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Messages - Troubler

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1
I don't like the increased strictness in moderation. Seeing that stuff going on makes me very uncomfortable.
Though the forums could have used some renovations this seems like a steep price to pay.

Non-traditional roguelites having a section is fine with me. I coincidentally agree with your interpretation.
I think having specific sections for them is less controversial if anything.

2
What's with the change of heart? I think I prefer the spambots to this...

3
Classic Roguelikes / Re: Angband variants table
« on: July 20, 2020, 04:49:16 AM »
Yesterday I finally got around to beating TOME2. It was pretty fun but also very frustrating at times.
I can see the draw to making a variant. There are a lot of things I would have liked to change or implement after going through it.
Typically I don't get this idea playing other kinds of roguelikes. Variants to me seem like something made more for the programmer than for an audience.

Some of them turn out pretty decent for the general public to consume. Things like Sil, TOME, or Zangband. Most just don't seem to be worth the time though.
The average length of a band is very long, and requires a big time investment. Many variants have interesting concepts but are not "different" enough to get invested in.
On the upside some variants that are less interesting for players might attract more attention to expand on them. A lot of the popular variants are based on other variants.

4
Classic Roguelikes / Re: Rogue - let's beat it
« on: April 27, 2020, 04:12:50 AM »
Consensus is that if you don't get at least some ring of slow digestion in your run, you are going to fail hard :)
If you can get 2, you can grind. If you can grind, you can win. I wonder if you could even win with a mace, so long as you have 2 rings of slow digestion...

Do you mean to hang on a floor, waiting for monsters to spawn and then kill them, level up to 888888, then rush down and up? Not that the idea lacks merit, but it sounds boring.
If I got a deal like that boredom would be the last thing on my mind. It's a very rare occurrence.

5
Classic Roguelikes / Re: Rogue - let's beat it
« on: April 25, 2020, 09:45:12 PM »
Consensus is that if you don't get at least some ring of slow digestion in your run, you are going to fail hard :)
If you can get 2, you can grind. If you can grind, you can win. I wonder if you could even win with a mace, so long as you have 2 rings of slow digestion...

6
Off-topic (Locked) / Re: Corona virus
« on: March 30, 2020, 02:13:22 AM »
The virus has given me some free time, but I've not been very productive with it.
Though I have been strangely optimistic. The change has snapped me out of some bad habits.

7
Development Process & non-technical / Re: I am new and unsure.
« on: March 30, 2020, 01:28:17 AM »
I wonder what ever happened to this guy.

8
Classic Roguelikes / Re: Rogue - let's beat it
« on: January 20, 2020, 06:24:11 AM »
I think the ISRUN bug mentioned earlier in this same thread is making V5 noticeably harder than intended by the developers. It looks like the maintainer of the early roguelikes collection is just keeping the +4 to-hit bonus for the monsters in the name of historical accuracy. I suspect it would be a better idea to do the opposite - fix ISRUN so the bonus is applied when hitting stationary targets only. A patchset for accomplish that already exists.

Any thoughts?
I like the historical accuracy myself. That's one of the draws to this kind of thing. Luckily version 3 doesn't have the bug and that's the one I played.
Rlgallery also has competitive elements, so fixing the bug isn't really fair for those people who played the game with it present.
Though I wouldn't mind if a fixed version was hosted alongside the existing ones.

If you wanted to contact the maintainer of the site though, good luck. I haven't seen him around since before I started posting here.
I wanted to tell the guy my scores weren't being updated anymore. I remember having fun trying to increase my average.

9
Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: January 01, 2020, 12:48:32 AM »
No problem. I'm looking forward to see how the game turns out.
Is the bodies blocking paths thing something that would happen in a real game of DND?
It doesn't seem very realistic to me, but if that's how it's supposed to be, I can't really complain.

I think the error log might have to do with the PC dropping items?
I noticed the error popup right when I went from being unconscious to dead.
This might be it, as the log references monster_ko_to_death. A lot of my party members died around the same time too.
It's unlikely to have been from other monsters being killed since we were totally outclassed by the air elementals.

