Search found 3931 matches

Wednesday, 23rd April 2014, 20:00

Forum: Suggestions & Criticism

Topic: Problems with "thanks"

Replies: 20

Views: 8456

Re: Problems with "thanks"

Remove the thanks feature.

Calling for feature removal are often the posts with the highest thanks to characters ratio. Also, I'm not serious about removing thanks. It's much better than pages of +1 posts, even if it's sometimes unclear if the thank is on scale 1 or 2 of the dpeg scale.

Wednesday, 23rd April 2014, 09:42

Forum: Contributions

Topic: Transifex Project Gone?

Replies: 5

Views: 4349

Re: Transifex Project Gone?

It has been deleted by mistake. I asked the transifex team to restore it, but they can't. I'll try to recreate it and push the current translations, but we have lost all history, glossary and teams. Sorry. I'll let you know when it's available again.

Tuesday, 15th April 2014, 11:23

Forum: Dungeon Crawling Advice

Topic: Mp regeneration needs a serious buff

Replies: 92

Views: 29223

Re: Mp regeneration needs a serious buff

As Galefury said, it can't be changed without messing the balance quite a lot. Also, it's mostly an interface issue. Try those options:
  Code:
rest_delay = -1
rest_wait_both = true

Tuesday, 15th April 2014, 10:56

Forum: The Dart Board

Topic: Tournament Screenshots

Replies: 19

Views: 7961

Re: Tournament Screenshots

Magipi wrote:An additional benefit would be that a picture with fewer creatures is easier to understand

Yes. If you have a hard time figuring out where the player is, then the picture is probably too crowded.

Wednesday, 9th April 2014, 12:19

Forum: Contributions

Topic: "Dungeon" Translation

Replies: 3

Views: 2692

Re: "Dungeon" Translation

Actually, it's exactly the same in english. Dungeon means the prison in the center of the castle. It's only in the context of RPG that it has the meaning of underground complex with doors, monsters and treasures. So it's fine to use the translated word, swedish gamers should understand it just fine....

Monday, 7th April 2014, 14:50

Forum: Technical Support

Topic: Shared morgue / save / high scores

Replies: 5

Views: 2851

Re: Shared morgue / save / high scores

Instead of messing with save_dir and morgue_dir, try running crawl with the -dir option. In my experience, it works fine for having saves, scores and morgues on a usb or dropbox drive.

Wednesday, 2nd April 2014, 12:58

Forum: Contributions

Topic: Translations

Replies: 262

Views: 173808

Re: Translations

I usually handle team creation request too on transifex, but I'm a bit busy lately. Your first translations are in trunk now though.

Monday, 31st March 2014, 13:48

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 9703

Re: Autoexplore improvement

Looks like ~70 is the highest value for explore_wall_bias (tried with 1000, 200, 100, 90, 80, 70, 60, 40, 20, 0). At higher values autoexplore path is kinda "smarter". For my options I use explore_wall_bias = 35. Interesting. Have you tested it in unusual levels, like Abyss, Shoals or Sli...

Monday, 31st March 2014, 08:02

Forum: Technical Support

Topic: Crash on startup

Replies: 5

Views: 2511

Re: Crash on startup

That's because the issue is with database building which only happens on the first run or whenever .des files are updated.

Tuesday, 25th March 2014, 19:04

Forum: Technical Support

Topic: Crash on startup

Replies: 5

Views: 2511

Re: Crash on startup

It's been reported already. I think it started to happen when kilobyte parallelized database building. Nobody has been able to figure it out. Maybe we could #ifdef to disable it under windows?

Thursday, 20th March 2014, 22:34

Forum: Coding

Topic: Javascript calculator to compare skill gains. Is it correct?

Replies: 7

Views: 3910

Re: Javascript calculator to compare skill gains. Is it corr

For testing, you should do some lua scripting, it's much more efficient. You can call the interpreter in wizard mode with ^T, then give exp by just type: you.gain_exp(10000). Much better than quaffing !exp. To write a script, take a look at scripts/training_simu.lua for an example. It's broken becau...

Tuesday, 11th March 2014, 10:42

Forum: Game Design Discussion

Topic: Rewards for uniques

Replies: 61

Views: 23549

Re: Rewards for uniques

Just to clarify, because some may not be aware of it, but the XP value of monsters isn't hardcoded, there's a formula. Here is the code of the function which calculates the XP value of monsters: int exper_value(const monster* mon, bool real) { int x_val = 0; // These four are the original arguments....

