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#31 | |
Apprentice
Join Date: Dec 2008
Location: Suffocating in the Void
Posts: 85
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Quote:
E: Having said that, I never checked "in-game'. Nothing in code of what I can see. E: Checked and it 'does nothing'. Last edited by Regalia; January 31, 2017 at 19:17. |
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#32 |
Rookie
Join Date: May 2016
Posts: 7
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I can't start poschengband - it says that MSVCR100.dll is missing, despite that I habe all Microsoft Visual C++ libraries up to date. Why?
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#33 |
Apprentice
Join Date: Dec 2008
Location: Suffocating in the Void
Posts: 85
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This would typically mean that the application in question cannot localize the library (missing path entry? directory permissions?). Whatever the reason, try copying it directly into the game folder.
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#34 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,454
Donated: $40
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Unfortunately, the downloaded version of poschengband is andebug build. You need to get the correct version of the debug runtime library.
Edit: alternately, you could tweak the V version of Makefile.win to compile Pos. I've done that many times--most recently to build Sil using MinGW. It takes about 5-10 minutes. Last edited by Pete Mack; February 1, 2017 at 18:47. |
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#35 |
Apprentice
Join Date: Dec 2008
Location: Suffocating in the Void
Posts: 85
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Anyone happens to know how to hide portions of item inscriptions? I seem to remember there was a way (inscriptions were invisible past a set of certain characters) but I just cannot make it work.
On another note, any way to make macros/keymaps visible in the Mogaminator? Mine only show up when you are on their line. Only brackets are visible otherwise (they work just fine though). Edit2: The # character moves portion of the description in front of the item type... but that's not exactly what I want. Last edited by Regalia; February 15, 2017 at 14:49. |
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#36 |
Apprentice
Join Date: Mar 2015
Posts: 94
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I always play with the Smart cheat option on and I'm not sure if it does much
Has anyone played with that option both on and off, does it make much difference |
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#37 |
Apprentice
Join Date: Mar 2015
Posts: 94
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I have 2 suggestions:
(1) When the player finishes the thieves quest and the wargs quest and perhaps some other quests, instead of the reward being hard coded (and thus having to tailor it to each class) let the player choose the reward from a list So the player could choose a melee weapon or an item suitable for a spellcaster, and so on And if the player chooses a melee weapon, let them choose if they want a sword or a hafted weapon and so on, and perhaps give them the option of getting a 1-handed or a 2-handed item of that kind (2) When the player starts off in the starting town, make it so that the shops are guaranteed to have all the low level stuff So the shops are guaranteed to have lanterns, oil, low level shields, low level 1 and 2-handed swords, low level 1 and 2-handed hafted weapons, ..., beginner spellbooks for all realms, potions of cure serious wounds, scrolls of recall, scrolls of teleport, and so on |
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#38 |
Apprentice
Join Date: Mar 2015
Posts: 94
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I have a 3rd suggestion:
For some quests, how about have the quest be at 5 difficulty levels, where 1 is the quest as it is now, and 5 is much, much more deadly than it is now; and let the player choose the difficulty of the quest And the higher danger/difficulty settings of the quests give better rewards upon completion and perhaps more fame |
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#39 |
Apprentice
Join Date: Dec 2008
Location: Suffocating in the Void
Posts: 85
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I'll give my 3 cents.
(1) Or maybe gold. I always sell that weapon to get much needed ?id or !ccw or ?teleport. (2) Meh, it takes 10 seconds to restart if you're missing something. And if you don't, it makes for a fun game. For example when there are no ?teleport and you want to travel across wilderness. (3) That screams to me: take the highest anyway or suffer from a severe lack of perfectionism :/. And since you say to make 5 much more deadly... I'm not sure how much more deadly can I take ![]() |
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#40 |
Apprentice
Join Date: Sep 2009
Posts: 86
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scroll of spell, nope, i read one and it said 'nothing happens'
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