Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Frumple

Pages: 1 ... 1901 1902 [1903] 1904 1905 ... 1929
28531
Other Games / Re: Minecraft: Like Infiniminer but in Java and in Alpha
« on: October 01, 2010, 03:09:37 pm »
Anyone have suggestions on how to set up a lake? Getting the water to go still in a two block deep pond is giving me fits. Even getting the water to self-perpetuate is fairly difficult...

28532
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: October 01, 2010, 03:01:34 pm »
Bucklers, yes, period. Shields, maybe, if you've got alright strength (like, I'unno, 10 or something. More due to weight than anything else.) and spend some time stuffing XP into shields to cut down on the casting penalty. Large shields, probably not, the casting penalty is kinda' high.

Basically, the only time at-least-bucklers can be a bad idea is if you're built around two-handed weapons. Even then, it's probably a good idea to keep one around and carry a one or one point five size weapon to deal with chaff.

28533
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: October 01, 2010, 10:45:58 am »
It's Zin. Primary way of dealing with mutations is to not get mutations :P

There's some nice ones, but most ways of getting mutations are heavily biased toward negative ones. Legendary Helix cards and Jiyva are about the only two I remember that don't basically aim to screw you sideways. Every single other source of mutation leans toward negative, though things like the potion or alter self doesn't lean as far as eating a mutative corpse or getting hit by a shining eye or whatever (Hostile mutation effects have pretty much a 100% chance to be negative these days.). You can luck out and get good ones, but... it's not likely, and if you do, the RNG was just merciful. Expect Nikola at D:6 ::)

Basically, the only thing that's got a good chance of actually getting non-character-raping mutations are demonspawn :-\

28534
Other Games / Re: Minecraft: Like Infiniminer but in Java and in Alpha
« on: September 30, 2010, 07:57:02 pm »
I've got a 3x3 tree sitting somewhere on top of the mountain behind my main shelter in one of my worlds. That 3x3 tree has another tree sitting at its apex on a dirt block. I intend to see how far I can take this experiment :P

As an idle thought, hopefully enough work could expand this giganto-tree to the size of a mountain. From there, you hollow it out into a fully functional main base.

Might be interesting.

28535
Other Games / Re: Halo: Reach
« on: September 30, 2010, 07:53:40 pm »
Also you mentioned graphics. How dare you. (the graphics of the 1st halo game was above average compared to the over 1st person shooters in the stores at that time eg.COD 1)

*coughPChackcough* Anyway, your "More You Know! *rainbow*" for the day: A year is 365 days (Except on leap year!), or a full orbit of the Earth around the Sun. A decade is ten years. A century is one hundred years. A millennium is one thousand year. There's more after that, but they tend to be fuzzy in general use (Epoch, Eon, etc.). Halo has not been around for even approaching a century. Microsoft hasn't been around a century. Electronic computers smaller than a large room haven't been around a full hundred years yet. Moral of the story: Please don't tell people Halo has been around a century. That's very, very mistaken and makes everyone involved look silly.

Halo's been around for almost a decade. It's still got a year and just shy of two months to go. I'll give that it was pretty big for getting the Xbox off the ground -- that's important. I'd almost say that's a shame, though. Always sucks to see a particular entertainment device get largely stuck on a particular genre. S'kinda' like a TV that only manages to show spaghetti westerns. The westerns aren't bad, but I want my old school Kung-fu flick occasionally, yanno?

Anyway, off-topic, etc, etc. Reach seems pretty solid for your more-or-less-bog-standard next-gen FPS shooter. Solid experience from what I've been observing, if not even remotely enough to get me to even consider buying a Xbox 360.

I'm done :P

28536
Other Games / Re: Halo: Reach
« on: September 30, 2010, 06:53:13 pm »
It is one of the only few games that has a great multiplayer system and everything is pretty balanced. [ItHalo also] has a huge story line and back story and stuff. They have books, toys, comic[(s?)], [their] own little cartoon series, and [it's] been around for a century[.] Without Halo xbox wouldn't have gotten far from the start.

