Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old December 1, 2009, 20:17   #1
miyazaki
Adept
 
miyazaki's Avatar
 
Join Date: Jan 2009
Location: BC, Canada
Age: 44
Posts: 227
miyazaki is on a distinguished road
The "post a random question" thread.

A thread for all those little questions that are too small to require a whole discussion. Here's mine:

Do uniques have a finite number of mana points?
miyazaki is offline   Reply With Quote
Old December 1, 2009, 20:22   #2
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by miyazaki View Post
A thread for all those little questions that are too small to require a whole discussion. Here's mine:

Do uniques have a finite number of mana points?
Not in V. They do in O and S, and the games play very differently as a result. In V, all casting monsters have infinite mana, and this limits their AI considerably, as it quickly flips from retarded to unbeatable.
Magnate is offline   Reply With Quote
Old December 2, 2009, 02:16   #3
Hariolor
Swordsman
 
Join Date: Sep 2008
Posts: 289
Hariolor is on a distinguished road
If you fire several arrows almost perpendicularly down a hallway with two adjacent doors, and hit a monster standing just on the other side of them - does slowing down the base_delay to the point where you can see which door each of the arrows used thereby eliminate the phase interference that the arrows would otherwise experience.
Hariolor is offline   Reply With Quote
Old December 2, 2009, 05:04   #4
Rizwan
Swordsman
 
Join Date: Jun 2007
Posts: 292
Rizwan is on a distinguished road
Quote:
Originally Posted by Hariolor View Post
If you fire several arrows almost perpendicularly down a hallway with two adjacent doors, and hit a monster standing just on the other side of them - does slowing down the base_delay to the point where you can see which door each of the arrows used thereby eliminate the phase interference that the arrows would otherwise experience.
I have never really figured out what base delay does?
Rizwan is offline   Reply With Quote
Old December 2, 2009, 06:08   #5
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 9,024
Derakon is on a distinguished road
Quote:
Originally Posted by Rizwan View Post
I have never really figured out what base delay does?
It specifies the amount of time to wait in-between frames of animation for various effects. Set it to 25ms and then shoot a stinking cloud at something and you should get the idea pretty quickly.

It's a shame the default setting is basically no delay; I have friends who have played the game for years without ever realizing that the game has any animations at all, and they can be quite useful for tracking where incoming spells originated and what the radius on your nifty new ball attack ability is.
Derakon is offline   Reply With Quote
Old December 2, 2009, 16:06   #6
Philip
Knight
 
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 909
Philip is on a distinguished road
Quote:
Originally Posted by Magnate View Post
Not in V. They do in O and S, and the games play very differently as a result. In V, all casting monsters have infinite mana, and this limits their AI considerably, as it quickly flips from retarded to unbeatable.
Yes, and they should. I am tired of meeting Wormy, or any other teleporting and healing monster with full life once again. It would also prevent stuff like: How did that illusionist cast 8 confusion spell, 7 blinding spells, teleport 5 times and pump lots of other attack into me spells without running out of mana? He did it again!
Philip is offline   Reply With Quote
Old December 2, 2009, 16:15   #7
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by Philip View Post
Yes, and they should. I am tired of meeting Wormy, or any other teleporting and healing monster with full life once again. It would also prevent stuff like: How did that illusionist cast 8 confusion spell, 7 blinding spells, teleport 5 times and pump lots of other attack into me spells without running out of mana? He did it again!
Patches are always welcome.
Magnate is offline   Reply With Quote
Old December 2, 2009, 17:15   #8
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,712
PowerDiver is on a distinguished road
Quote:
Originally Posted by Philip View Post
Yes, and they should. I am tired of meeting Wormy, or any other teleporting and healing monster with full life once again. It would also prevent stuff like: How did that illusionist cast 8 confusion spell, 7 blinding spells, teleport 5 times and pump lots of other attack into me spells without running out of mana? He did it again!
The variants with mana limits give the monsters a lot of mana. You will find them more annoying after the change than they are now if the AI takes advantage.
PowerDiver is offline   Reply With Quote
Old December 2, 2009, 17:47   #9
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by PowerDiver View Post
The variants with mana limits give the monsters a lot of mana. You will find them more annoying after the change than they are now if the AI takes advantage.
Personally I prefer the variants with monster mana, because the game is more interesting. Yes, the casters are annoying, just as they are now in V, but you can (if you want) deliberately use mana-draining attacks to incapacitate them. Lots more possibilities.
Magnate is offline   Reply With Quote
Old December 2, 2009, 17:55   #10
fizzix
Prophet
 
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,020
fizzix is on a distinguished road
Quote:
Originally Posted by Hariolor View Post
If you fire several arrows almost perpendicularly down a hallway with two adjacent doors, and hit a monster standing just on the other side of them - does slowing down the base_delay to the point where you can see which door each of the arrows used thereby eliminate the phase interference that the arrows would otherwise experience.
depends. Which hemisphere are we in? Gotta account for the Coreolis effect.
fizzix is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Quickband: A post about Bunglost and general "what to do next advice" Nemesis Variants 10 August 9, 2009 16:52
"repeat" Command just little bit "smarter" ClaytonAguiar Vanilla 8 June 17, 2009 15:01
Question about "special" feelings Neuro Vanilla 9 June 23, 2008 22:37
Question about "flvr" pref files. Zero Vanilla 1 January 14, 2008 19:13
Roguelike idea from "Lost Magic" DS game - Mr. @ teaches typing! ekolis Idle chatter 10 October 19, 2007 03:25


All times are GMT +1. The time now is 12:15.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.