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Old October 6, 2013, 00:14   #111
Derakon
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If all players care about is accessing other towns, you could drop the ambush rate to 0 on roads (assuming it isn't already at 0).
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Old October 6, 2013, 02:33   #112
HugoTheGreat2011
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New ideas:
I'd recommend generation of outside guardians protecting the entrance to high-level dungeons. IIRC, Z+Angband (maybe the original ZAngband 2.7.4/pre-2.7.5) had groups of monsters protecting high-level dungeon entrances!!

For Mount Olympus, perhaps, change the code so that the player is *required* to kill a very-high-level dragon, for example, a Sky Drake ('D') to *unlock* the Mount Olympus entrance. If you can't kill it, the entrance won't open (of course!), but then your only option is... RUN...OR...TELEPORT!!

As for R'lyeh, maybe the player should be required to kill the nearby Lesser/Greaker krakens to unlock the entrance?

For Dragon's Lair, maybe a Dracolich/Dracolisk should be guarding it!

For the Mine...a Drolem.

For the Arena (near Zul)...a Storm Troll.

Maybe these will guarantee prevention of early scumming of such deep level dungeons!!

And so on...


Last edited by HugoTheGreat2011; October 6, 2013 at 10:26.
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Old October 6, 2013, 09:59   #113
Arjen
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I like that
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Old October 6, 2013, 14:27   #114
chris
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Me too. More importantly, I probably could even code that
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Old October 6, 2013, 18:48   #115
HugoTheGreat2011
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Quote:
Originally Posted by chris View Post
Me too. More importantly, I probably could even code that
You should.

After this *ever* gets coded, then we'll see a consensus of whether most players like this (or not).
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Old October 12, 2013, 12:03   #116
Brouhaha
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A couple of archer questions:

What does the (x/y) at the end of each ammo stack indicate?

Is there a way to automatically pick up identified ammo? Manually scavenging recent battle sites is a little annoying and picking up ammo while running from something nasty is impossible. If I can effortlessly scoop up 174 pieces of gold while confused, stunned, and hallucinating, I don't think snagging a single bolt or arrow is unrealistic

Would it be trivial to code a quiver so we don't have to select our ammo of choice every time we fire? Common quivers could be sold at the general store while powerfully enchanted ones could be found. The quiver could take up the shield slot and, if you have a couple kinds of ammo that you do cycle between, the quiver could be activated or deactivated as a free action.
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Old October 12, 2013, 15:43   #117
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Quote:
Originally Posted by Brouhaha View Post
A couple of archer questions:

What does the (x/y) at the end of each ammo stack indicate?
Average damage per shot/Average damage per round

Quote:
Is there a way to automatically pick up identified ammo?
See below.

Quote:
Would it be trivial to code a quiver so we don't have to select our ammo of choice every time we fire? Common quivers could be sold at the general store while powerfully enchanted ones could be found. The quiver could take up the shield slot and, if you have a couple kinds of ammo that you do cycle between, the quiver could be activated or deactivated as a free action.
Adding a quiver would be extremely difficult given the very poor code design and is not something I'm willing to do.

Instead, try inscribing your ammo with, for example: @f1=g

The @f1 part says to use this object by pressing '1' whenever invoking the 'f' command. So press 'f' then '1' to shoot this ammo (or better yet, macro up something like \e*tf1 to auto shoot the first enemy in range). Obviously, if you change the inscription part from @f1 to @f2, then the 2 key would be used.

The =g part says to automatically pick up this object.

For archers, I usually inscribe my primary ammo with @f1=g and my secondary ammo (with slays or whatever) with @f2=g. Then I macro up \e*tf1 to deal with trivial monsters. But I use *t then f2 then n (for repeat) to deal with difficult monsters.

HTH

EDIT: And I set the use_old_target to be true. Without this option, you need to re-target after every fire command which is very annoying!
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Old October 12, 2013, 21:08   #118
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Minor bug:
Wielding 'Sting' (as opposed to picking it up) does not give the so-called 'you have completed your quest' message. But, when you go the 'main building' the guy correctly marks the quest as 'complete,' so it is NOT a failure.

Suggestion:
ToME does this.... Implement an option that *ASKS* before picking up heavy corpses that slow down the character. My last all-powerful character got killed because I was lugging this *stupid* Greater Hell-beast corpse by mistake... a hugely costly one.

Last edited by HugoTheGreat2011; October 13, 2013 at 01:50.
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