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Old August 30, 2020, 03:07   #71
Sideways
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Quote:
Originally Posted by NotCIAAgent View Post
Is there any article or essay regarding riding, so I can learn more about it? I know it is a play-style among many others, but is it even particularly good to just stand on foot, double handing a weapon or dual wielding or having a shield?
The in-game help has some notes about riding at ?jh (scroll down a bit) and ?se (nominally just about riding proficiency, but it briefly notes a few potential downsides of riding that might otherwise not be clear). Not aware of a more detailed treatment anywhere.

Quote:
2 - I managed to find some documentation regarding various aspects of the game as the _info.txt files. Neat and all but for the most part it is information I can find in-game in a more readable format. What I actually want to find is documentation about classes, specially monster classes. Is there anything like that among these files, or I need to seach the internet?
Not entirely sure what you mean there, monster class could mean a few things.

Player monster races don't really have a class in the normal sense, the race itself is effectively also the class. (They do have a pseudo-class, but it seldom matters much; you won't really miss out on anything if you have no idea what a race's pseudo-class is.) Enemy monster races also have pseudo-classes, and those might matter a bit more if you play a Possessor; so for Possessors only, they should probably be documented better than they currently are.

If you're just looking for information on the player-monster races themselves, the in-game help is at ?fd; but you've probably already found that, and it largely just has the basics.

Quote:
Have people written anything regarding Orc Fighters? A guide, or at least impressions that could be enlightening? As well the best way to make use of the only racial power they have, summoning orcs.
I don't think so. To my knowledge I'm the only player who's won an orc fighter so far, at least the only win on the oook ladder is mine. It was a while ago, so I have no clear recollection of that particular @; my guess from looking at the dump and comments is that it played much like a regular non-monster warrior and that I used Summon Orcs less for help in battles and more to give me something to vampirise.

Quote:
4 - Artifacts. Let us say I got a low value artifact weapon and want to convert to another weapon chassis (non-riding into riding, is what I did the most so far). I understand that non-ego targets are a necessity, but how about enchantments? If I want to turn a Glaive into an artifact, it would be better to be a plain Glaive or the best Glaive +X +Y I can get?
Well, first of all, I'd say reforging low-value artifact weapons is seldom very rewarding, though since I seldom ride I'm not sure if there might be some riding-related edge case. The general advice I give is that early/mid-game reforges should generally be cheapish (but okay-by-slot-standards) stuff into lowish-value slots where you otherwise lack a good item, while reforges into the weapon and armor slots only really come into play later; and even then, the weapon slot is one of the slots I'm least likely to reforge into.

If you are reforging onto a glaive, though: it will keep and improve the +X,+Y, so you will in theory get better results out of a glaive with higher to-hit and to-dam. Note, however, that due to the power limits the extra +X,+Y means there's slightly less room for other stuff like resistances or stat bonuses. So a glaive with higher +X,+Y is slightly better if you want high +X,+Y on the result and very slightly better if you want to optimize the score, but a +0,+0 glaive could be slightly better if you want a statstick.

--

More generally, detailed specific tips on how to play a specific class or a monster race are outside the scope of the in-game help, and while such tips might have been posted here and there over time (at least for some classes/races) they will not be easy to find. The ideal place to collect tips for specific classes would, in theory, be Gwarl's angband wiki; unfortunately development on the wiki has pretty much stalled, and the site-wide common.css (editable only by Gwarl himself) is empty and lacks all the bits and pieces that would make a wiki easy to navigate and organize. So there's basically nothing on the wiki.
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Old August 30, 2020, 18:31   #72
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Well thanks for the advice on artifacts. I was, indeed, looking for special attributes on my artifacts rather than simple enchantment bonuses that I can get elsewhere (specially regarding low level artifacts for a pinch). Still, chances are, my odds of finding a good Ego are much higher than making a good low level artifact, so that's something worth keeping in mind.

Quote:
Not entirely sure what you mean there, monster class could mean a few things.
I meant what I already found: the .c files in the development version in github. For example, frogcomposband/tree/master/src/archer.c. This is the actual code for the classes and monster races, and there, with some effort and guesswork regarding terms, I can find all elements that constitute the class or monster, visible in-game or not. Now I only need one of these for the weapons to check if they do have hidden attributes.

Which leads me to something I have been meaning to ask, regarding FCB weapon statistics system. Lighter weapons seem to out-DPS heavier weapons by simple virtue of they allowing more strikes per turn. For example, the humble spear, with its 1d8 damage, could outperform broad spears and the like, by being the lightest weapon in the category. The only advantage heavier weapons seem to have over lighter weapons is the (*generally*) better damage rolls and improved crit chance. Details that aren't really explained or elaborated upon in the manual. Anybody wrote anything regarding that?
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Old August 30, 2020, 21:10   #73
lea2501
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I need help compiling and running under arch linux, wanted to try again to compile and run but now im getting the following error with the following commands:

$ sh autogen.sh
$ ./configure
$ make clean
$ make
$ ./src/frogcomposband -ufrog -mgcu -- -n1
./src/frogcomposband: Fatal Error.