Man, what? I'm confused. Halo hasn't even been out for a decade, much less ten times that. It's still got a bit more than a year before it hits the decade mark, anyway.

P.S. Sorry for the grammar. I don't claim to be perfect myself, but the blatant stuff hurts my eyes.

EDIT: Re: The actual topic. I haven't played it myself, but one of my room mates has been playing close to bloody non-stop since the game hit stores in the area a few weeks ago. Only thing I've really noticed about it was the jetpack. Between Halo and Firefall (and presumably Duke Nukem), I can't help but wonder if the spirit of Tribes is going to infest the next generation or so of FPS titles. Can't say it would be a bad thing, really, for all that it'll be probably a decade before I get around to playing any of that junk.

28537
Other Games / Re: Stick Ranger: Thunder Gloves Are For Chumps
« on: September 30, 2010, 06:11:31 pm »
I guess I'm not doing it right since my Boxer has 200hp at level 7.  :P

Yeah, it's not terribly difficult to do that (Comp items or putting points into LP can make it happen pretty quickly.), but from what I remember seeing on the wiki (and from what I played, which was pretty far in following a party guide) offense >>> defense, so being able to take 200 points of damage doesn't help much if you can't kill things quickly... or at least it doesn't help as much as killing the critters before they can attack :P

Supposedly there's quite a number of ways to play (Though full priest is probably impossible.), so whatever works for you works. Level 7's pretty early though -- my 3xwhipper/1xpriest team's all level 11 and only has three distinct boss kills under their belt.

Whippers are pretty awesome, and I think they'll start kickin' serious tail once I get a decent proc on their whips, but they're not all that impressive in the early game. Especially compared to magicians and snipers, who just kinda' breeze through the first quarter-to-third of the game... and then hit a brick doomwall if they haven't been very freaking careful about how they built their character. Still have more trouble in the mid-late game than some other classes.

Proper spec'd boxer was, at least the last I played stick rangers much, an absolute and complete beast, though.

28538
Other Games / Re: Tribes 2
« on: September 30, 2010, 06:03:23 pm »
so i repeat does anyone on this thread have it actually running if so on what os?

I can meander around the tutorials in some variation or another of XP. Getting it run was as simple as installing, patching, and setting it to run. I haven't tried online yet, though, just the solo and LAN shortcut.

Hold down the jump button

While going downhill, at least to start. Trying to go uphill (without addin' some thrust, anyway) isn't going to get you goin' very quickly.

28539
Other Games / Re: Stick Ranger: Thunder Gloves Are For Chumps
« on: September 30, 2010, 05:57:28 pm »
If you're asking what I think you are, you get a number of MP per strike, based on how high your magic stat is. When your MP pool hits whatever the MP cost is on your weapon is, the weapon's magic effect triggers.

Even a magic score of 1 will eventually cause weapon effects to proc, but the higher your magic stat, the more often it triggers (i.e. less hits between activations.). There's no point to having a mag score higher than the MP cost of your eventual weapon, though, unless you're a class that has some other effect tied to your MAG stat.

Figuring out what weapon your characters will eventually use and matching your magic stat to what they require (if anything; some classes don't need the added proc to shine with certain weapons) is a pretty big part of stat point allocation.

28540
Other Games / Re: Stick Ranger: Thunder Gloves Are For Chumps
« on: September 30, 2010, 04:17:45 pm »
Haha, stick rangers is awesome, indeed.

For a party, there's a few guides somewhere on the thing's (bloody hard to navigate, last time I was there) wiki that gives optimal point spread and crap; gladiators and fighters are actually freakishly powerful when spec'd right (but basically crap if not), way, way more effective in 90% of the cases than the ranged choices... or at least the were; the last time I played was before those whippers showed up, so I'm hopping back in for a round.

Initial whipper assessment: Awesome.

Also, always include a priest in your party. Always, for that priest, get the uber-range stick and pump nothing but whatever stat it is that boosts the attack%; eventually you'll be increasing your overall party damage output more than any single class could possibly manage.

