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Search: Posts Made By: wobbly
Forum: AAR Today, 02:12
Replies: 4
Views: 18
Posted By wobbly
Besides a quick look with a dwarf & half-troll...

Besides a quick look with a dwarf & half-troll warrior. The half-troll is at 2 dagger blows & the dwarf at 1.3. e.g. the half-troll is still preferencing the dagger though the gap is shrunk.
Forum: AAR Today, 02:04
Replies: 4
Views: 18
Posted By wobbly
The gist of it is I try something & see what it...

The gist of it is I try something & see what it does. I actually play standard rollers from time to time, I'm well aware of how frustrating they can be. What I want to know is whether what I see when...
Forum: AAR Today, 01:46
Replies: 4
Views: 18
Posted By wobbly
I almost go to an accident with a floating eye...

I almost go to an accident with a floating eye before reading ?deep descent without a ?recall yet. I'm going to walk out. Early balance isn't even close to good. I'm well under powered & having an...
Forum: AAR Today, 01:26
Replies: 4
Views: 18
Posted By wobbly
The adventures of Experiment the crash test dummy

Experiment the crash test dummy is using a modified blows table. It's hackish & ugly but good enough to see what happens. All numbers were changed through the adj_str & adj_dex values (e.g. the blows...
Forum: Vanilla Yesterday, 18:12
Replies: 2
Views: 78
Posted By wobbly
Smile You see what that blows table is designed for is...

You see what that blows table is designed for is not min. max. ed stats. With a wider spread of str and dex on warriors different weapons hit different sweet spots. At min/max you hit the daggers...
Forum: Vanilla Yesterday, 15:08
Replies: 2
Views: 78
Posted By wobbly
blow calculations in V

For a quick & dirty look at what I mean do this:

Start a bunch of standard roller half-troll warriors.
Inspect a bunch of weapons looking at the damage.
Adjust the numbers removing the partial...
Forum: Vanilla Yesterday, 13:56
Replies: 725
Views: 36,373
Posted By wobbly
Ok so currently it's kinda adjusted str * class /...

Ok so currently it's kinda adjusted str * class / weight across 12 bands of dex with moving a dex band shifting you up 1 str category. the numbers hold along a diagonal in the table. Close to anyway...
Forum: Development Yesterday, 12:47
Replies: 13
Views: 362
Posted By wobbly
I like or dislike shops depending on the variant....

I like or dislike shops depending on the variant. If it's got a world-map I'll usually enjoy shops for the thematics. If it's single dungeon I'm usually after a faster game.
Forum: Vanilla Yesterday, 11:20
Replies: 725
Views: 36,373
Posted By wobbly
It would certainly be more convenient for some...

It would certainly be more convenient for some stuff if every class is using the same blows calculation. If I want to re-calibrate to use weapon weights closer to something like Sil this is easy for...
Forum: ToME Yesterday, 08:53
Replies: 33
Views: 3,652
Posted By wobbly
Tome 3 doesn't exist. It was Darkgod's 1st...

Tome 3 doesn't exist. It was Darkgod's 1st attempt at the new engine. He ended up abandoning it and writing T4. The 1st versions of T4 are still middle earth, though that's stretching it. The last...
Forum: Development Yesterday, 08:49
Replies: 41
Views: 1,523
Posted By wobbly
Ok I'm going to put something up once: 4.1.3...

Ok I'm going to put something up once:

4.1.3 is up
I get the O-combat code to work

both of those are probably sometime between now & the end of the year. :)

Most of the O-code looks...
Forum: Vanilla July 19, 2018, 16:42
Replies: 725
Views: 36,373
Posted By wobbly
Regarding the blows, seems odd to redo them and...

Regarding the blows, seems odd to redo them and not fix the dagger issue. I mean if you aren't doing a major change and rebalance it doesn't matter but once you are you may as well fix some problems...
Forum: Vanilla July 19, 2018, 16:36
Replies: 725
Views: 36,373
Posted By wobbly
Well I don't know about the 50% business but for...

