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Search: Posts Made By: wobbly
Forum: Vanilla Yesterday, 16:51
Replies: 25
Views: 889
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 Yesterday, 13:57
Replies: 40
Views: 1,401
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 Yesterday, 11:16
Replies: 25
Views: 889
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 Yesterday, 10:49
Replies: 25
Views: 889
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: 52
Views: 1,824
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: 40
Views: 1,401
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: 40
Views: 1,401
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: 889
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: 889
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: 889
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: 889
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: 889
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)...
Forum: Development July 13, 2018, 15:02
Replies: 40
Views: 1,401
Posted By wobbly
After feedback on whether to keep any of the...

After feedback on whether to keep any of the following;


N:260:Woe
N:261:Aggravation
N:262:Weakness
N:263:Stupidity
N:302: DOOM
N:322:Curse Armor
N:323:Curse Weapon
Forum: Development July 13, 2018, 12:52
Replies: 40
Views: 1,401
Posted By wobbly
Ok worked it out. I'm using FAs monster list for...

Ok worked it out. I'm using FAs monster list for now. I've converted the format to V & stripped out the monster mana. I'll add them in to a V list 10 dlvls at a time & remove broken flags & spells....
Forum: Vanilla July 12, 2018, 21:05
Replies: 7
Views: 219
Posted By wobbly
You can do this more naturally if you make armour...

You can do this more naturally if you make armour weight count against stealth or matter more to mages. Then stuff like mithril being lighter is useful straight up through it's weight. How it is now...
Forum: Vanilla July 12, 2018, 17:01
Replies: 22
Views: 756
Posted By wobbly
The elemental/dragon are still in O. Plus...

The elemental/dragon are still in O. Plus whatever maps Nick added for FA. Sounds like the old ones are lost short of someone having a very old copy lying around
Forum: Sil July 12, 2018, 08:58
Replies: 1
Views: 106
Posted By wobbly
Shift-5 or Z? Look for wait in the commands, it's...

Shift-5 or Z? Look for wait in the commands, it's shift-wait
Forum: Sil July 11, 2018, 22:15
Replies: 2
Views: 131
Posted By wobbly
Do you mean tangle-thorn, mad-thorn &...

Do you mean tangle-thorn, mad-thorn & night-thorn? Pretty sure they are just names Half & Scatha used for things they couldn't find names for from the literature. The flavor text for tangle-thorn is...
Forum: Variants July 11, 2018, 17:27
Replies: 10
Views: 505
Posted By wobbly
Yeah you get to keep some toys but they seem to...

Yeah you get to keep some toys but they seem to have most of the problems metamorphed dragons usually have (losing damage in return for a harder slot layout). I'm of the opinion they were never...
Forum: Vanilla July 11, 2018, 15:57
Replies: 22
Views: 756
Posted By wobbly
Were they as bad as nethacks ghosts? There you...

Were they as bad as nethacks ghosts? There you had all the loot+whatever killed you. Fun at times but 0 concern for balance. Used to have to delete a bunch of bones files because a kobold polymorphed...
Forum: Vanilla July 10, 2018, 01:05
Replies: 25
Views: 889
Posted By wobbly
Ok, turns out half of this is simple? There's...

Ok, turns out half of this is simple? There's already a scaling factor based on depth in there. Of course it ends up generating too many stairs & you get all of the dogs on top of you at once, but...
Forum: Vanilla July 9, 2018, 16:27
Replies: 22
Views: 756
Posted By wobbly
Found the code for level feelings & it's actually...

Found the code for level feelings & it's actually worse then I thought, it's pretty much programed to specifically create this exact problem:

/* Apply a minimum feeling if there's an artifact on...
Forum: Development July 9, 2018, 10:37
Replies: 40
Views: 1,401
Posted By wobbly
From player attack.c: /* Power competes...

From player attack.c:

/* Power competes against armor */
return randint0(chance) >= (ac * 2 / 3);

I can't find ac used anywhere else, was this just a hack to scale all of the monsters at once...
Forum: Vanilla July 9, 2018, 09:32
Replies: 22
Views: 756
Posted By wobbly
There's also an argument for the reverse too. The...

There's also an argument for the reverse too. The trouble is there aren't a lot of options for making the last levels more dangerous other then shrinking space, uping monster density or uping the...
Forum: Variants July 9, 2018, 09:03
Replies: 78
Views: 4,426
Posted By wobbly
Autoget behaves funny with warning. If you hit a...

Autoget behaves funny with warning. If you hit a trap then press no it'll try and do the same thing till you select yes.
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