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Messages - Frumple

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28591
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 11, 2010, 10:23:25 pm »
Um, the saves folder? I just gave a shot of copying the <name>.cs file, kamikazing the character on a goblin, then moving the backup file back in place. Seemed to work...?

Huh. Doesn't seem to work for non-dev builds or something? Was using whatever windows binary was the first to implement the tourney sprint offline, but the official stone-soup 7.0.0 didn't work that way. Try wizard mode, I guess. Shift+& in the windows build; along with a number of commands, it apparently prompts for death. I normally just point a memory editor at crawl when I feel like cheating, heh. The major stats (and inventory slots :P) are pretty easy to isolate.

28592
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 11, 2010, 04:59:54 pm »
Really sucks if you run into Mara while knowing abjuration, though. Learned that in sprint. Having a clone of yourself that buggers around wrecking your summon horde constantly is a pain inna' tail. Though, as with pretty much everything else, continuing to spam haunt at the problem eventually solves it, hohoho.

Really, though, the issue is mana cost; having to bleed off another three points for damage control instead of sinking it into something more useful can cause death. You can generally get by without the dangerous hostile-producing summons, unless book access has been seriously poor for you that round. Demonic Horde and the scorps (once you're summoning 3+ regularly) generally deal with their own hostiles and ugly things seem to have a pretty low hostile-proc.

Are the summon demon spells really worth it for a primary summoner? I'd like to say 'probably', as there's some seriously nasty 3s and 1s out there, but there's also some bloody close to worthless ones, so it's a bit more of a crap shoot than, say, summon ugly thing or haunt.

28593
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 11, 2010, 01:43:31 pm »
Summons aren't always friendly either. And chaos knights of makhleb tend to develop a good invocations level thanks to minor destruction, so they have a very good chance of having the demon they summon be friendly.
Scorpions, Demonic Horde, the summon demon spells... ugly things. Everything else is either always friendly or can be made so (Elementals). Hostiles can usually be dealt with just by summoning more of the critters. I haven't messed around with the summon demon spells, though. Having a hostile Executioner pop up beside you is a good formula for one-round death.

28594
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 11, 2010, 10:16:18 am »
It's kinda' funny -- every time I've unwielded one of those thing so far, either nothing happened or I got the lower-tier damage miscast. Of course, I never intentionally wield 'em, which might help. And, uh, I've probably unwielded less than five. Heh.

Oh... and of interest to distortion weapons:
Quote from: crawl git changes
Don't prompt for unwielding with Warp Weapon
AHAHAHAHAHAHA.

28595
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 10, 2010, 06:48:06 pm »
It's not autoexplore. I autoexplore all the time and rarely have food problems. It's probably just that you guys are resting too much. You don't need to rest after every fight, especially on the early dungeon levels. If you're hurt when you find something dangerous, pillar dance back to full health. More often than not, you'll be fully healed by the time you find another enemy anyways.

I'd imagine this is probably the biggest thing. I, personally, do not, ever, move at less than full health. Every single time I've done so, without fail, something has came around the corner and one-shot me. Every. Single. Time. Zero variance. Always.

The only thing even approaching an exception is access to regen, or being spriggan/centaur/having speed boots. Pillar dancing's never worked for me with a normal-speed character against normal-speed monsters. Anything that's slow and sans-ranged option is rarely an actual threat... and half the time, the real threat comes from something quicker wandering in while your dancing it to death ::)

28596
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 10, 2010, 01:11:29 pm »
Direct link to the temple's map files, via git ;D

The source files fer non-random stuff can be pretty useful, heh.

28597
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 10, 2010, 11:07:45 am »
Please don't say that until you've played all the (good hundred and change, aiee) other ones... :-\

Crawl's definitely one of the best. The best, though? No, no, I really wouldn't say so.

Mind you, I wouldn't say there is a best one, as taste comes in to it pretty heavily. I prefer Incursion or Gearhead to Crawl, ferex, and there's a number of RLs that one-up crawl in various areas.

Crawl is one of the cleanest, though, in terms of presentation et al. I'll give it that, and there's plenty of neat ideas strewn all through it. That first part, especially, appeals to a lot of people.

Re: Funky temple, yeah, that's a corrupted temple. Supposedly, the other altars will be generated within a certain number of dungeon levels of the temple, just laying around on the level. Neat lil'thing, but terribly annoying (especially when the temple itself is on its bottom level) for combos that really need a god to survive the depths.