Well I don't know about the 50% business but for the rest you're obviously not looking far. Crawl has sword n board vs 2-handers, sil has it, PCB has 2-hander, sword n board & 2-weapon. PCB has the...
Forum: Vanilla July 17, 2018, 16:51
Replies: 25
Views: 950
Posted By wobbly
I'll look at notepad++ I've been compiling with...

I'll look at notepad++
I've been compiling with mingw. Seems to work for me
Forum: Development July 17, 2018, 13:57
Replies: 41
Views: 1,523
Posted By wobbly
Worked out how V calculates blows. Just need to...

Worked out how V calculates blows. Just need to know what "effective weight" means in O. Not that familiar with how blows are meant to work here.

Edit:I think effective just enforces minimum and...
Forum: Vanilla July 17, 2018, 11:16
Replies: 25
Views: 950
Posted By wobbly
Thanks will look round. Well I can change stuff...

Thanks will look round. Well I can change stuff and get it to compile so I can play here. You can enforce it to the early levels in generate.c just under where it picks the town. I might enforce a...
Forum: Vanilla July 17, 2018, 10:49
Replies: 25
Views: 950
Posted By wobbly
Anything you'd recomend? Free and for windows? ...

Anything you'd recomend? Free and for windows?

Got it to compile. There's a bit that needs to go in generate.h
Forum: Vanilla July 16, 2018, 22:30
Replies: 55
Views: 2,079
Posted By wobbly
A suggestion with the biggest dragons. I...

A suggestion with the biggest dragons. I understand why ancient dragons waste turns on junk spells but why do great drakes do the same? A great storm wyrm breathes 1 in 16? & wastes 3 in 16 on junk...
Forum: Development July 16, 2018, 20:40
Replies: 41
Views: 1,523
Posted By wobbly
So Sangs combat code seems to be Os with a bunch...

So Sangs combat code seems to be Os with a bunch of extra stuff. So I'll see if I can bring bits of stuff from that across even if I don't use it. It's got a bunch of stuff for bookless paladin at...
Forum: Development July 16, 2018, 17:23
Replies: 41
Views: 1,523
Posted By wobbly
I'll use Vs for now & just remove a few that...

I'll use Vs for now & just remove a few that don't fit.

I think I have a clearer idea what I'll do with the specialties. Nick swapped rogue & ranger hps. Instead I'll bring back athletics and you...
Forum: Vanilla July 15, 2018, 16:42
Replies: 25
Views: 950
Posted By wobbly
Ok it's this bit /* General amount of...

Ok it's this bit

/* General amount of rubble, traps and monsters */
k = MAX(MIN(c->depth / 3, 10), 2);


/* Pick a base number of monsters */
i = z_info->level_monster_min +...
Forum: Vanilla July 15, 2018, 15:20
Replies: 25
Views: 950
Posted By wobbly
y_size = z_info->dungeon_hgt * (size_percent - 20...

y_size = z_info->dungeon_hgt * (size_percent - 20 + p->depth / 4 + randint0(10)) / 100;
x_size = z_info->dungeon_wid * (size_percent - 20 + p->depth / 4 + randint0(10)) / 100;


Ok dived through...
Forum: Vanilla July 15, 2018, 12:56
Replies: 25
Views: 950
Posted By wobbly
Thanks will give that a whirl. Also starting to...

Thanks will give that a whirl. Also starting to think what I want might be more like:

y_size = z_info->dungeon_hgt * (size_percent - 20 + p->depth / 4 + randint0(10)) / 100;
x_size =...
Forum: Vanilla July 15, 2018, 03:03
Replies: 25
Views: 950
Posted By wobbly
I guess the issue is a 70% sized level is not...

I guess the issue is a 70% sized level is not much smaller but 10/7x the monster density is a fair amount. I haven't looked at monster placement yet to see how much of an issue there is. There's...
Forum: Vanilla July 13, 2018, 17:06
Replies: 25
Views: 950
Posted By wobbly
so if I change: /* Scale the level */ ...

so if I change:

/* Scale the level */
i = randint1(10) + p->depth / 24;
if (is_quest(p->depth)) size_percent = 100;
else if (i < 2) size_percent = 75;
else if (i < 3)...
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