Search Results
Searched for posts by capristo in all forums

Showing results 261 - 270 out of 1644 total
Modify your search
Posted by capristo, Dec 9, 2017 at 7:36 pm
I think I've figured out that a lot of the segmentation faults I'm getting when descending to a new level are because it's trying to load the bones files from a game with different scripts.
Posted by capristo, Dec 7, 2017 at 5:19 pm
Yeah I was hoping it would be easy to just tweak the effect of endurance/HP to be slightly lower. But I guess it's probably too delicate of a balance to even mess with
Posted by capristo, Dec 7, 2017 at 3:15 pm
Ah yeah, I remember first discovering ommel tooth platemail. So exciting... then you start to notice the flies but you're not sure why... then suddenly it's gone when you need it most
Posted by capristo, Dec 7, 2017 at 12:42 pm
It's well known that endurance is a huge factor in danger calculation.

The armor of "greater health" often tricks newbies into thinking it'll help them while it usually does more harm than good because it raises their danger level too high. There are other items such as the flaming valpurium sword +10 which are basically bait for newbies, and I like that concept in general.

But I've also had characters who just have shit luck. Can't find any armor which means they get hurt badly often, which raises their endurance frequently, which makes them face more deadly enemies. And it ends up being a vicious circle.

Any thoughts on reducing the impact of endurance on danger level?
Posted by capristo, Dec 7, 2017 at 12:39 pm
I've seen the game seg fault occasionally, mostly when descending into a new level. Is there any debug info or log I can look at so that I can give a useful bug report?
Posted by capristo, Dec 6, 2017 at 1:48 pm
Not sure if this qualifies as a fail but I grossly underestimated a nymph hair golem

Had all of my limbs chopped off within the space of 2 turns. So I was unable to zap. Only option really was prayer, but I didn't know Sophos even though I was lawful so I couldn't get teleported. I tried Legifer to see if he could blow the golem up but he didn't help. Last resort was drinking some troll blood but got decapitated while I was drinking.
Posted by capristo, Nov 23, 2017 at 7:20 pm
Ah nice, I bet setting IgnoreDanger to true for skeleton puppies would help them spawn more often too
Posted by capristo, Nov 18, 2017 at 2:39 pm
Ok I was confused because spider silk was set to 10,000 frequency but I guess it makes sense - it's guaranteed to spawn but unique.

How do skeletons and zombies show up so often? They are both set to frequency 500

Anyways i tried all of these things:
* removing Frequency
* range of Frequency from 500 - 5,000
* range of BaseBiteStrength from 200 - 600
* range of CWeaponSkillHits from 20 - 200
* most testing done in Catacombs where the # of other monsters that can spawn is limited
* raised and lowered stats from ~10 to ~20, and healed (waited) for long periods so that monsters could spawn

No matter what I tried to change my danger level and the puppy's strength, I only had 1 skeleton puppy spawn randomly
Posted by capristo, Nov 18, 2017 at 12:46 am
I just can't get any to spawn It must be related to the danger level, but I'm not sure if it's too strong or too weak. I set it to be a little stronger than a normal puppy.

It's tough because I'm in wizard mode, I'm trying to simulate a character who had just gone through UT by upping my stats twice and giving myself basic equipment. I've only gotten 1 to spawn though
Posted by capristo, Nov 17, 2017 at 4:58 pm
I made sprites already but if anybody wants to improve them they are welcome.

In the top right next to the snake:
https://raw.githubusercontent.com/andrewtweber/ivan/skeleton...

And the skull above the lyre of charm:
https://raw.githubusercontent.com/andrewtweber/ivan/skeleton...

fejoa, that sounds exactly what I was planning.

The only thing I have left is ensuring that it only spawns in TX, how do I do that? I have `IsCatacombCreature = true`