28598
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 09, 2010, 09:29:42 pm »
Or a bloody spriggan ::)

Honestly though, that gourmand amulet (or carnivore mutation!) is indeed a major, major thing. Outside of the SpEn I won with (which isn't an accomplishment, honestly. That combo's bloody broken.), the only casting critter's I've gotten anywhere with is those that found that bloody amulet -- or were vampires or some crap. Crawl's food clock is way, way more brutal than pretty much every other RL in existence (Barring the 7drls I've never gotten around to playing). That it ties into absolutely every action you make just makes the problem worse.

'Course, I'm all for abolishing food clocks in general, for dungeon crawls of the roguelike sort. What kind of idiot walks into a dungeon -- notorious for killing people! -- with a single ration (Quiver/wand/potion of healing/etc/etc/etc)?

Anyway, my funny of the day is this
Quote
Dungeon Crawl Stone Soup version 0.8.0-a0-985-g876b6af character file.

679 Jack the Frost Mage (level 7, 0/33 HPs)
             Began as a Deep Elf Ice Elementalist on Sept 9, 2010.
             Was a Believer of Vehumet.
             Slain by a chaos spawn (33 damage)
             ... in the Dungeon (Sprint III: "The Ten Rune Challenge").
             The game lasted 00:05:25 (1473 turns).

Oddly precise for a chaos spawn :P

28599
I'd atleast want to look into it, just to see if I could wrap my head around it, but I can't seem to find any informational websites to give instructions on how it's done. I hope all the fan translators weren't self-taught.

Some was crosstrainin', that is, they got some semi-applicable skills from elsewhere... but from what I understand (which is admitably little, as I'm just a consumer of the translated goodies), yeah, most fan translators are largely self taught, at least insofar as the coding work goes. That as much has been done, by as many people, is something of a small scale miracle.

Hopefully you know about romhacking.net. There's a fair amount of various documentation there, and the forums are a pretty good place to, at least, start out the process, iffin' yer well and truly interested in pulling off a hack. Plus a great deal -- bloody close to all, honestly -- translations that're around for consoles an'console related stuff (and a bit o'PC, but it's mostly older stuff) can be found there. I RSS the place and wait for goodness to stream its way into my feeder :)

Oh... and enjoyed the LP. I've tried a number of the fire emblem games (pretty much all of 'em that've managed to show up in not-moonspeak), but rarely gotten very far into them before going on to other things. Whichever GBA one has the infinite tower of grind (The non-nomad one) is the only one I've really gotten very far into... and one of the NES ones, which I forget the name (and contents :P) of.

28600
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 08, 2010, 08:55:05 pm »
Rassafrassin' lightning bolts... probably should have stopped after clearing Dis and ditched. Furtherest I've ever managed on th'third sprint map, bloody thing. But yeah. Cleared out probably better than half the map, including two hell branches (well, mostly. Tartarus still had a few things in the rune room...), basically by spamming haunt at everything. Once that gets up to a decent success rate, the fight's won against anything that doesn't use beam or smite attacks. Was kinda' annoying getting horrible things before haunt, though.

Still, MuSu having success on a sprint map. Mummy anything getting more than a few steps in. I count that as fairly impressive :P

Spoiler (click to show/hide)

28601
Play With Your Buddies / Re: Let's play Triangle Wizard! Before round one!
« on: September 08, 2010, 08:43:17 am »
Chim Chiminy, Infernal Disciple, Nymph. Barring ID, anything with a decent summon spell that's not marshal. If nymph's no good, go with angel. Or maybe fey.

Nymphs are hardcore, though. They're slow, but they regen all spells, not just the ones you've managed to nab up regen powerups for. Makes 'em rock at generalizing, from what I've seen, and they can hammer out high level spells right at the start without much concern.

Angels are just badass. They fly and move quick, which gives some major advantages, and unlike fey, can actually take maybe one or two hits :P

Fey are fast, and fly as well, but their real trick is basically adding 15% damage to most spells -- they ignore 15% of the resistance of whatever they hit. Makes specialization really easy, since you don't really need to diversify damage types. And the speed, again, is huge. Unfortunately, they have the HP of a flea. Getting hit can wreck them quick.

I found this on the classes.

28602
Other Games / Re: Subvein. Hopefuly we can all get the same clan tag
« on: September 07, 2010, 08:23:42 pm »
This game reminds me of one I played way back like 10+ years ago. I can't remember what that one was called... Was also a 2d shooter with persistant levels.