Monday, 10th March 2014, 14:01

Forum: Game Design Discussion

Topic: Sif Muna revamp

Replies: 150

Views: 47874

Re: Sif Muna revamp

dpeg wrote:I think that's simple and reasonable enough, and will en passent improve the flavour without much noise.

Good. Otherwise, the librarian god would put you under penance!

Tuesday, 25th February 2014, 18:57

Forum: Bulletin Board

Topic: Tapatalk

Replies: 1

Views: 2531

Tapatalk

The tavern is now accessible through taptalk, thanks to Napkin. The forum name is "Dungeon Crawl Stone Soup Tavern". Enjoy your mobile taverning!

Tuesday, 25th February 2014, 14:44

Forum: Technical Support

Topic: color monster name in messages via difficulty

Replies: 6

Views: 3070

Re: color monster name in messages via difficulty

Threat colouring in monster list only works in console and webtiles. The local tiles monster list is crap.

Tuesday, 25th February 2014, 10:45

Forum: Bulletin Board

Topic: CDO, move to a new server

Replies: 3

Views: 3751

CDO, move to a new server

CDO will soon migrate to a new server. The IPs will change, so DNS refresh could take up to 4 days.

During this time there will be no CDO:, no Wordpress, no Mantis, no Dokuwiki, no Tavern and no games can be played on CDO. This will start this Thursday.
Sorry for the inconvenience.

Thursday, 20th February 2014, 12:34

Forum: Game Design Discussion

Topic: Nutrition for kills as an alternative to chunks.

Replies: 34

Views: 11212

Re: Nutrition for kills as an alternative to chunks.

the point of it all is: my proposal still needs some smoothing and engraving, but the devs already want to remove chunk eating, see "The Other Thread". if they will try and do so, why not do so in a way that makes you not worry about minor and unimportant things that you cant leave alone ...

Tuesday, 18th February 2014, 22:05

Forum: Game Design Discussion

Topic: Simplify putting on things

Replies: 40

Views: 15062

Re: Simplify putting on things

That's what the equip_unequip option does. You tried to make it default, but MarvinPA (at least) opposed to it because when you try to put something which you're already wearing, you accidentally remove it. It's better to have safer defaults.

Tuesday, 18th February 2014, 12:56

Forum: Game Design Discussion

Topic: Remove chunks and butchering, have corpses act as chunks

Replies: 68

Views: 28742

Re: Remove chunks and butchering, have corpses act as chunks

Starvations from this change would be godawful. Many of them would happen late in the game, and many of them would be disconnected by a very long amount of time from the behaviors that were responsible for the death. Why would that be the case? Food generation is statistically homogeneous. It's the...

Tuesday, 18th February 2014, 11:00

Forum: Game Design Discussion

Topic: Remove chunks and butchering, have corpses act as chunks

Replies: 68

Views: 28742

Re: Remove chunks and butchering, have corpses act as chunks

permafood only (no more chunks!) except for a few species with special culinary conditions I really like this idea. I'm not even sure permafood generation needs to be increased since it's so abundant right now. We can keep it the same and eventually increase it if needed until we're satisfied. If d...

Monday, 17th February 2014, 18:34

Forum: Crazy Yiuf's Corner

Topic: New Branch: Salt Mines :v

Replies: 10

Views: 3211

Re: Goons Theorycraft New Branch: Salt Mines :v

Wrong forum

Monday, 17th February 2014, 15:04

Forum: Game Design Discussion

Topic: Lava Orcs and Djinni as Divine Abilities

Replies: 35

Views: 11270

Re: Lava Orcs and Djinni as Divine Abilities

The criticism against Dj that I've heard the most often is that they have way too many features. So taking them all and adding LO doesn't sound like a great idea to me. The most promising proposal I've heard about Dj is to keep only the EP feature (which seems to be the most interesting one) and rem...

Wednesday, 12th February 2014, 22:53

Forum: Game Design Discussion

Topic: Modify Djinn Description

Replies: 33

Views: 12424

Re: Modify Djinn Description

I thought the "creator with no knowledge of evolution" was the person who designed the species :) Anyway, at this point, I think the consensus is that Dj is broken and that it needs significant redesign. Since no one is working on it and nobody active seems interested in fixing them, we sh...

