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Search: Posts Made By: CunningGabe
Forum: v4 April 15, 2012, 14:03
Replies: 2
Views: 1,836
Posted By CunningGabe
Is it too heavy for you to wield? I seem to...

Is it too heavy for you to wield? I seem to recall something similar happening to me with a reeeeeally heavy weapon.
Forum: v4 April 10, 2012, 14:52
Replies: 79
Views: 19,914
Posted By CunningGabe
Technically, that doesn't quite work as grinder...

Technically, that doesn't quite work as grinder intends (and as takkaria points out, the command is now 'W'). 'W'alking onto a trap does let you move there without trying to disarm it, but with the...
Forum: v4 April 4, 2012, 20:56
Replies: 27
Views: 4,932
Posted By CunningGabe
You are 1/3 right :) Searching and Disarming both...

You are 1/3 right :) Searching and Disarming both increase as you level in V; approximately 1% per level (but this varies based on race and class). Perception -- which controls search frequency in V...
Forum: Idle chatter April 4, 2012, 18:18
Replies: 7
Views: 2,316
Posted By CunningGabe
Now that I've garnered a few answers, I'll let on...

Now that I've garnered a few answers, I'll let on to my other motive for asking. One of the projects on my todo list is to write up more information about the edit files -- for example, what the...
Forum: v4 April 4, 2012, 00:11
Replies: 27
Views: 4,932
Posted By CunningGabe
I don't see why there can't be middle ground. You...

I don't see why there can't be middle ground. You could imagine that having a high enough charisma means that every round, you have a 20% chance of stunning a monster you are facing in melee,...
Forum: v4 April 3, 2012, 23:07
Replies: 27
Views: 4,932
Posted By CunningGabe
One idea I've had is that in addition to high...

One idea I've had is that in addition to high charisma inducing monster fear, it might also induce other status effects. A monster might be stunned for one round, intimidated by you. Or it could even...
Forum: v4 April 2, 2012, 21:28
Replies: 32
Views: 7,087
Posted By CunningGabe
Really? I often fight just inside a room,...

Really? I often fight just inside a room, particularly when trying to draw a pack of hounds or other monster groups where you want to break line of sight.

On the flipside, if a room had a negative...
Forum: Idle chatter March 31, 2012, 19:37
Replies: 7
Views: 2,316
Posted By CunningGabe
Changing the edit files

Here's an idle question: do you ever change or add to the edit files for any variant when you play? If so, how much do you change and why? If not, why not?
Forum: v4 March 31, 2012, 01:31
Replies: 79
Views: 19,914
Posted By CunningGabe
There is passive detection, but some traps are...

There is passive detection, but some traps are harder to spot than others. The really dangerous ones (like summoning and teleport) aren't hidden at all. Traps that are not very dangerous are better...
Forum: v4 March 30, 2012, 14:01
Replies: 29
Views: 5,653
Posted By CunningGabe
The short answer is: probably (eventually!)

The short answer is: probably (eventually!)
Forum: v4 March 30, 2012, 00:33
Replies: 3
Views: 2,250
Posted By CunningGabe
Looking more closely at the randart log, it seems...

Looking more closely at the randart log, it seems the problem was that every Phial generated had a pval of +4 instead of the real Phial's usual +2. As a result, the power from the light radius and no...
Forum: v4 March 29, 2012, 15:43
Replies: 3
Views: 2,250
Posted By CunningGabe
Randart Phial troubles

I just finished a randart game of v4 this morning, and decided to look through the randart log a bit. The first thing I noticed was that there had been some difficulty generating a randart Phial....
Forum: v4 March 29, 2012, 03:00
Replies: 79
Views: 19,914
Posted By CunningGabe
The mana cost could change, though I understand...

The mana cost could change, though I understand that that won't make it much more exciting. Is there some other way to give the spell an interesting boost now that trap detection is gone?
Forum: v4 March 28, 2012, 21:35
Replies: 79
Views: 19,914
Posted By CunningGabe
The spells have changed to not find traps. The...

The spells have changed to not find traps. The scrolls are now the only foolproof way of finding traps, but the really dangerous ones are always visible. I'll update the descriptions -- sorry for the...
Forum: v4 March 28, 2012, 21:31
Replies: 20
Views: 5,106
Posted By CunningGabe
I think the main problem isn't this, exactly, but...

I think the main problem isn't this, exactly, but that there is a tedious workaround and that in the current implementation, reading a scroll of curse weapon is really bad. If the scroll of curse...
Forum: v4 March 28, 2012, 19:01
Replies: 20
Views: 5,106
Posted By CunningGabe
Rather than having cursed scrolls or having wands...

Rather than having cursed scrolls or having wands etc randomly backfire, I'd just like to see some item egos for non-equipment. Some of them could be bad (like the ones Derakon mentions above), but...
Forum: Development March 27, 2012, 19:37
Replies: 4
Views: 2,074
Posted By CunningGabe
I think everything else should be okay other than...

I think everything else should be okay other than that one line. In each case, before we call mon_inc_timed, we already check whether the timer increment is nonzero. The only problem with stunning is...
Forum: v4 March 27, 2012, 16:45
Replies: 32
Views: 7,087
Posted By CunningGabe
Love the new room types

I just wanted to say that one of the things I really like about v4 is the new variety of rooms. Nomad did some great work adding these, and I feel they really spice up dungeon exploration.

Along...
Forum: Development March 27, 2012, 16:18
Replies: 4
Views: 2,074
Posted By CunningGabe
Thanks -- this was just fixed recently in...

Thanks -- this was just fixed recently in 3.4-dev.

Magnate: maybe we should port this change to 3.3.2 and update it for the competition?

In the meanwhile, avoid impact hounds >_>
Forum: v4 March 27, 2012, 00:01
Replies: 7
Views: 2,541
Posted By CunningGabe
I'm not sure why, but I am unable to reproduce...

I'm not sure why, but I am unable to reproduce your bug with that revision. Could you try revision 0071e72 or later and see if you still have the same issues?
Forum: Development March 26, 2012, 23:51
Replies: 58
Views: 16,185
Posted By CunningGabe
I think this is spot on. For most pairs of...

I think this is spot on. For most pairs of variants (including V), the best way to bring good stuff from one to the other is probably to look at the ideas and the broad code structure, and then write...
Forum: v4 March 26, 2012, 18:25
Replies: 10
Views: 3,696
Posted By CunningGabe
I think the way to do this is to add a new object...

I think the way to do this is to add a new object description mode in obj-info.c and to add a debug 'I' command that uses this mode. I might take a crack at that soon. We could then easily add other...
Forum: v4 March 26, 2012, 16:35
Replies: 15
Views: 4,741
Posted By CunningGabe
And thank you for the detective work!

And thank you for the detective work!
Forum: v4 March 26, 2012, 14:08
Replies: 15
Views: 4,741
Posted By CunningGabe
Okay, _now_ I think I see the problem. In cave.c...

Okay, _now_ I think I see the problem. In cave.c line 3625, I should be using tr_max instead of trap_max. The former is the max number of traps on a level, and the latter is the max number of trap...
Forum: v4 March 25, 2012, 21:34
Replies: 79
Views: 19,914
Posted By CunningGabe
Here is a brief summary of the changes made since...

Here is a brief summary of the changes made since the initial trap overhaul:

- All repeatable trap detection is gone. The mage and priest spells now just detect stairs and doors; the rods of trap...
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