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Old January 31, 2011, 02:30   #111
d_m
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Quote:
Originally Posted by merenbach View Post
You hit the nail on the head. I (perhaps) went overboard and copied the install-sh file into all of the lib subdirectories (as well as into lib itself) and recompiled, then ran make install. Successful installation and the program opens from Terminal.

Thank you so much for your help, d_m! I really appreciate it.

Cheers,
Andrew

P.S.: As an aside, I realize that I should perhaps have posted into the developer/compiling forum. Sorry about that...
Glad you got it working!

Hopefully I can figure out how to fix this on OSX so that one doesn't have to do this manual copying.
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Old February 5, 2011, 17:25   #112
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Mac rev aff3f99f7a (30 Jan)

* 'restore' still applicable to unknown objects (so basically highlights Dogs and Mice early in game)

* Dog is still unidentifiable once known - need to sell it before the stats are visible

* Still no 'ignore xxxx which are cursed' option (to date have seen cursed rings and amulets or searching and a cursed ring of strength)

* Autosquelched stuff still reappears upon save and reopen

*****

* Stair rooms seem incredibly 'busy', especially over the first 500': full of beasts and items. Not sure I like it... it brings out the scummer in me.

* Boots of Speed +8 at 400' and Rod of Restoration at 750', both on floor. Am I just very lucky, or have there been changes to the generation of nice stuff?

* Not sure about the labyrinth levels. They remind me of Pacman.

* Waterhounds damaging inventory weapons/armour... nice touch!
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Old February 6, 2011, 11:51   #113
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Quote:
Originally Posted by scud View Post
* Dog is still unidentifiable once known - need to sell it before the stats are visible
Can anyone else reproduce this? I can't, so I think it only happens under specific circumstances which have not yet been correctly identified/recorded.

(I didn't comment on the rest, because they're all known and logged.)
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Old February 7, 2011, 00:02   #114
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Quote:
Originally Posted by scud View Post
* Dog is still unidentifiable once known - need to sell it before the stats are visible
I think the problem is that it has EASY_KNOW in object.txt. That causes some routine to report "known" status before the plusses are learned. Then the identify hook says no need to identify it.

You should be able to see the plusses if you wield it and hit something.

I haven't properly debugged any of this, because my current codebase is too different to be sure, but it seems likely to me to be the issue.
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Old February 7, 2011, 16:30   #115
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Originally Posted by PowerDiver View Post
You should be able to see the plusses if you wield it and hit something.
*unsquelches, finds, wears, smacks something*

You are correct, sir.

***

Sell The Glaive of Pain (9d6) (0,+30)?
Price: 7039

Sell The Beaked Axe of Theoden (2d6) (+8,+10) <+3>?
Price: 10272

Sell a Sling of Buckland (x4) (+10,+7) <+3, +2, +2>?
Price: 30000


Shop price once sold: 142770.

I don't use anything other than bows because of the ammo weight but I'm sure it's a great sling with a lovely, um, slingy action, but... 142k?
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Old February 7, 2011, 17:09   #116
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You can fire at triple speed with that thing. +2 shots lays the hurt down fast. Is it better than the Glaive of Pain? Possibly. Is it better than Theoden? Definitely. I find the fact that the GoP is the cheapest of those to be the outlier, personally. Though I guess it's less overpowered now that branding rings are out.
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Old February 7, 2011, 17:56   #117
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Yeah, the one time I found sling of buckland +2 I used it the entire game. Being a warrior it was used rarely but still awesome.
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Old February 7, 2011, 18:13   #118
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I'm Theodening for the ESP and whip out the Glaive for the occasional serious paddlin'.

My shooter is The Short Bow of Amras (x3) (+12,+15) <+1 speed>, which is +1 WIS/DEX and provides three basic resistances. Can't actually remember what the pluses on the sling refer to, but it was only +7 damage.

The shop price of Amras is...

*sells*

52098

*force quits*

Surely the Buckland can't be nearly three times as valuable?

But, as I said, my main problem with slings is the weight in my quiver. I usually run with well over 100 items of ammunition and (until you've got speed to burn) all those pebbles and shots would be a major burden. I believe the jangling attracts monsters, too...
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Old February 7, 2011, 18:29   #119
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Quote:
Originally Posted by scud View Post
But, as I said, my main problem with slings is the weight in my quiver. I usually run with well over 100 items of ammunition and (until you've got speed to burn) all those pebbles and shots would be a major burden. I believe the jangling attracts monsters, too...
In my current game (high elf ranger) I found a Sling of Power early on, and haven't seen any ego bows since then, and just found a Sling of Extra Shots (+1). I haven't found the ammo weight to be a serious issue and I'm carrying 80-100 bullets at most times.

Obviously when I find a good bow I will switch for my extra shot (i'm currently level 28) but right now it's working OK.

EDIT: I should say that i consider a sling of buckland to be way better than Amras if you intend to actually shoot things with it. As far as the speed, resists, and whatnot Amras is better, although +3 DEX is nice.
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Old February 7, 2011, 18:50   #120
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In my opinion Amrod and Amras are mostly for people who want extra abilities from their shooter slots but don't rely on shooters for damage. The Buckland sling will overpower them by a massive extent, even with only +7 to damage. Compare:

Amras: x3 multiplier, +15 to damage, +1 shot
Buckland: x4 multiplier, +7 to damage, +2 shots

Given a 1d4 Arrow (+10 to damage) and a 1d3 Iron Shot (+10 to damage):

Amras: 2.5 (dice damage) + 10 + 15 (damage bonuses) * 3 = 82.5 damage/shot
Buckland: 2 (dice damage) + 10 + 7 (damage bonuses) * 4 = 76 damage/shot

So Buckland does slightly less damage with this ammo, per shot. Over time, though, you multiply Buckland's damage output by 3 and Amras's by only 2, for the extra shots, which means that Amras is doing 165 damage/round, while Buckland has 228.

Sling ammo is also sturdier than arrows -- it breaks less often when used and is harder to destroy with elemental attacks. That seems a fair trade to me for the extra weight; you don't need to carry as much to ensure that you have adequate ammo for a given task.
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