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Roguelike
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XYQE > RoguelikeGo to page: « previous | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next »

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Thursday, 12 February 2009
Friday 13th Effects Lochok 23:48:10
 Remember: It is now Friday the 13th where I am, and will soon be where
you are no matter where you are! Remember that the characters you start
today, will start off Unlucky!

If you want an easy game, todays not the day for it...


Lochok
Add comment
Re: Recommended newsgroup clients? Timo Pietil 01:06:56
 Jonker wrote:
Dear fellow rgra-ites,
Sorry for being off-topic, but...
I'm fed up w/ google-groups, and wanted
to know whether anyone could recommend a
decent (and preferably free) newsgroup
client, or other solution so my posts
aren't so horribly formatted, and the UI
isn't so minimal.

I use news.individual.net­ and Thunderbird. News.individual.net­ isn't
free, but cost is tiny, and service has been constant this far.

Timo Pietil
comment 8 answers | Add comment
Wednesday, 11 February 2009
Re: YAGBU: Pyramid TragicTheGarnerer 14:19:29
 "Batman?" wrote:
[cut]
YAGBU Pyramid: Monsters wont follow you down the stairs from the top
level of the pyramid. I dont know if it is a viable strategy or not,
but If you could get rhetep first and run down the stairs you could
pop in and and out and getthe monsters at your own pace. The down
stairs moves everytime you go back in however, so you want to be
careful

It's is already in the Guidbook.

Quote from ADOM Guidbook:
"There is a unique feature on this level. The down staircase, represented by
the > symbol, changes location randomly once when the PC enters the level.
This forces the PC to fight his way to the new location if a retreat is
necessary. Furthermore, the monsters on the level will not follow the PC
down the stairs. In older gammas of ADOM, it was possible to lure the
monsters down the stairs one at a time and dispatch them. It doesn't work in
current versions of the game."


comment 2 answer | Add comment
Tuesday, 10 February 2009
Open suggestion.... Ray Dillinger 22:54:26
 
It should not be possible to use a two-handed weapon with a shield.

Two handed weapons should do enough *more* damage to make using one
without a shield into a valid choice.

Bear

comment 2 answer | Add comment
Re: Another stupid newbie question Sandra 22:45:32
 mikhail.khadyko@gmai­l.com wrote:
I am new to ADOM, so may be it's simple and basic.. anyway, how do i
talk to people? I use shift c, they say a phrase or two and that is
all. Like this little girl in the first village mention her dog, but
how am i supposed to understand what happend and what and where i am
supposed to do from one sentence that just mention it? Same with the
elder. He says something like"find him" or "explore this", but not
much more.What am i doing wrong?

Once you talk to the tiny girl and the village elder, the map (the big
one, when you leave the Terinyo) will indicate the caves where you can
go to finish the quests given. (Hit Q if you want to review the quests
you have that have not been completed).

s.
Add comment
Re: dangerous monster list The Wanderer 17:36:26
 Eddie Grove wrote:

It was recently mentioned that it might be useful to have a list of
monsters that are particularly dangerous for their native depths.
The ones that stick in my mind:
paralyzers, especially ghouls
confusers, particularly umberhulks
colbran
ethereal dragon
Adunaphel
mystics

I'm not exactly an expert at the game, but I've always had excessive
trouble with Mim and his sons until well past their normal depths. (This
may be biased by the fact that every character I've ever gotten that
deep has been a mage.)

I've also had significant trouble with everything which summons
near-depth underlings - stone watchers, some demons, and (ISTR) some
angels being the primary examples - but I'm not sure that isn't just bad
playing on my part rather than the monsters being unusually dangerous.

Among hounds, the worst are
nexus, gravity, time, and ethereal.
How should such a list be organized?

By depth would seem the natural way. Alternately, it might make sense to
group the list by "what you need in order for this monster to not be so
dangerous after all" (free action, rConf, ...), but that wouldn't apply
in all cases; in some cases you just need to be stronger than you're
likely to be when you first meet the thing.

--
The Wanderer

Warning: Simply because I argue an issue does not mean I agree with any
side of it.

