to get it spawn unless you're used to this kind of mad restriction.

In the end though i saw DS through all my games(and it's quite a number) only once, so luckily i don't suffer much from not knowing how to pick it up.
There was a hint already: DS N! btw, don't forget to conquer some levels... If you know what I mean.

32
Discussion / Re: This game's difficulty is a bit off in places IMO
« on: November 29, 2012, 15:05 »

As for the DS, just look at my previous attempts/posts. My only issue is that there is no way from just playing the game to figure out how to use it unless you get lucky and meet the requirements.
I can say that on N! you can easily farm DS and BA, and it's much easier to guess conditions while farming.

33
Discussion / Re: This game's difficulty is a bit off in places IMO
« on: November 29, 2012, 14:27 »
For all you guys know, there ARE some new ultimate secrets, and nobody's found them yet. I'm not spoiling anything though...
0.9.9.6? You got to be kidding me. what's the worst that could happen? I found DS BA Apo and it was rather easy, also, there is a bug, if you go to JC and you use BA on 26 level, you will fight with JC and still, after killing him, there will be UW ending without killing Apo. I think, that this is unfair. About ultimate secrets: maybe this is based on 4 Diamond badges that i haven't acquired yet? And, btw, what's the AoMC bug on N!? I won with untouchable cross and haven't received diamond badge.

34
Discussion / Re: This game's difficulty is a bit off in places IMO
« on: November 29, 2012, 08:57 »
Jeez, people should really chill out on the whole Dragonslayer issue -_-.
You can make another ultimate secret or x of them. And DS won't be alone anymore.

35
Releases / Re: The Inferno Module
« on: May 10, 2012, 22:43 »
About suggestions:
I think it would be great if you'll make a secret level like exm9 in PC doom. There can be more than one secret tunnels of course. Also, secrets may be generated randomly and the can hide dangerous monsters... Just imagine, you open a secret and then you find your favorite bfg-cyberdemon, so cute...
About challenges, just for fun it'll be interesting to make Angel of [monster], and you restricted to monster characteristics/traits[i don't think about them], you play Vile and ressurect a monster, he fights for you. You play as zombie, equip armor and pistols[ just a dead doomer heh], or while you're playing demon you're in a permament berserk state+vampire and etc.
Angel of minimal damage, you do only min dmg, monsters do original/maximal.
Angel of chaos, you start from the river[hello cheaters], then you go through every non-random level, with 1 correction, basement levels are generated+some stuff.
Add a monster like Vile/Apostle... which can turn you into a chicken for a short period of time [they're dark mages huh]
Make a monster that looks like item[Nightmare hydras in G version] and they'll attack only when you near them[and info will show that it's an item].
Make a boss challenge, every lvl generates it's own boss with unique or exotic item.
Angel of morale, you kill enemy => you lose health.
Cursed levers, your equipment sticks to you, or smthg else. You push a lever then you die, poor rng.
Cursed challenge is good too, you start with cursed but good armor and weapons.
Invisible monsters should be visible under track map/int2 effect, while they are invisible you must have an opportunity to kill them, but, as far as i can remember, they are invincible while invisible.
More suggestions/bugs later.

36
Releases / Re: The Inferno Module
« on: May 10, 2012, 01:18 »
And now I've got a suggestion.
Maybe it'll be possible in future.
make a 2 floor lvl with keys.
for example: on the first floor there will be a red door(exit), yellow with a blue key. On the 2nd floor there will be blue door with blue key.
If now it's not possible to make a key you can use a lever event /arena master staff event. IDK whether it's possible or not to have multifloor lvls(but you made basements)
This idea was born when i saw basement lvls.
Also, if there will be BF_MELEE, BF_PISTOL, BF_SHOTGUN effect you can turn the welcome screen into challange selection and it's really easy to add mortem events such as AoB...
Now, BF_IMPATIENT BF_DARKNESS are possible
And some hardcore stuff like BF_NOHEAL with BF_REGENERATE I think, or it will be hm... uneasy.
Angel of stupidity BF_NOMELEE (%
BF_MAXDAMAGE if it's possible to give it to every monster.
P.S. If you want, I can write some features for your mod, I'm truly interested in donating code for RL projects.

37
Releases / Re: The Inferno Module
« on: May 09, 2012, 08:18 »
I've got Hydra's Heart :-P I also found the mod depot lever o_O
There are many mod deports, if rng is good.

38
Releases / Re: The Inferno Module
« on: May 09, 2012, 01:46 »
I've got a couple of questions all are about levels:
Is the abyssboss1, abyssboss2, 41 accessible?

39
Releases / Re: The Inferno Module
« on: May 08, 2012, 20:45 »
Code: [Select]
   if player.eq.weapon and player.eq.weapon.id == "chainsaw" then
maybe pickup check is better? or just inv check?
And yet, on the welcome screen you can choose your weps, but, if you choose knife you can then pickup shotgun and it will be a sort of cheat.
Can I find those secrets without destroing walls?
P.S. only for Tehtmi
Now, it's time for lvl 41.
Fuuu...

40
Releases / Re: The Inferno Module
« on: May 08, 2012, 20:27 »
And if I'll nuke the whole level there will be no secrets? Also, I'm using the G version, it's rather funny when you see a soulsphere that's trying to kill you(Nhydra). Nonrandom, heh, that means i must go through acidpits and so on...
I've found a bug on blood temple. If you are wearing DS the chainsaw goes into inv and level event doesn't start.

41
Bug Reports / Re: [0.9.9.6 G MAC] Being Flags
« on: May 08, 2012, 13:27 »
Thanks, yes, i thought that flag == affect, but flag != affect.
And, about those examples, yes, i know how to create this aff. Just wanted to have my screen non-red.

42
Bug Reports / Re: [0.9.9.6 G] Being Flags
« on: May 08, 2012, 12:55 »
The bonuses attached to the berserk "affect" have all been separated in order to allow for maximum customization. BF_BERSERK only doubles melee damage
Ok, but, there is an item which requires B flag in order to wear it. And i think that after applying BF_BERSERK = true this item should be wearable, but it's not.
 And yes, i know how to wear it using BP or B trait.
P.S. thank you.

43
Bug Reports / [NotBug][0.9.9.6 G MAC] Being Flags
« on: May 08, 2012, 12:38 »
Tried
 player.flags[BF_BERSERK] = true
And the resistances are 0 + no DR
 player.flags[BF_MODEXPERT] = true
Can't mod U items.

And BF_INV/STAIR/ENV works

44
Discussion / BA+DS
« on: May 08, 2012, 11:47 »
I've got a question about this feature.
What's the meaning of ND?
They are just a curse?
Is there a story about Apostle and how DS | BA were created?

45
Releases / Re: The Inferno Module
« on: May 08, 2012, 11:43 »
And last thing - I did Ptolemea without wielding BFG - I took it after complete, but didn't got  Vindictive Cross

Code: [Select]
  OnTick = function()
    if player.eq.weapon and player.eq.weapon.id == "bfg9000" then //Even after completing we are trying to check BFG_pickup
      bfg_pickup = true
    end
 
     if bfg_pickup == false then
        player:add_medal("medal_waves1")
      end

I think that it could be this way
Code: [Select]
  OnTick = function()
    if (player.eq.weapon and player.eq.weapon.id == "bfg9000") and (kill_all{cleared} == "false") then // I don't know how to check 100% rate on LVL.
      bfg_pickup = true
    end
OR
OnKillAll = function()
    if player.eq.weapon and player.eq.weapon.id == "bfg9000" then //Reg aft KA
      bfg_pickup = true
    end
This way you can pickup the BFG after KA.

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