Edit: forgot to add my dependencies installed:
The github page states that i need:
$ sudo apt-get install autoconf gcc libc6-dev libncursesw5-dev libx11-dev

and in arch i have this installed:
autoconf 2.69-7
gcc 10.2.0-1
lib32-ncurses 6.2-1
lib32-ncurses5-compat-libs 6.2-1
ncurses 6.2-1
ncurses5-compat-libs 6.2-1
libx11
libstdc++296

Last edited by lea2501; August 30, 2020 at 21:25.
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Old August 30, 2020, 21:15   #74
Sideways
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Quote:
Which leads me to something I have been meaning to ask, regarding FCB weapon statistics system. Lighter weapons seem to out-DPS heavier weapons by simple virtue of they allowing more strikes per turn. For example, the humble spear, with its 1d8 damage, could outperform broad spears and the like, by being the lightest weapon in the category. The only advantage heavier weapons seem to have over lighter weapons is the (*generally*) better damage rolls and improved crit chance. Details that aren't really explained or elaborated upon in the manual. Anybody wrote anything regarding that?
I don't think there's any general rule that lighter weapons are better; if you have, say, a spear of Westernesse and a broad spear of Westernesse then either one could be better, depending on your character and the exact specifics of the weapon. In Vanilla the tendency is for light weapons to be better in the early game and for heavy weapons to be better in the late game; but in FrogComposband, weapons of all weights are competitive throughout the game. Lighter weapons giving more blows than heavy weapons is cancelled out by heavier weapons dealing more damage per blow; and the higher dice on heavy weapons also mean slays and brands are more effective on them. (And a fully developed endgame character will likely get close to maximum blows with any weapon.)

I do use light weapons quite a lot, even in the endgame, but that's largely just because there are many great artifact weapons (like Sting) that happen to also be fairly light. Sting is almost always outdone damage-wise by many bigger weapons, it's just an awesome statstick that also gives acceptable damage.

I am not aware of any detailed treatment on critical hits, and if you did find one it might well be outdated. Understanding the exact mechanics behind critical hits is in no way required, though, since the average damage/round shown on your character sheet fully accounts for the extra damage from criticals.

There are a few class-specific mechanics regarding weapon weight; Duelists (and Sneaky characters) prefer light weapons, while Maulers prefer heavy weapons. (Ninjas and Ninja-Lawyers don't prefer lighter weapons per se, but all the weapons that aren't icky for them are pretty light; lighter weapons are also the most suitable for dual-wielding, and the ninja classes almost have to dual-wield.)

Quote:
Originally Posted by NotCIAAgent View Post
I meant what I already found: the .c files in the development version in github. For example, frogcomposband/tree/master/src/archer.c. This is the actual code for the classes and monster races, and there, with some effort and guesswork regarding terms, I can find all elements that constitute the class or monster, visible in-game or not. Now I only need one of these for the weapons to check if they do have hidden attributes.
I still have no idea what you mean, sorry.

If inspecting a weapon (or some other item) with the 'I' command does not reveal all of its attributes you will need to *identify* it, usually by using the Research Item town service available in most towns.
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Old August 30, 2020, 22:15   #75
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Originally Posted by Sideways View Post
I still have no idea what you mean, sorry.

If inspecting a weapon (or some other item) with the 'I' command does not reveal all of its attributes you will need to *identify* it, usually by using the Research Item town service available in most towns.
I meant if there's a file where I can see the actual code for the individual weapons, akin to the files where I can see the code for the individual classes (for example, weaponmaster.c, in the directory I already mentioned). Also thanks for your explanation regarding light weapons, specially how the Sneaky personality treats them.
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Old August 30, 2020, 23:36   #76
Sideways
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Quote:
Originally Posted by NotCIAAgent View Post
I meant if there's a file where I can see the actual code for the individual weapons, akin to the files where I can see the code for the individual classes (for example, weaponmaster.c, in the directory I already mentioned). Also thanks for your explanation regarding light weapons, specially how the Sneaky personality treats them.
There's lib/edit/k_info.txt for the weapon kinds, lib/edit/e_info.txt for ego-item types (including ego weapons) and lib/edit/a_info.txt for standard artifacts (including weapons). There's very little code for specific items as opposed to code for treating the attributes of those items, since items are mostly defined entirely by their attributes. Death scythes and rune swords and poison needles have some special code here and there, and a small number of artifacts also have specific code for unusual effects. Such special code isn't organized in any one place, but stuff that affects combat in unusual ways is largely in cmd1.c while stuff that affects stats in unusual ways is in xtra1.c.
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Old August 31, 2020, 14:44   #77
arch
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Quote:
Originally Posted by lea2501 View Post
I need help compiling and running under arch linux, wanted to try again to compile and run but now im getting the following error with the following commands:

$ sh autogen.sh
$ ./configure
$ make clean
$ make
$ ./src/frogcomposband -ufrog -mgcu -- -n1
./src/frogcomposband: Fatal Error.
You have built the game. Now you need to install it too:

Code:
sudo make install
But I'd add a --prefix $HOME/game to configure, so the game installs in $HOME/game and you don't need root to install it.
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Old August 31, 2020, 14:50   #78
lea2501
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Quote:
Originally Posted by arch View Post
You have built the game. Now you need to install it too:

Code:
sudo make install
But I'd add a --prefix $HOME/game to configure, so the game installs in $HOME/game and you don't need root to install it.
Ah! so i could do a:

Code:
./configure --prefix $HOME/.frogcomposband
so it didn't use my $HOME/.angband directory right?

thank you!
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Old August 31, 2020, 16:08   #79
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Quote:
Originally Posted by arch View Post
You have built the game. Now you need to install it too:

Code:
sudo make install
But I'd add a --prefix $HOME/game to configure, so the game installs in $HOME/game and you don't need root to install it.
thank you so much! it now works and is installed in my home directory! thank you!
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Old September 2, 2020, 19:58   #80
budswell
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Found my first ever Wild weapon (never heard of or seen one before). In item description it says:
Code:
Wild Weapon
Resist Dark, Sound
Free Action
Score 14.9k (L31)
So the "Wild Weapon" is in there like a special attribute or something.
What does it actually mean?

Last edited by budswell; September 2, 2020 at 23:38.
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