Secrecy is the beginning of tyranny.
comment 37 answers | Add comment
Proposal: birth changes Andi Sidwell 15:19:09
 Hello all,

I thought I would take the time to outline some changes for the 3.1.1
beta, with regard to character birth.

First, autoroller is being removed in the next release. Point-based
mode now more than makes up for it. I'd be tempted to remove the roller
too, but I'm sure(?) it keeps some people happy.

Second (and I would like feedback on this), I am considering changing
game start such that you can either
1) have 500au and no gear
2) have 0au and full, useful gear

This would mean that starting characters got some healing potions, phase
door, etc. Suggestions for what each class should have would be much
appreciated. (Warriors probably should get a main gauche or a dagger).
Maybe I'm assuming that most people grab mostly the same gear when
they start a game, but I guess we'll find out soon enough.

Andi
comment 29 answers | Add comment
Re: Competition 64 Andi Sidwell 10:44:02
 On 2009-02-09 23:27, pete m wrote:
On Feb 9, 1:11 pm, bcbar...@gmail.com wrote:
As the competition page states, the ex-maintainer of entroband (me) is
looking for feedback towards creating a new variant based on 3.1.x
which contains the fan favorite features of entroband. If anyone
wants to play the competition and tell me what they'd like to see
carried over to the future, I'd love to hear it! There are still two
weeks or so left in the comp.
Thanks to Nick and Donald for making this happen.
I'd love to play, but I can't figure out how to use the savefile
properly with OSX in x11 mode. (Where do you put the save file? How
do you use it?)
I copied the save file to:
.../lib/save/64
then tried
./entroband -u64 -mx11 -r -- -n3
The response is: no such savefile.

lib/save/uid.64 seems like the right place.

Andi
comment 1 answer | Add comment
Monday, 9 February 2009
Re: Rogue On Mac, with No Numpad Raymond Martineau 01:24:02
 On Fri, 6 Feb 2009 11:20:26 -0500, theaverageidiot
<theaverageidiot@gm­ail.com> wrote:

Where can I get a version of Rogue that works for Mac and doesn't
require a numpad? Like, has keys that are correctly remapped. I'm
havingf trouble finding this.

IIRC, there's the roguelike keyset, which should work in Rogue:

y k u
h * l
n j m

It's a bit awkward, and might be inacccurrate (I think I reversed
j/k), but it Rogue should still have that.

If it's not that, you may have to get the source code for Rogue and
try compiling...
Add comment
Saturday, 7 February 2009
Another couple of beta observations Matthew Vernon 01:28:59
 Hi,

I've been playing a bit more of the new beta, and aside from the
annoying Esc-bug, it's pretty good. A couple of things more, though:

Whenever I find e.g. amulets of teleportation or rings of slow
digestion, I know whether they're cursed or not. This is useful, as it
saves a lot of spurious identification, but I thought that wasn't how
it was going to work.

There seem to be many, many, many more groups of monsters in this
version (rather than individuals); is that intentional?

The shops seem more full of stuff I'd expect to only be able to find
in the dungeon (e.g. free action boots).

If I reduce a stat with one of the new potions of gain-one lose-one,
can I undo that loss with a restore-stat potion?

Matthew

--
Rapun.sel - outermost outpost of the Pick Empire
http://www.pick.uca­m.org
comment 13 answers | Add comment
Tuesday, 3 February 2009
Toward Oblivion? Juhana Sadeharju 22:32:43
 Hello. How Angband system compares to what is in
the game Oblivion?

Does Angband have a quest/dialog system like in Oblivion?

How Angband compares to Adventure systems (TADS, Inform)?

I would like to see an open source free (as GPL, MIT)
game system similar to Oblivion. One plan was to take RPG
system from Angband and an adventure plot system from TADS,
and to fit them to a free 3D game engine.

Juhana
comment 2 answer | Add comment
Friday, 30 January 2009
Re: Scottilta luvassa pari scifi-projektia... Pekka Malin 15:31:41
 TEM
_____________


MyЖs netissД on virheellisesti ja ilmeisen tarkoitushakuisesti­ levitelty
laajasti tietoa siitД, ettД me valtionhallinnon edustajistot olisimme
kuumentuneet siitД asiallisesta ydinvaastamateriaal­ista, jota mm.
kuuleminen@tem.fi on saanut satapДisine valituksineen.

