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Posted by Cerumen, Sep 26, 2009 at 7:02 pm
Because of my recent fascination with invasive species, I've decided to invade Attnam with regular giant mushrooms.

The thing that I noticed is, those mushrooms don't just randomly sprout out new ones. They grow according to a pattern.

If anyone knows Conway's Game of Life, you should get the idea. I know Conway's Game of Life is also used as a basis for ADOM herbs. Basically, what it means is that cells "live" or "die" depending on how many cells surround them.

IVAN mushrooms don't follow regular Conway's Game of Life - they use a slightly modified version. To live, any mushroom has to have more than one, but less than six neighbours. In other words, mushrooms are generated only if the space they'd appear in fulfills this requirement (2-5 surrounding shrooms), otherwise, if a mushroom already exists in such a square, it may die over time.

Check for yourselves:



Kind of... interesting for a behaviour that plays such a minor role in the game, isn't it? Then again, it's what keeps giant mushrooms in reasonable numbers. Magic mushrooms are except, since they can teleport and levitate.
Posted by Cerumen, Sep 26, 2009 at 5:33 pm
Meh, new topic, mainly because I couldn't get links to work, and otherwise I would clutter up the topic with images.

I pulled a magical mushroom invasion out in a real game in Attnam, in CVS (IVAN 3d or IVANX, that is).

Some of the highlights:

A guard gets turned into an imp and drops his equipment.



The slave uses teleportation to get out of the shop, and happily levitates around. Free at last!



One of the many "oops" moments. Run for your life!



The smith perishes. Oh hey, let's take his stuff.



The slave retains his mentality, though. Merchandise delivery outside of the town area, free of cost!



Holy ***. I got out by breaking a wand of teleportation and using Vermis' teleport control.



But then THIS happened. A kamikaze dwarf exploded himself, and the whole city got pissed.



I managed to fight most of them off, though. Petrus didn't get here yet.



And so I ran away, leaving the city in the state of chaos.



As with my previous experiment, I plan to make a failsafe save and return... Attnam is now hostile, though, so I won't live long
Posted by Cerumen, Sep 26, 2009 at 4:13 pm
Haha, awesome (messy too)

I pulled out a magic mushroom invasion in New Attnam early in a regular game. Got Decos' slaves killed, then ended up being murdered by a ghost of a veteran guard... since ghosts apparently see invisible. I forgot to get some Silva wolves for help
Posted by Cerumen, Sep 24, 2009 at 12:11 am
Resurrect a dead magical mushroom in New Attnam.
Posted by Cerumen, Sep 23, 2009 at 7:03 pm
Comrade's problem gave me an idea. Here, tested out in LIVAN, in wizard mode.



Pros: Sometimes teleports Cathedral's property outside of its walls.
Cons: You get chased by orcs and arcanite golems throughout the city.
Posted by Cerumen, Sep 22, 2009 at 2:21 pm
Yes, but if it was so, the developers wouldn't bother calling shields' blocking properties "accuracy", I'm guessing, since that doesn't even make any intuitive sense. I'd say shields and weapons use accuracy in the same way, with the exception of shields being stripped of any offensive capabilities. Then again, that'd have to be checked.
Posted by Cerumen, Sep 21, 2009 at 2:01 pm
Oh? I assumed weapon size and type are already taken into account when displaying a weapon's accuracy. Unless, of course, a weapon's block chance is different than a chance to hit in these cases.
Posted by Cerumen, Sep 21, 2009 at 7:47 am
Quote
I'm wondering if weapon accuracy applies to blocking as well, and if weapon skills contribute anything.

Didn't it work like that for shields at least? I think that would apply for other weapons too.
Posted by Cerumen, Sep 20, 2009 at 6:40 pm
Some enemies are obviously better at dodging attacks. These are usually the smaller ones, though (hedgehogs, bats, rats, magpies). Larger enemies may have higher AC, like enemies that wear armour (eg. zombies or kobolds that can pick it up).

All in all, I find it that the accuracy displayed for weapons translated to your chance to hit pretty damn well in that low accuracy weapons get you killed by hedgehogs in UT1
Posted by Cerumen, Sep 19, 2009 at 7:23 am
I never knew you can slow items to make them last longer in CVS Nice, chao!

Using that and - since we're talking wizard mode - just boosting banana growers' agility over 100, I managed to get a pile of 3500 bananas, weighing over half a ton. That's mostly because I did the agility-boosting trick too late, doing it early should easily get you a pile of 5000 slowed bananas, which would equal to ONE TON OF BANANAS.

I was afraid the wand of slow has a limited number of targets, but it doesn't. Using it on a pile of over 3000 bananas freezes the game approximately half a minute.