Wednesday, 12th February 2014, 21:35

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 22598

Re: Proposal: Remove Ecumenical Temple

Well, to remind you I'm not the op and some people have the exactly same opinion as I have. It's just maybe that I defend my position more eagerly. Is it a bad thing? No, the bad thing is that you didn't give any solid argument. Also, wrighting a lot doesn't mean it has a lot of meaning. and_into's...

Wednesday, 12th February 2014, 21:04

Forum: Game Design Discussion

Topic: Proposal: Remove Ecumenical Temple

Replies: 68

Views: 22598

Re: Proposal: Remove Ecumenical Temple

At least few of my arguments - bad flavour(not just my opinion) Even if it's shared by others, it's still an opinion. And other others like the flavour in case you missed it. temple diving encouragment(I've been succesfully doing it almost every time recently) That's the worst argument ever. The fa...

Tuesday, 11th February 2014, 23:13

Forum: Game Design Discussion

Topic: Allow training of Shields with shield in inventory only

Replies: 50

Views: 13717

Re: Allow training of Shields with shield in inventory only

galehar wrote:For the clarity and consistency of the game, it should be removed.

You can consider the discussion to be settled. Sorry, I'm too busy to do it right now, but I agree that the wear restriction should be lifted.
Locked.

Monday, 10th February 2014, 21:11

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 32981

Re: Vaults:5, the rim, and subvaults

When one choice dominate the others, removing it has the potential to increase the decision space. tenofswords seems to think that running or teleporting to the outer rim to fight the welcoming party is such a choice, and the posts in this thread confirm it. However, it is true that once you remove ...

Monday, 10th February 2014, 20:18

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 32981

Re: Vaults:5, the rim, and subvaults

Well, what's nice with tenofswords is that his commit messages are not concise. The reasoning is well explained: Remove Vaults:$'s outside border ring The ambush doesn't mean anything when even the slightest speed boost lets you run off to some thin, safe corridors far away from quadrant entrances a...

Monday, 10th February 2014, 15:47

Forum: Technical Support

Topic: autopickup question

Replies: 11

Views: 4512

Re: autopickup question

yeah, I just forgot it which is why it didn't work :)

  Code:
autopickup_exceptions +=<needle
autopickup_exceptions +=<throwing net


This works.

Monday, 10th February 2014, 14:31

Forum: Technical Support

Topic: autopickup question

Replies: 11

Views: 4512

Re: autopickup question

for runes, update to the latest version (they are default now). Or add this: autopickup_exceptions += <rune of Zot For throwing nets: autopickup_exceptions += throwing net For needle, this doesn't seem to work, but I'm not sure why (I also tried to prefix it with .*) autopickup_exceptions += needle

Monday, 10th February 2014, 14:21

Forum: Suggestions & Criticism

Topic: the Counsellors thread

Replies: 164

Views: 94798

Re: the Counsellors thread

(In case it is not clear, I would object to being added to the group) I think your posting is a lot more clearer than it used to be, you should probably be a counsellor ;) For what it's worth I still think having a Counsellor group is a pretty bad idea too, yes. I agree with crate and MarvinPA. The...

Monday, 10th February 2014, 13:12

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 32981

Re: Vaults:5, the rim, and subvaults

crate wrote:Siegurt's suggestion without returning the outer rim corridor is not easier than what is currently implemented, since you would have to clear an entire quadrant to reach a reasonably safe location.

The center might be somewhat safe once you've taken out the guards.

Wednesday, 5th February 2014, 12:01

Forum: Game Design Discussion

Topic: Normalize Makhleb's Destruction Targeting

Replies: 8

Views: 3657

Re: Normalize Makhleb's Destruction Targeting

How about using cloud-like targeting to show guaranteed range vs potential range? That way, you keep the unreliability which fits Makhleb, but you make the interface clearer about it.

Tuesday, 4th February 2014, 23:39

Forum: Game Design Discussion

Topic: Allow training of Shields with shield in inventory only

Replies: 50

Views: 13717

Re: Allow training of Shields with shield in inventory only

So, let's sum up. Most of the time, the restriction has no effect. There are a few edge cases, like bart's example, where you're desperate to use the shield and for some reason can't wait for a buckler a some better spell skills. So you put on the shield and don't use your high level spells. You mig...

Tuesday, 4th February 2014, 09:01

Forum: Technical Support

Topic: Sound mod - no sounds playing

Replies: 6

Views: 3437

Re: Sound mod - no sounds playing

EDIT: It seems that on all platforms, you need to edit AppHdr.h before compiling in order to enable sound. I suspect that most packagers do not bother to do this. Actually, if you do a native windows compile, it should support sound (see Makefile:195). I didn't test it. Also, the downloadable windo...

