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Messages - Shin Majin

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1
Is there an executable for this anywhere? It sounds crazy.

2
Too bad all the "class" descriptions are not translated. I can guess what a gunner class is, but no real idea what Predator class is.

In the original Elona, Gunner and Predator are normally NPC-only classes, and thus are not properly balanced for player use, AFAIK.  Why they made them playable in ElonaPlus is beyond me, but on the bright side, most of a class' features aren't exclusive.

3
Heh heh...this is a truly historical moment for the roguelike community.  That being said, the hardest part is upon us: waiting for all of this to be implemented!  The DevTeam has a lot to own up to!

4
Am I the only one here drooling over the stretch goals?  I mean, ratlings and chaos knights?  Take my money!

5
Who knows, perhaps the original and any other number of other similar projects will also make the jump if this does well?  We can only hope...
Too JRPG for me, but it looks like a polished work.
It's not actually very JRPG-ish at all, IMO.  I'm just shocked that NIS released something on Steam...

Any word on whether the Steam version has anything new?

6
Classic Roguelikes / Re: ToME 2 mods
« on: August 08, 2012, 03:13:02 PM »
Is the problem that I didn't compile it from source?  I'm not very knowledgeable about compiling, and haven't the slightest clue how to compile ToME.  (Only RL I've ever compiled reliably is Cataclysm.)

Aha!  The solution...was to rename the directories!

"Tome 2 Mod - Zodiac {1.3.0}" does not work, but "Zodiac" does!  Well, for several of them.  Others still just don't work.

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Classic Roguelikes / Re: ToME 2 mods
« on: August 03, 2012, 05:57:44 PM »
I tried them on 2.3.5, but they didn't work.  I heard on the ToME forums that 2.3.5 has a bug that prevents mods from working.  Can anybody confirm/deny this?  Is the problem in ToME, or all those mods?

8
Classic Roguelikes / Re: ToME 2 mods
« on: July 30, 2012, 04:15:30 AM »
Many thanks!  I'd just figured that they were gone!

EDIT: Erh...none of the download links work!

Er...rather, none of the mods will work.  What version of ToME were they supposed to go with?

9
Classic Roguelikes / ToME 2 mods
« on: July 23, 2012, 11:41:57 PM »
I recall that back when ToME 2.x actually had a site, there was a section for various mods for the game, including a Narnia-themed one.  Does anybody here know if these mods are still available, and if so, where?

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Traditional Roguelikes (Turn Based) / Re: Dwarf Fortress 0.34.1 released
« on: February 15, 2012, 06:56:14 PM »
What the heck are "ingested sydromes!?"

11
Traditional Roguelikes (Turn Based) / Re: NorseWorld: Ragnarok
« on: August 16, 2011, 05:30:41 PM »
How odd...did you try the less spiffy .99.2 console version as well?   From the Credits section, it would seem the game had a fair number of active testers, so you would think something like that would get caught straight away long before the version scheme made it THAT far...

:lights the Jolly Signal:
So nobody else is having this same problem?  As for .99.2, the link for that is down, isn't it?

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Traditional Roguelikes (Turn Based) / Re: NorseWorld: Ragnarok
« on: August 15, 2011, 05:29:56 PM »
Great!  Please do get us some trip reports, impressions...maybe even additional screenshots/videos Shin Majin.  On the surface, it almost seems like it was made so that the people from the DOS days could have a good time going forward coupled with new ideas.
Er...well, yes.  I gave it a try, and was...a bit disappointed.  The game seems to have little more than the original, save for a completely reworked interface.  Aside from that, the game actually feels pretty broken.  Most of the enemies don't even act intelligently, or even attack you, allowing you to slay most of them with absolutely no threat to yourself.  You the starting village actually looks and feels like a village this time, however, which is a nice touch.

Regardless, with enemies that don't attack you (outside of ranged combatants and enemies with special attacks,) the game feels horribly incomplete.  There also doesn't appear to be a way to use ranged weapons...sorry, woodsmen.

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Traditional Roguelikes (Turn Based) / Re: NorseWorld: Ragnarok
« on: August 14, 2011, 02:34:43 PM »
This is wonderful.  I've always loved the original DOS game, and am highly pleased to see this.

14
I can't seem to run it...but I saw a rather nasty list of programs needed in the readme.  Are all of these (Python, Bullet, ENet, Lua, SQLite, SDL, SDL_ttf, GLEW, OpenGL, OpenAL, libogg, libvorbis, and libflac) required to play the game, or just to compile it?

15
Other Announcements / Re: post apocolypcic roguelikes?
« on: June 07, 2011, 09:35:13 PM »
There's another one that shows promise: Cataclysm.  Deepest sorrow, it is Linux only unless you play it via the laggy SCC.  It is fairly regularly updated, and already has notable content.

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