[crawl] this is rather odd...

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what in the hell?

and there were no "special" items that were found on the floor?
no special enemies?

bizarre indeed.
 
Archived from groups: rec.games.roguelike.misc (More info?)

The commas represent opened doors. The Lair of Beasts is mostly just
full of natural creatures.
The plant wasn't hiding anything, either.
 
Archived from groups: rec.games.roguelike.misc (More info?)

pneumatictoast@yahoo.com wrote:
> I was wandering around the Lair, and while I waited for a monster to
> walk up to me, I found a door. On further inspection, i found a
> strange room... http://quantumsquid.adammil.net/doors.jpg
> There was a plant inside.

Very interesting and strange, particularly in the Lair. I'm not familar
with the Windows version, though. What are the comma (which are building
the thick walls around the center) usually standing for? In Linux i.e.
they are 'virtual' areas, magic mapped but not yet explored.
Hope you don't try to fool us; would be less funny and very cheap. *eg*

Rubinstein
 
Archived from groups: rec.games.roguelike.misc (More info?)

bork bork bork pneumatictoast@yahoo.com bork 11:41:24 AM bork 2/27/2005 bork
bork:

[Found this in the lair:

.............
..==========.
..==========.
..==========.
..===....===.
..===....===.
..===.P..===.
..===....===.
..==========.
..==========.
..==========.
.............




> The commas represent opened doors. The Lair of Beasts is mostly just
> full of natural creatures.
> The plant wasn't hiding anything, either.

There is one minivault that looks basically like what you wrote, but with a
few twists:

static char minivault_9(char vgrid[81][81], FixedVector<int, 7>& mons_array)
{ // evil zoo
UNUSED( mons_array );

strcpy(vgrid[0], "............");
strcpy(vgrid[1], ".==========.");
strcpy(vgrid[2], ".==========.");
strcpy(vgrid[3], ".==========.");
strcpy(vgrid[4], ".===8888===.");
strcpy(vgrid[5], ".===8998===.");
strcpy(vgrid[6], ".===8998===.");
strcpy(vgrid[7], ".===8888===.");
strcpy(vgrid[8], ".==========.");
strcpy(vgrid[9], ".==========.");
strcpy(vgrid[10], ".==========.");
strcpy(vgrid[11], "............");

return MAP_NORTH;

The "=" should be secret doors. The 8's and 9's should be out-of-depth
monsters, as described in a part of vault_grid:

monster_level = ((vgrid == '8') ? (4 + (level_number * 2)) :
(vgrid == '9') ? (5 + level_number) : level_number);

....in other words, seriously out of depth.

If that really is the template used, I still have no idea why the exhibits
left the zoo... and where and *how* they went away. I take it you discovered
and opened the secret doors yourself?

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

Erik Piper wrote:

> The "=" should be secret doors. The 8's and 9's should be out-of-depth
> monsters, as described in a part of vault_grid:
>
> monster_level = ((vgrid == '8') ? (4 + (level_number * 2)) :
> (vgrid == '9') ? (5 + level_number) : level_number);
>
> ...in other words, seriously out of depth.
>
> If that really is the template used, I still have no idea why the exhibits
> left the zoo...

They never got generated. The lair has its own monster generation
probabilities, so the game tried to check for an '8' natural monster
(that means depth 30 or so), but the best you can get (mon-pick.cc) in
the lair is (lair base +9, somewhere around 18).

The code (monplace.cc) tries to get a monster whose level is between
depth-5 and depth+5, fulfils the theme requirements and passes a
generation chance test; it gives up after 10000 tries without ever
relaxing those constraints.

Lars
 
Archived from groups: rec.games.roguelike.misc (More info?)

>If that really is the template used, I still have no idea why the
exhibits left the zoo... and where and *how* they went away. I take it
you discovered and opened the secret doors yourself?
>Erik

I did locate and open the doors myself, yes... Interesting revelation.
Funny how these things work out sometimes.