Monday, 3rd February 2014, 20:11

Forum: Game Design Discussion

Topic: Allow training of Shields with shield in inventory only

Replies: 50

Views: 13717

Re: Allow training of Shields with shield in inventory only

I don't often get more than this, and you could say that the +1 AC doesn't matter, but then I would ask why there is a magic number cutoff on your body armour AC which magically allows you to train armour skill. Yeah, that's basically the train of thought which led to the removal of armour skill re...

Monday, 3rd February 2014, 16:08

Forum: Game Design Discussion

Topic: Allow training of Shields with shield in inventory only

Replies: 50

Views: 13717

Re: Allow training of Shields with shield in inventory only

galehar: Why do you think training armour should require wearing it? Realism, or gameplay, or something else? A bit of realism and consistency with shields :). Also, I think it can be interesting that training skills requires actually using the equipment, even if it has some drawbacks. It didn't wo...

Monday, 3rd February 2014, 13:16

Forum: Game Design Discussion

Topic: Allow training of Shields with shield in inventory only

Replies: 50

Views: 13717

Re: Allow training of Shields with shield in inventory only

And so on - scummy tactics are still bad even if they're awkward to perform. tactics which are convoluted and bad can't be used to make a strong argument. But more importantly I don't really see what this feature adds other than sometimes encouraging you to make your character worse when performing...

Monday, 3rd February 2014, 11:49

Forum: Game Design Discussion

Topic: Allow training of Shields with shield in inventory only

Replies: 50

Views: 13717

Re: Allow training of Shields with shield in inventory only

Leafsnail wrote:you can switch to a shield just before you kill each monster, just like you can switch to a weapon just before you kill each monster.

Except that equipping a shield is 12 times longer than switching to a weapon, so no.

Saturday, 1st February 2014, 22:54

Forum: Game Design Discussion

Topic: Suggestion: Review vault / branch generation weights

Replies: 40

Views: 13919

Re: Suggestion: Review vault / branch generation weights

I think this special case can be removed. It seems to predate all the new temple vaults, so whatever rational was behind it is probably obsolete by now.

Saturday, 1st February 2014, 21:57

Forum: Game Design Discussion

Topic: Suggestion: Review vault / branch generation weights

Replies: 40

Views: 13919

Re: Suggestion: Review vault / branch generation weights

explore_stop += altars does just that, and it's default. But it's explicitly disabled in the temple. Not sure if it should.

Saturday, 1st February 2014, 16:15

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 33422

Re: All scrolls auto-ID on pick up

I don't think you can call the id game spoilery. Of course, reading spoilers can help, but the definition of a spoilery feature is one that is very hard to learn from experimentation. And this isn't the case. How about reducing the frequency of RC scrolls? That could add a bit of tension to scroll r...

Friday, 31st January 2014, 23:43

Forum: Game Design Discussion

Topic: Traps after 0.13

Replies: 35

Views: 10400

Re: Traps after 0.13

Serious q. for devs: What would be the best way to experiment with new trap types? Introduce them in certain vaults and portal vaults to spice things up? Or make a whole new experimental patch that adds them in? How difficult would it be to code new traps like the ones I described in the last parag...

Friday, 31st January 2014, 15:50

Forum: Game Design Discussion

Topic: attack delay

Replies: 54

Views: 17111

Re: attack delay

galehar: On the new formula you posted, it looks like claymore eventually gets a lower delay than a dagger, which seems counterintuitive. That might happen with some weird values of alpha and beta. Or maybe at skill level 892. With the values I'm using, it doesn't happen. I'll look into your propos...

Friday, 31st January 2014, 13:37

Forum: Technical Support

Topic: Wizmode: Load from dump

Replies: 4

Views: 1992

Re: Wizmode: Load from dump

wiz-you.cc

Friday, 31st January 2014, 12:21

Forum: Technical Support

Topic: Wizmode: Load from dump

Replies: 4

Views: 1992

Re: Wizmode: Load from dump

Yeah, it only loads stats and skills. It could be improved, but it requires text parsing which can be painful to write. Especially items. Other stuff (species, background, spells) could be added relatively easily. But that wouldn't help at all for the main application which is fsim. Only inventory l...
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