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Old June 10, 2012, 21:30   #51
Riff
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Well. Today I learn that Angband has sounds.

Something I didn't mention before was the fact that the borg still crashes the game during my simulations occasionally (usually a segmentation fault in one of the borg files). Which is why I always have it constantly log stuff so that I don't lose any data, and so that I can pick up where I left off.

Today after running the simulations for a while for generated uniques, I started hearing weird noises coming from my headphones. I thought I had something on YouTube left running. But no. They were coming from Angband.

Somehow the sounds got turned on.

I'm hoping this is just some weird bug in the borg code. From what I've observed, the borg's behaviour doesn't seem to deteriorate as time goes on. But in any case, with a week left to wrap this project up, I'm terribly short on time to figure this out for sure.

Here's 2 examples of high-scoring enemies I've found so far - they score almost as high as Atlas. The borg's got about 50:50 chance against them.

Code:
N:617:Estarim
T:xorn
C:V
I:120:700:20:194:10
W:50:1:0:0
B:SPIT:HALLU:11d4
B:STING:LOSE_STR:21d3
B:KICK:LOSE_CON:29d12
B:TOUCH:PARALYZE:7d14
F:UNIQUE | QUESTOR
F:DROP_2 | DROP_3 | DROP_4 | MULTIPLY
F:PASS_WALL | ATTR_FLICKER | OPEN_DOOR | UNAWARE
F:IM_ELEC | KILL_ITEM | KILL_WALL | NEVER_BLOW
F:REGENERATE | RAND_25 | DROP_60 | ANIMAL
F:DEMON | IM_FIRE | BASH_DOOR | POWERFUL
F:HURT_LIGHT | HURT_FIRE | IM_WATER | SMART
F:ATTR_MULTI | DROP_20 | RES_PLAS | NO_FEAR
F:ESCORT | DROP_GREAT | HURT_COLD | DRAGON
F:FRIEND | ONLY_ITEM | RAND_50 | FRIENDS
F:ORC
S:1_IN_8
S:ARROW_1 | ARROW_2 | ARROW_3 | ARROW_4
S:BA_ELEC | BA_FIRE | BA_NETH | BA_WATE
S:BOULDER | BO_COLD | BO_ELEC | BO_FIRE
S:BO_ICEE | BO_MANA | BO_PLAS | BO_POIS
S:BO_WATE | BRAIN_SMASH | BR_ACID | BR_CHAO
S:BR_DARK | BR_ELEC | BR_FIRE | BR_GRAV
S:BR_NETH | BR_TIME | CAUSE_1 | CAUSE_2
S:CAUSE_3 | HEAL | HOLD | MIND_BLAST
S:MISSILE | SCARE | SHRIEK | SLOW
S:S_AINU | S_HI_UNDEAD | S_HYDRA | S_MONSTER
S:S_SPIDER | S_UNDEAD | TELE_TO | TPORT
Code:
N:617:Ruth
T:orc
C:V
I:120:5900:20:248:10
W:50:1:0:0
B:HIT:EAT_ITEM:17d8
B:ENGULF:LOSE_ALL:12d3
B:SPIT:PARALYZE:32d4
B:TOUCH:EXP_80:1d8
F:UNIQUE | QUESTOR
F:IM_POIS | NO_SLEEP | RES_NEXUS | HAS_LIGHT
F:NO_STUN | CHAR_CLEAR | MULTIPLY | IM_ELEC
F:KILL_ITEM | KILL_WALL | NEVER_BLOW | ATTR_CLEAR
F:MOVE_BODY | STUPID | RAND_25 | DROP_60
F:INVISIBLE | TROLL | UNDEAD | GIANT
F:DEMON | ESCORTS | POWERFUL | HURT_LIGHT
F:HURT_FIRE | RES_DISE | EMPTY_MIND | ATTR_MULTI
F:NO_FEAR | HURT_COLD | TAKE_ITEM | ONLY_ITEM
F:FRIENDS
S:1_IN_16
S:ARROW_3 | BA_ACID | BA_COLD | BA_ELEC
S:BA_FIRE | BA_MANA | BA_NETH | BA_WATE
S:BLINK | BOULDER | BO_ACID | BO_COLD
S:BO_ELEC | BO_FIRE | BO_ICEE | BO_PLAS
S:BO_POIS | BO_WATE | BR_ACID | BR_COLD
S:BR_DISE | BR_INER | BR_LIGHT | BR_MANA
S:BR_NETH | BR_NEXU | BR_PLAS | BR_POIS
S:BR_SHAR | BR_TIME | CAUSE_4 | DARKNESS
S:HASTE | HOLD | MIND_BLAST | MISSILE
S:SLOW | S_AINU | S_ANIMAL | S_DEMON
S:S_HI_DEMON | S_HYDRA | S_MONSTER | S_SPIDER
S:S_UNIQUE | TELE_AWAY | TELE_TO | TPORT
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Old June 10, 2012, 23:30   #52
Derakon
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I believe that NEVER_BLOW means that the monster will never try to make melee attacks. You might consider removing NEVER_BLOW and NEVER_MOVE from the allowed flags for monsters, since only one unique monster currently has them (the unique Q).

The sounds will really slow your game down if you leave them on, since IIRC they pause the game while they play.

Good luck!
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Old June 22, 2012, 09:13   #53
myshkin
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Quote:
Originally Posted by Derakon View Post
(Also, there's a grammar bug in that monster memory -- "remains" should be "remain" since she's killed multiple ancestors. That of course is not your problem)
Good catch. Added to #1424. (Why did I take ownership of that ticket?)
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