If it's multiplayer, it may have been Infantry, though there's a few others around that time period with a similar style. Sony's currently hosting Inf free, though the playerbase was basically tanked the last time I checked it out. Still say Inf's one of the best top-down 2D engines I've ever seen -- stuff like Combined Arms, the RTS conversions, some other stuff, just really showed an impressive amount of innovation, for its sort of game. Damn shame there's proprietary server code wrapped up in the client, or it'd probably be fully player run by now.

28603
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 06, 2010, 10:25:14 pm »
Yeah... mummies pretty much universally suck. Deep Dwarves make better necromancers (Pain doesn't damage them, making the early game a breeze and vampiric draining fixes a lot of their healing issues) and the poor mummy buggers just plain suck as melee combatants. They get no automatic stat gains, their aptitudes are almost entirely -2 (only slightly more than half the absolute lowest they can get.), and they can't use potions, which are the most reliable early-game panic button. The only real early-game advantage they can get is hungerless sif channeling, i.e. massively increased mana regen rate (at the cost of turns), and that's only actually useful (surprisingly) in a very few, very specific situations. Which is a sad, sad thing, 'cause I freaking hate crawl's food clock.

If you like minotaurs, try a straight fighter using maces or swords, then 'downgrade' to leather armor or robes (or simple ring mail, which has pretty low EV penalty) asap; high-ish EV and a shield drastically increases survival. Minotaur's biggest problem is universally low magic aptitudes -- by the end-game, having a certain few spells reliable castable basically increases your chance of winning exponentially. Draconians seem to do alright too, as do high elf and merfolk crusaders -- the starting enchantment-themed book drastically improves survival rate.

I'd probably say give a troll hunter a go, after giving it several attempts at sprint runs. They start with throwable large rocks, which hit like g'damn freight trains (I've seen them one-shot Sigmund! Well, may have been Igjyb, but still... definitely two-shot siggy.) and have a low squelch rate, and the troll can still just tear things to hell with their claws if things get dicey. You basically claw everything except uniques to death, throw rocks at the uniques, and if you run out of rocks you can throw nets which can basically paralyze critters for a few turns. I've just rolled one up to double-check the non-sprint stuff, and I've breezed through the first four dungeon levels without even slowing down, despite running into Igjyb and both a wizard and priest orc pack.TrHu is, honestly, probably easier than the berserker version.

Or spriggan enchanters, which is basically the single most imba combo in the game right now. Stab a few things in their sleep to hit level 2, then learn hibernation and stab everything else in their sleep, regardless as to if you found them that way. Then hit level three, get confusion, and be basically set until, uh... until. Yeah.

Well, the list goes on. Check this out for a list of some easy-as-pie ('least so far as crawl's murder-themed RNG goes.) combos.

EDIT: TrHu just found a robe of the archmagi on D:5. That's the first time I've even seen on of those outside the sprint maps. I mean... it doesn't do much for 'im, but still. That's a pretty harsh thing for the RNG to do to a basically magic-dead race. Dies to grinder a bit later, though. Freak of nature had a lightning wand. Lightning wand + freaking paralyze = dead TrHu.

28604
Other Games / Re: OE-Cake Physics Simulator
« on: September 06, 2010, 09:42:27 am »
Reminds me of the falling sand stuff. Also bends my computer over its knee, which is sad :(

Neat lil'toy, though. I like the fire, heh.

28605
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 06, 2010, 08:54:21 am »
Yeah, for early-game meatshields, scorpions usually do better, since you can summon 4+ at a time. The potential hostile is an issue, but that just means use spammals in corridors and scorps elsewhere. Until spammals maxes out on power, though, Imps still tend to give more hang-up, from what I've seen. Even two rats have a fair chance of dying faster than a single Imp does, to say nothing of the tougher ones. When you're mostly outputting quokkas and grey rats, though, spammals wins out for delay (Well, butterflies still tops it, but that's not a starting book thing.

A lot of it seems to be matching to the target, though. Imps always seem to do a better job vs higher EV/AC critters, while spammals do better vs slower/less defensive stuff. Mixing them up works wonders too, heh. When my MuSus get going, they tend to have a core 3/3 pack of (min hounds) canines and ice beasts, then 10-15 or more mixed scorps/imps/mammals. With free channel to support the mana cost and reinforcements, it just wrecks everything.

Re: Haunt, though, that's my secondary reason for going Mummy. No sickness if you're undead. Add in hungerless sif channeling, and you're getting a casting every 2-3 turns, after your initial 3-5 burst (which you promptly tell to 'wait here' and laugh as they wander around and murder half the level.). Lichform can manage it too, but it's a beast to get transfigurations and summoning to the point you can cast both.

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