Tulkoon todistettua vankasti, asiassa ei ole MINKддNLAATUISTA perДД!!! V

aan tДllaisten vДittДjДt ovat halunneet tieten mustamaalata Suomen
demokratiaan elimellisesti kuuluvaa sananvapautta. Me tДДllД valtioneuvoston
lehtereissД siksi yksissД tuumin olemme kovin pahoillamme tДmДnlaatuisen
suoran vedДtyksen ja harkitsemattomien lausunnnonantojen levittДmisistД. Ja
siksi me syvДsti toivomme laajasti, ettei tДllaiseen TEM:n toimiin
suunnattua suoraviivaista luoanheittoa enДД ikinД esitettДisi!

Virkamiestemme tehtДvДnД on NIMENOMAAN ainoana tarkoituksenaan selvittДД
kaikki se asiallinen kritiiki joka meitД selkeДsti viisaamalta kansalta,
joka palkkammme tДДllД maksaa samme. Toivomme nЖyrimmДsti, suorastaan
vaadimme, ettД tДllaista oppia selkeДsti viisaammiltamme tДnne myЖs alati
kasvavasti saamme! TДmД tulkon laajaan tietoisuuteen nyt myЖs nДin. Tilanne
on ja pysyy tДllaisena, niinkauan kun Suomessa on SUPO:n
valtakasvatussekoil­uista huolimatta demokratia!

30.04.2008/TEM 00 023 valtioneuvosto Aleksanterinkatu.
___________________­__

Add comment
Re: Hardboiled Angband Paul J Gans 13:57:18
 Wally the Grey <hparsons@usa.net.n­ospam.invalid> wrote:
I got up that morning to find that it had arrived. My detective kit. The
parcel was just sitting there outside the door.

You have a Rod of Detection (j).
#####
#####
#####~- >
####8@

[..]

Cheers!

--
--- Paul J. Gans
comment 2 answer | Add comment
Thursday, 29 January 2009
feature request [V] artifact deletion Eddie Grove 20:38:31
 
A recent thread on oook reminded me of a low-priority wish.

Destruction should delete artifacts as well as everything else.

In addition, the 'k' command should delete artifacts as well.

I'm not trying to be mean-spirited. If this is viewed as too much of a
problem for chars with weak pseudo, I would support instantly noticing
artifacts upon pickup, or guaranteed pseudo the first time even if they
are in the pack, or eliminating weak pseudo entirely.


Eddie
comment 26 answers | Add comment
Re: Thoughts of suicide! (Within Angband.) Eddie Grove 20:27:12
 Joe B <xGenoBlast@gmail.c­om> writes:

I also have an unrelated question: Is there any way to lure Zephyr
Hounds into a corridor? I haven't been able to get this strategy to
work for them, and it seems like the single most important situation
in which to use the strategy.

The only way to get them to follow you into a corridor is to drop your hp to
below some percentage of max. Maybe below 50%? I don't really know.

Generally, the strategy you are looking for is to retreat to the next room,
step inside and over so you have LOS when they enter but they cannot see you
until they are fully in the room.

Better yet, leave the area using teleport self and leave the level before you
reencounter them.


Eddie
comment 21 answer | Add comment
Competition 62 Nick McConnell 20:22:47
 Competition 62 is now available from http://angband.oook­.cz/competition.php

It is a V3.0.9b Dwarf Warrior with a slight starting advantage. The
competition will run for 3 weeks, and I'm expecting some winners.

Nick.
comment 1 answer | Add comment
Re: Alarmingly good halberds TragicTheGarnerer 01:30:50
 
"goldenferret"wrote­:
I keep finding incredible halberds as a low-level in the Small Cave -
I got a +18 halberd of defense as a wizard a while back, and now this
thing. Is there any rhyme or reason as to how this happens?

That's quite normal for SMC. I remember finding eternium two-handed swords
and halberds, halberds of defense and two-handed swords of parrying. SMC is
a unique cave.


Add comment
Wednesday, 28 January 2009
[V] Carrying capacity calculation? The Wanderer 01:48:47
 Angband reports your current burden level, and tells you when it's
slowing you down and by how much, but it doesn't tell you how much you
can carry - that is, what the weight thresholds are for being slowed
down by your burden. This seems like information which would be minorly
useful to just about everybody, and it's probably a very simple straight
calculation from Strength, but I've never so much as seen the formula
for it documented anywhere.

