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Post by Gando on Oct 14, 2008 13:30:16 GMT -5
here is something I dont quite understand...how is it that Water Elementals resist fire at 100%? I realize that fire is vulnerable to water but isnt the opposite also true?
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Post by Variaz on Oct 14, 2008 14:44:30 GMT -5
Good luck lighting up a flame in water. This is WATER, not Cold or Ice.
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Post by challtdow on Oct 14, 2008 14:47:33 GMT -5
I could understand them being resistant to fire, but I think they should be weak to something else to balance that.
Chall T. Dow
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Post by Gando on Oct 14, 2008 15:24:07 GMT -5
Good luck lighting up a flame in water. This is WATER, not Cold or Ice. Are you familiar with the term 'boiling point' perhaps? Evaporation of water works through heat of which Fire is the primary source in most games. You can say that Water douses easily fire but it does not do so without injury to itself. I get not being vulnerable to it but 100% resistance doesn't add up.
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Post by challtdow on Oct 14, 2008 21:40:55 GMT -5
There's a problem with the Fallen Clan bottom floor. As soon as I open the door, the screen goes completely black and I can't do anything.
Chall T. Dow
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Post by darwin on Oct 15, 2008 15:12:54 GMT -5
I have been trying to compile Portralis on Slamd64 (Slackware AMD64 variant) for at least a year but never succeeded. It is good to see a Makefile works in Linux now, though there is no documentation, even of what the Makefile is for. These are the errors I get.
# make gcc -Wall -O1 -pipe -g -D"USE_X11" -D"USE_GCU" -c -o z-term.o z-term.c In file included from angband.h:44, from z-term.c:13: types.h:1504: error: expected specifier-qualifier-list before 'resistances' In file included from angband.h:50, from z-term.c:13: new.h:139: warning: type defaults to 'int' in declaration of 'init_feats' In file included from angband.h:54, from z-term.c:13: script.h:34:43: warning: no newline at end of file z-term.c: In function 'term_init': z-term.c:2490: warning: value computed is not used make: *** [z-term.o] Error 1
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Post by Variaz on Oct 15, 2008 15:20:34 GMT -5
Unfortunately, I don't have access to a Linux machine right now, so I can't really help you. Anyone has compiled it under Linux and can help him?
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Post by challtdow on Oct 15, 2008 15:48:03 GMT -5
I made some headway awhile back, but never got it to compile successfully. You can check thread. I think I posted most of the steps I took.
Chall T. Dow
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grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Oct 15, 2008 17:39:12 GMT -5
I think the weapon damage on the 'C'haracter screen is not displaying properly for monsters. My mud golem says I should be doing 6182-300919 damage, but what I'm actually doing (according to the damage display) is ~6000-24000 damage, with 12000-16000 being most common.
If I 'U'se one of my special natural attacks, I seem to actually inflict damage in the range listed on the character screen. Perhaps that added base damage is automatically assumed in the displayed value?
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Post by Variaz on Oct 15, 2008 22:20:32 GMT -5
I don't know... on my tests, damages seems to be ok. However, keep in mind that it is dice-based, and that rarely will you ever reach the max damages. You'll usually do damages closer to the average, sometimes a bit higher, sometimes lower, but very high or very low is usually uncommon.
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Post by Gando on Oct 16, 2008 8:19:53 GMT -5
Essences disappear when playing a monster with a fields effect. Apparently nothing can be placed on an elemental tile?
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Post by Gando on Oct 16, 2008 8:20:43 GMT -5
Oh and you can not run on elemental field tiles either.
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Post by Variaz on Oct 16, 2008 8:31:41 GMT -5
I see what you mean. Same thing happened to me, and it was annoying indeed. I was disappointed I fixed the "P" command to not kill soldiers!
Pet messages could probably be completely removed altogether. I don't think anyone really cares for them.
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Post by jarthak on Oct 16, 2008 9:58:14 GMT -5
You could probably remove friendly messages altogether but messages from explicitly summoned pets are useful in determining their relative value.
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Post by jarthak on Oct 16, 2008 15:48:41 GMT -5
A monster's melee attack requires you to spend at least one point before it does any damage when used outside of combat feats. Their spells which sound very Elemental-based do not gain any benefit from that skill although Spellcraft works great.
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