28541
Other Games / Re: Minecraft: Like Infiniminer but in Java and in Alpha
« on: September 30, 2010, 11:09:08 am »
Short answer: Torches and <Insert Marker Preference Here>. I prefer signs, some folks prefer torch or block patterns, etc.

Long answer: Read backwards for somewhere between 5 and 15 pages. There was a fairly lengthy discussion on spelunking within the past week or two, I think. It was either here or in the planehacked thread, maybe one of the LPs.

28542
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 30, 2010, 10:29:35 am »
The first couple of levels (read: half of it) are doable if you can reliably deal with priests and wizards while distracted by a great number of base orcs and the occasional troll and ogre. The latter half, though, can start throwing sorcerers (which can ignite temporary chain summons and spew demons in ridiculous amounts anyway, and blow you bits even without that), knights, which can render all those base orcs potentially dangerous, high priests, which are base priests on steroids with fire resistance and demon summoning, and warlords, which are just plain beasts. Those last ones are a bit rare, but the potentiality is there and dangerous.

Berserking, especially, is terribly risky in the mines, as the levels tend to be small and the likelihood of something dangerous coming upon you while slowed (or worse, unconscious) is quite high. The standard advice, though, is to do lair (but not its branches) first. (Bolded for emphasis.) This is one of the harder things to pick up, that the orc mines are (sometimes considerably) more dangerous than the lair is, despite the mines (usually, at least) appearing earlier in the dungeon.

Interestingly, your berserker's best bet is probably to just clear the main dungeon as far as it can, for now; both open spaces (Lair) and cramped ones (Mines) are poor situations for them, who generally want to be able to berserk against single or small groups in controlled situations (Read: corridors) rather than against great numbers (mines) or in poorly controllable situations (lair).

The counter to that statement is, if you've got a flaming weapon or are specializing in maces or spears, you'll probably do alright against hydras and the majority of the lair shouldn't be too much trouble for you (at least until you're hitting death yaks) so long as you go easy on the berserk. Berserk's a panic button and should generally be treated as such; any situation in which you have to use it is a sub-optimal one. It's a powerful, but incredibly dangerous, tool.

Re: DJ. The cloud does make most of the mines trivial, as you say. Exceptions being wargs, some uniques, and some of the nastier high HD stuff which the cloud is unreliable against.

28543
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 30, 2010, 08:56:13 am »
Well, the big thing to remember is that you don't have to explore a branch to its end, just 'cause you're in it. As a general rule, you'll want to explore the dungeon until you run into the lair, which you explore to the very end -- or until something vicious (uniques, death yak swarms, etc) shows up -- or something dangerous blocking your way further into the dungeon. Once you've cleared out the lair and possibly the orc mines (and maybe parts of elf if you've got decent MR and rF+C) and gotten as far into the main dungeon as you safely can, then -- and pretty much only then -- do you start testing the waters on the rune branches.

Even with cleaning out rune branches, you don't attempt the rune until you've explored pretty much everything else you can to the fullest extent you're able, at least until you're seriously familiar with crawl and what you're able to get away with. I'm certainly not, even with a win under the belt, and so everything possible gets cleared out before any attempts on rune vaults. They're pretty much specifically set up to wreck you if you attempt them as soon as you possibly could -- and so you don't, until you're better prepared.

Do not be afraid to run away and go do something else. Just because things are going well does not mean they will continue to go well. You will run into situations you cannot overcome with your current resources, at which point you either go away until you can or you die. The former choice, cowardice, is preferred :P

Getting used to when you go to certain depths and branches is definitely one of the mid-upper level techniques of Crawl playing, though. Certainly takes time to get a feel for it.

Re: Wand stash; branch ends are basically the entire reason that you're stocking those things. Next time, if you've got wands in your stash when you attempt to take a rune vault, go back, pick up the better ones and then use them. You could have dumped most of your scrolls (ID, enchant, fog, etc; the ones that wouldn't have specifically helped you survive.), some of your potions (Agility, berserk rage), and most of your food (Sprig wouldn't have needed more than two rations to clean out a rune vault and get back to the stash) to make room for them. Swapping the poly wand for a higher-tier damage wand (especially fire or lightning, in the pestilence case) would have been a good idea. Definitely should have kept the better rods, whatever they may have been, around. The main point of running a Nemelex artificer is to use those rods to pump evocations through the roof and get ridiculous effects from the cards your dungeon vacuuming is producing.