Short of digging into the source code, is there anywhere I could look to
find this information? Is there a reason it isn't more widely
disseminated?

--
The Wanderer

Warning: Simply because I argue an issue does not mean I agree with any
side of it.

Secrecy is the beginning of tyranny.
comment 9 answers | Add comment
Tuesday, 27 January 2009
Re: Trouble with variants... Thunder8 16:51:43
 From: leetsaucerobo@gmail­.com <leetsaucerobo@gmai­l.com>
Date: Tue, 27 Jan 2009 05:37:28 -0800 (PST)
Recently, I've been browsing the variants at angband.oook.cz, and
noticed that several don't seem to work right...I've got three
different types of problems.
1. For many variants, including Furyband, Animeband, EyAngband, and
older versions of ToME, the game "works," but is very buggy. The game
doesn't show walls, forcing me to stumble around a lot, and sometimes
when I move, I leave behind a trail of "@" or worse yet, turn into a
number, usually "5"
2. For the recentmost version of ToME, it freezes immediately upon
opening. The odd thing is, it used to work, then it just...quit.
3. sCthangband works during character creation, but should I leave CC
at ANY time (including accessing help files) the game immediately
hangs.
Any advice?

First, define on what platform you're playing, since display problems
usually are platform related. As for Tome, what is this 'latest'
version? IIRC version 3 is still in beta without any guarantees. If it
worked and now quits, it's probably something in your savefile.

I don't know anything about sCthangband.

Kind regards,
Jurriaan

--
prachtige geschenken, exclusieve cadeaus: handgemaakte houten schalen

http://www.houtensc­halen.nl
Add comment
Re: Aargh. Red Hiney 09:35:57
 On 2009-01-26, Kawa-tan <kawaii.dragoness@g­mail.com> wrote:
That is not just any t, it's purple. Aaaaargh. Anyone have any
suggestions on what to do?

I see, you already switched to Coward.
This is what I usually do. Make it follow you up to 4th level of
the dungeon, find the healer (white @) and let him deal with it (which
means you should get them standing next to each other).
Beside completion of the quest you shall recieve some stuff along with
the healing ability (unless you already have it).
Regards,
RH

--
Windows:
A thirty-two bit extension and GUI shell to a sixteen bit patch to an eight
bit operating system originally coded for a four bit microprocessor and sold
by a two-bit company that can't stand one bit of competition.
comment 3 answer | Add comment
Sunday, 25 January 2009
[V] Including criticals in the weapon description Klaus Kruse 15:46:24
 Ok, so I like the fact that the new Version of V shows the average
damage of a weapon/ammo in the Item description, but I thought that
should also include the effects of critical hits. So I sat down and
introduced this into the code. Only afterwards I thought about how to
share that with anyone, and since the code right now isn't exactly in
line with the Angband coding guidelines, and I have no clue so far how
to produce a 'unified diff', I decided to just mail here and see if
anybody is interested in this change.

If anyone else cares about that change, I can go and make it compliant
to the guidelines and send it in to the development mailing list. If
anyone wants to try it out, I put the changed source-file up:

http://www.swordguy­.de/angband/obj-info­.c

I don't know about you, but I think it's nice to see your damage go up a
percent if you cast bless. I'd love to include some Information about
your chance to hit too, but that depends on monster AC of course. So
maybe I go and change the monster recall next. Anybody interested in that?

Regards,

ShieTar
comment 4 answer | Add comment
Saturday, 24 January 2009
You know the RNG is toying with you when... Matthew Vernon 22:44:00
 
My high-elf mage's first trip into the dungeon, and...:

Blue Dragon Scale Mail (-2) [30,+10] (charging)
(lying on the floor at 200 feet (level 4))

Provides resistance to lightning.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it allows you to breathe lightning for 100 damage.
It takes d450+450 turns to recharge after use.

I predict YASD very soon...

Matthew

--
Rapun.sel - outermost outpost of the Pick Empire
http://www.pick.uca­m.org
comment 1 answer | Add comment

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