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Old August 15, 2019, 01:50   #31
Sideways
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Quote:
Originally Posted by ShadowTechnology View Post
I like the addition information/recommendation/explanation one gets before committing to a reforge. I finally understand how item type is used to adjust scores for newly created artifacts.

One remaining question: Let's say I want to reforge some artifact armor onto a battle axe. I have a choice of two in my home inventory:
Battle Axe (+0,+0)
Battle Axe (+15,+15)
Either one is acceptable to the reforger.
I'm wondering if the resulting artifact will be exactly the same either way (meaning the ToHit and Dam bonuses are mundanized (removed) before the reforge, OR is the resulting artifact more likely to have high ToHit and Dam bonues (at least +15,+15) at the expense of special abilities, brands, slays, etc.
The latter; the +15,+15 axe will have higher to-hit/dam after reforging.

(It might also score a mite higher on average, even though the range of possible scores is identical, because starting with guaranteed stuff can skew the distribution of scores within that range a bit; but yes, there will be less room for other stuff.)
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Old August 15, 2019, 04:02   #32
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Quote:
Originally Posted by Sideways View Post
The latter; the +15,+15 axe will have higher to-hit/dam after reforging.

(It might also score a mite higher on average, even though the range of possible scores is identical, because starting with guaranteed stuff can skew the distribution of scores within that range a bit; but yes, there will be less room for other stuff.)
I understand and like the answer. It's nice to know that those bonuses are not "wasted", and that I have some control over bonuses vs special abilities by selecting different target items. It also means I'll be editing the auto-destroyer to stop automatic destruction of otherwise normal items with high bonuses to use as potential reforging targets.
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Old September 24, 2019, 23:35   #33
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So... LOL... Thrall Mode

I'm sure there has to be some secret, but OMG!
It seems to be just a run around praying for a WoR scroll/rod while you die (10^frustration) times. Still, it is strangely addicting. Especially the starts were you see a horrifying visage in your starting room and die in 0.001 turns.

It used to be Ironman that was totally unfair... well Ironman is now easy mode in comparison.
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Old September 25, 2019, 11:01   #34
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Originally Posted by CyclopsSlayer View Post
It used to be Ironman that was totally unfair... well Ironman is now easy mode in comparison.
oh, the irony
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Old November 29, 2019, 06:18   #35
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Hello,

I recently moved to using Linux, but I have had serious trouble compiling FrogComposband for Linux. I attempted to make from source, but several quest files (volc_old, etc.) needed to be retrieved from Github directly, and even after doing so the application quits just before gaining control (after character creation and just after hitting Enter to start the game).

I would appreciate help figuring out how to make FCP work on Linux! I know I can use Angband-Live, but I would really like a local copy. A .deb package would be ideal, but I understand there may be reasons that doesn't already exist.
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Old November 29, 2019, 06:52   #36
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I know some people have had problems compiling for Linux while Gwarl does it fine, not entirely sure why though. (Of course, Gwarl can compile for Linux every *band that's ever existed.)

The latest dev version has updated some of the outlying makefiles, which I've hoped were the reason some files were improperly copied or located on some Linux installs. I see q_volc_old.txt was also misnamed on github as q_volcano.txt, which did not otherwise cause problems because it's essentially a legacy file. I hope Gwarl can offer further help if that's not enough to make the install compile and run.
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Old November 29, 2019, 14:48   #37
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I wonder if the Linux distro version/type makes a difference
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Old November 29, 2019, 15:11   #38
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To be on the safe side use the --with-no-install option on configure and run in-place.

Also Sideways exaggerates; I am as yet unable to compile any variants from before 1995 (Ben Harrison's maintainership)
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Old November 29, 2019, 20:27   #39
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Hello! Yeah, I'd like to clarify how I'm doing this.

Following the readme.txt instructions, everything goes fine until make install:

"/usr/bin/install: cannot stat 'q_laboratory.txt': No such file or directory
Failed to install q_laboratory.txt!
make[2]: *** [../../mk/buildsys.mk:437: install] Error 1
make[1]: *** [../mk/buildsys.mk:432: install] Error 2
make: *** [mk/buildsys.mk:432: install] Error 2"

Trying to launch the game anyway produces a "Failed!" main window that's supposedly updating the help files, but after exiting:

"XIO: fatal IO error 11 (Resource temporarily unavailable) on X server ":0"
after 611 requests (611 known processed) with 0 events remaining."

The game *does* run, only as root, if launched as just "frogcomposband" instead of "frogcomposband --", but that seems unintended and probably undesirable.
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Old November 29, 2019, 20:39   #40
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Sorry, that's more stupidity in the makefile, q_laboratory.txt no longer exists and I've removed it from the makefile now.

Gwarl clearly has some way to compile even with the bad makefile though (I'd guess by running just make instead of make install?)
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Last edited by Sideways; November 29, 2019 at 20:49.
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