28544
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 30, 2010, 08:30:41 am »
Yeah... you were seriously not prepared to go taking on a rune vault. At all.

As a Nemelex worshiper, you should have had at least a couple of ornate (preferably legendary) summon decks and a five stacked ornate or better escape deck -- and/or two or more escape decks you could draw-three from in a pinch. You should have explored the entirety of lair before attempting the rune and probably got down to D:12-15 -- or deeper -- for more experience and loot.

Relying on non-castable levitation is generally a seriously bad idea; as you noticed, it will cut off at the worst time and kill you. You can't reapply the effect if you can't cast it; invokable items won't let you reapply mid-effect. Cutting off experience focus on conjuration and letting spellcasting go up would have let you cast most low-level spells with decent success and hunger rates; sprigs have poor aptitude for conjuration, but excellent apts for casting. Getting some casting ability is generally never a bad idea (Exception being high-end heavy armor, i.e. GDA.), and sprigs are pretty much perfect for utility dabbling, if they're not already a primary caster.

Turning off short blades would have been a good idea, probably right when you started the game. You were probably one round from being instakilled by the bone dragon wandering around in there. More HP (at least a hundred) via fighting and levels would have been a good idea. You also had basically nothing taking advantage of the whole evocations thing. You probably should have waited until you had a few decent rods, or at least a better windfall of offensive wands.

As a general statement, you were just seriously, seriously not prepared for what you tried to do. Actually succeeding and surviving would have been a small scale miracle. More HP, better defenses (At least rN++ and rPois for taking pestilence, regardless as to if you have clarity), more dakka, better escape options. Not having any blink scrolls for emergency escape should have been the first red flag among many that you shouldn't have been doing what you were doing. Pestilence is at the very least tied for the hardest swamp end, and you probably would have had trouble with the easiest one with your kit.

Sorry man, it was a sad end. You can do better, yeah. You will, at some point in the future /nod

28545
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 30, 2010, 07:58:06 am »
Depends on what resources you've got. One of my spriggans looted the place by leading 90% of its contents out of the inner core of the building, killing them in the general swamp area, then using blink (which won't land you in a miasma cloud) + teleport control to get past the clouds. Fireball around the corner killed the oklob, dispel undead and mystic blast took care of lingering enemies.

It was an absolute beast of a fight -- harder than when my winning SpEn took on vault:8 -- but it was doable. If you've got access to something that can destroy stone walls, you'll have an easier time, I think. No idea if LRD or Shatter (if by some miracle you can cast it at this point) would work on the vault's walls. Burning down some of the surrounding trees helped, too, though I don't remember why.

If you're some poor melee sucker, I guess throw rocks at things to lead them out and pray you have a decent holy weapon? The bone dragon's probably going to wreck the hell out of you. Once everything's dead, you can charge through the miasma clouds and get torn to shreds by the waiting oklob and whatever wouldn't let themselves be lured out. I'd probably suggest going and doing something else ::) You could burn a couple blink scrolls getting in and out, I guess.

Casters have an easier time, at least if they can outrun the vault's contents (Swiftness, haste, spriggan, centaur, blink + telecontrol) and have dispel undead and some high accuracy spell to deal with the wisps. You'll probably want decent rN, just in case the RNG decides to give you death drakes.

Looking back at the git branch maps, it's kind of a rip that there's one vault that's nothing but hydras and swamp drakes (a joke, at the point you make it to the bottom of the swamp), and then the pestilence and ice vaults, which can be harder to get through than V:8, Elf:7, and similar such nasties. These are not equivalent challenges :-\

Pages: 1 ... 1901 1902 [1903] 1904 1905 ... 1929