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 December 1, 2009, 20:17 #1 miyazaki Adept     Join Date: Jan 2009 Location: BC, Canada Age: 44 Posts: 227 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?
December 1, 2009, 20:22   #2
Magnate
Angband Devteam member

Join Date: May 2007
Location: London, UK
Posts: 5,057
Quote:
 Originally Posted by miyazaki 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.

 December 2, 2009, 02:16 #3 Hariolor Swordsman   Join Date: Sep 2008 Posts: 289 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.
December 2, 2009, 05:04   #4
Rizwan
Swordsman

Join Date: Jun 2007
Posts: 292
Quote:
 Originally Posted by Hariolor 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?

December 2, 2009, 06:08   #5
Derakon
Prophet

Join Date: Dec 2009
Posts: 9,024
Quote:
 Originally Posted by Rizwan 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.

December 2, 2009, 16:06   #6
Philip
Knight

Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 909
Quote:
 Originally Posted by Magnate 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!

December 2, 2009, 16:15   #7
Magnate
Angband Devteam member

Join Date: May 2007
Location: London, UK
Posts: 5,057
Quote:
 Originally Posted by Philip 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.

December 2, 2009, 17:15   #8
PowerDiver
Prophet

Join Date: Mar 2008
Posts: 2,712
Quote:
 Originally Posted by Philip 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.

December 2, 2009, 17:47   #9
Magnate
Angband Devteam member

Join Date: May 2007
Location: London, UK
Posts: 5,057
Quote:
 Originally Posted by PowerDiver 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.

December 2, 2009, 17:55   #10
fizzix
Prophet

Join Date: Aug 2009
Posts: 3,020
Quote:
 Originally Posted by Hariolor 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.

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