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Old July 16, 2011, 07:43   #31
Zireael
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Anyone knows where can I find monster list and player races for Z+ Angband? I can't find them...

And what is modifiable Angband? I heard about it somewhere...
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Old July 16, 2011, 14:01   #32
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Quote:
Originally Posted by Zireael View Post
Anyone knows where can I find monster list and player races for Z+ Angband? I can't find them...

And what is modifiable Angband? I heard about it somewhere...
Everything, given C knowledge. Most of the easily mod'd stuff is in the lib/edit folder. That's where you'll a lot of what you're looking for.
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Old July 16, 2011, 19:04   #33
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I meant "modifiable Angband" as a name of a variant I heard about...
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Old July 16, 2011, 23:31   #34
Therem Harth
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I think you're thinking of Programmable Angband, which was extensible in Python (and is very much dead at the moment).

Edit: there's another variant, PyAngband, which was actually an attempt by Sirridan to rewrite the whole thing in Python. Looks like he gave up on that though; GitHub says there's been no work on that in a while. Instead he seems to be working on an object oriented version of Angband in C++.

Last edited by Therem Harth; July 16, 2011 at 23:39.
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Old July 17, 2011, 15:38   #35
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Oh. I think I'll stick to NPP then. qwerty has kindly worked some on removing the town. And I'll have to start working on tweaking the monster list.
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Old July 21, 2011, 07:48   #36
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Qwerty and myself are now working on labeling the levels...
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Old July 22, 2011, 06:13   #37
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Quote:
Originally Posted by Zireael View Post
1. I know Sangband doesn't have levels, but I'm wondering if it would be possible to combine the traditional approach and the skills somehow...
Steamband does this very well I think.


Also, I can testify that is really isn't hard to learn C by looking at the code. I had a little supplemental help from the silly beej's guide to C programming (I just skimmed it looking for answers to the things I couldn't figure out by looking at the code, and I didn't read anything past section 7), but I learned enough C to make my own variant mostly by looking at the Angband code (and asking a lot of questions here which I hope wasn't too annoying for everyone...).
http://beej.us/guide/bgc/
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My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)
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Old July 24, 2011, 16:41   #38
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I downloaded Steamband, played a bit and I like its skill system. It might be a thing I might adapt for the future versions of Underdark... Right now we're aiming for playable version that has the minimum stuff I wanted...

Link to the git repo for Underdark: https://github.com/qwerty16/Underdark
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Old July 28, 2011, 07:57   #39
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Anyone has any opinions?
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Old August 6, 2011, 01:19   #40
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I say go for it if you've found some notions that strike a chord from the Steamband time capsule---perching on shoulders of giants and all that. In general, whatever comes to mind that'll add personality to the project and result in things getting wrangled successfully is a good way to go IMO.
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