10
Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: December 29, 2019, 08:24:17 PM »
I played it some these last few days. There have been improvements since last time. Though some issues still exist.
I also didn't get very far this time, even with debug equipment littered everywhere. So that's pretty embarrassing.
The wilderness and towns are still too early to say much about, but I didn't experience any bugs up there either.
The aesthetics of the dungeon seem better than before. Though the targeting is a problem for me.
The "highlighted" tile is usually hard to see, and it goes off screen when trying to target distant enemies.
An outline of the tile you are targeting would be nice. Here are a few bugs I found:


1.When you fill up your inventory with enough items, the list will cut into the messages, leaving a line running through it.
2.On sanctum level 3 I experienced some lag, but don't know why. A little while later I was knocked out by air elementals.
   An error occurred a little while after that. Generally errors are common when my guy is unconscious. Here is the log:
   Traceback (most recent call last):
     File "theredprison.py", line 13894, in <module>
     File "theredprison.py", line 13201, in main_menu
     File "theredprison.py", line 13149, in play_game
     File "theredprison.py", line 3050, in take_turn
     File "theredprison.py", line 7379, in monster_ko_to_death
     File "theredprison.py", line 2791, in drop
     File "theredprison.py", line 2930, in dequip
   AttributeError: 'NoneType' object has no attribute 'traits'
   Traceback (most recent call last):
     File "theredprison.py", line 13894, in <module>
     File "theredprison.py", line 13194, in main_menu
     File "theredprison.py", line 13149, in play_game
     File "theredprison.py", line 3050, in take_turn
     File "theredprison.py", line 7379, in monster_ko_to_death
     File "theredprison.py", line 2791, in drop
     File "theredprison.py", line 2930, in dequip
   AttributeError: 'NoneType' object has no attribute 'traits'
3.The bug where you die and your body blocks the way still exists. I even managed to get a picture of it.
   Though I have also noticed that your party members will attempt to displace bodies, and it's less common than before.

11
Temple of the Roguelike / Re: The Temple is crumbling down...
« on: December 28, 2019, 04:37:35 AM »
no other consequence than the occasional pushback from other users.
That seems like a fair exchange to me, but what do I know?
This really isn't something we can just "agree to disagree" on.

For my own sanity though, I'm just glad the people looking for stricter moderation didn't get their way. It's still too bad they won't be staying.
As for whoever would benefit from that strict moderation, what I should say is, I owe them about as much consideration as they would make for me.
Seeing how I've enjoyed most of the discussions we've had so far, I would rather nobody step in to interrupt them for what I see as unnecessary.
I would also rather not risk getting banned in the event that I would disagree with an authority figure. I'd rather not even have it on my mind.

If the current situation is not meant to last, one way or another, then that's life.
Until then, I can't complain. I'm pretty happy with how things have been handled.
I hope your friends come around. They probably wont, but really that's all I can offer.

12
Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: December 25, 2019, 10:05:46 PM »
Well you've got my attention. I love wilderness sections.
I'll give it a play sometime over the holidays.

Also, I remember back when the game was in the dungeon, there was this monster called a "Commoner" you could find.
It seemed like it should have been an NPC but wasn't. But that was a while ago.

13
Temple of the Roguelike / Re: The Temple is crumbling down...
« on: December 25, 2019, 05:22:57 AM »
Quote
the consensus that did implicitly get established, is that women, gays etc. are only welcome as long as they accept verbal abuse at random intervals
That can't be the consensus if we are arguing over it right now. It can't be the consensus when half of the opinions I've read are calling for stricter moderation.
But if this becomes the consensus, it is only because it's opponents are leaving to make it so. I would rather they stay, but the issue is they don't want to argue.
They just want satisfaction. Instead of complaining, they can now go somewhere else to actually get it. There are already places that exist that are:

1.More popular
2.Hold their consensus
3.Have roguelike discussion

I don't think it's limited to political views either. I remember someone here threatening to leave if roguelites were not excluded from the site.
In fact, this whole issue over the definition of a roguelike. People seem opposed to even having the argument, and why? We had it and nothing bad happened.
It was not fruitless and it was not toxic. It was a discussion on a discussion board. That's all it needs to be.

I am sick of always hearing one side of the story everywhere I go.
We don't have to all get along. Usually I'm glad that we don't.

14
Classic Roguelikes / Re: Nethack 3.6.2
« on: December 23, 2019, 04:03:44 AM »
Soldier ants are one of those enemies the game seems to expect you to use a trick to handle.
Minor spoilers:
Elebereth, a mirror, or a camera could be useful

15
Programming / Re: A simple new rogue-like engine in Javascript
« on: December 23, 2019, 03:55:18 AM »
That's a good start. There isn't much to comment on yet.
Do you plan on having diagonal movement with numpad support?

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