Summary of conversation with Thomas

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

Christian Pohl, completely geschtonkenflapped, wrote:
> <rant>NFS:U (and many other EA games) are a design lesseon in BAD AI. I
> had the absolutely same problem, same game. What good is a difficulty
> switch when even on the easiest level the AI cars seem to have triple
> your speed and insane sk1llz0rz??? Oh well.</rant>

don't forget sid meier's civilization, all three versions.
nothing beats scouting enemy territory and spotting instant
roadification all around their cities in just one turn,
without any workers in sight. i liked the game until i saw
this - then i created 99-move advanced armors, and nukes
that build in one turn, available only to my civ. ahh,
the joy of pumping 200 nukes all around the world...


--
there is a cheer. the gnomes have learned a new way to say hooray. [-shpongle]

address is scrambled - remove the superfluous "x" marks to reply
 
Archived from groups: rec.games.roguelike.adom (More info?)

matija wrote:
> Christian Pohl, completely geschtonkenflapped, wrote:
>
>><rant>NFS:U (and many other EA games) are a design lesseon in BAD AI. I
>>had the absolutely same problem, same game. What good is a difficulty
>>switch when even on the easiest level the AI cars seem to have triple
>>your speed and insane sk1llz0rz??? Oh well.</rant>
>
> don't forget sid meier's civilization, all three versions.
> nothing beats scouting enemy territory and spotting instant
> roadification all around their cities in just one turn,
> without any workers in sight. i liked the game until i saw
> this - then i created 99-move advanced armors, and nukes
> that build in one turn, available only to my civ. ahh,
> the joy of pumping 200 nukes all around the world...

You should check out Freeciv. IIRC, the computer doesn't cheat at all
on the lower difficulty levels, or if it does the docs tell you exactly
how. I know it cheats on the harder difficulty levels by being able to
set it's tax/science/luxury rates to whatever it likes, ignoring the
usual government type restrictions (e.g. nothing over 60% on Despotism).
 
Archived from groups: rec.games.roguelike.adom (More info?)

frobnoid wrote:

> On Thu, 03 Feb 2005 23:55:04 +0100, Malte Helmert wrote:
>
>
>>Personally, from the little discussion we had on this topic, I don't
>>think that the technical difficulty is Thomas's only reason not to try
>>to do anything against save-scumming. Unlike hex-editing and the like,
>>save-scumming is a mass phenomenon. It's not limited to ADOM either, and
>>many people enjoy playing the game this way. I think that Thomas's
>>attitude on this is something like "live and let live". As you said,
>>probably everybody save-scummed in some game some time.
>
> Someone (Vladimir?) said, earlier in this thread, that its easier for
> Thomas to build in safeguards against savefile editting than it is for
> players to break those safeguards.
> As you've alluded, savescumming is exactly the opposite if you have
> control over the machine on which you're running. Its far easier (trivial
> in fact, on Linux) to circumvent anything Thomas could do in that regard
> than it is for him to implement...

The checks I was talking about would be about ten lines of code, and
present in (some) other roguelikes. Since he has not implemented them,
I'd say that he does not consider preventing save-scumming important.

Malte
 
Archived from groups: rec.games.roguelike.adom (More info?)

On Fri, 04 Feb 2005 12:31:02 +0100, Malte Helmert wrote:

> frobnoid wrote:
>> Someone (Vladimir?) said, earlier in this thread, that its easier for
>> Thomas to build in safeguards against savefile editting than it is for
>> players to break those safeguards.
>> As you've alluded, savescumming is exactly the opposite if you have
>> control over the machine on which you're running. Its far easier (trivial
>> in fact, on Linux) to circumvent anything Thomas could do in that regard
>> than it is for him to implement...
>
> The checks I was talking about would be about ten lines of code, and
> present in (some) other roguelikes. Since he has not implemented them,
> I'd say that he does not consider preventing save-scumming important.

And take seconds to render useless via a loopback filesystem.

I agree with you, however, that if he cared about savescumming Thomas
would implement a simple mechanism that would still be very effective
against the vast majority of players without sufficient technical skill
and/or motivation to work around it.
 
Archived from groups: rec.games.roguelike.adom (More info?)

Christian Pohl <chris5975@web.de> writes:

[Crawl]
>Is there any "first steps" hint collection around? I'm not after
>outright spoilers, more like gentle hints which get me off the ground a
>little?

There are some hints (and also spoilers) at
<http://www.swallowtail.org/crawl/hints.shtml>.

-Jukka
--
Jukka Kuusisto
 
Archived from groups: rec.games.roguelike.adom (More info?)

bork bork bork Christian Pohl bork 3:28:36 AM bork 2/4/2005 bork bork:

> Marcus wrote:
>
> <on Crawl>
>
> > Haha, it's a brutally difficult game, but pretty entertaining. The
> > distinction between ac/ev, the spellcasting variety, the insane number of
> > classes and races, and the interesting skill system all make it pretty
> > fun. Not sure if it was apparent, but it has travel built in - hit x (or
> > X? - can't remember, my keys are remapped) and then > < (or another
> > symbol) and then a . and you can zip instantly to a staircase. Handy in
> > Crawl's big strangely shaped dungeons.
> >
>
> Is there any "first steps" hint collection around? I'm not after outright
> spoilers, more like gentle hints which get me off the ground a little? So
> far, my most successful characters are Dwarven Fighters axe-cleaving
> everything to bits, but I'd like to play something spell-casty too. Too bad
> that my caster charas die almost instantly 🙂)
>
> Help would be much appreciated
> Christian "BlackFurredBeast" Pohl

As for starting a spellcaster, remembering the words of wisdom from the
Swallowtail to the effect that "when SP=0, HP=0 soon after" is half the
battle. Rest up to full SP after every encounter. Another important thing is
to learn how to pillar-dance; fortunately, this is only needed in the
beginning, and only sometimes. Learning to shake a monster that's only your
tail is important too. (Hint: stair scum, take advantage of slow weapon
speeds for things like giant clubs, and learn how to "lose a monster in
traffic" by getting a second, weaker monster on your tail, and then going
upstairs adjacent to THAT monster instead of the Ogre or whatever.)

I've often thought about writing a "first steps" guide, but never gotten
around to it.

If you should happen to be using a Windows system, and you like the thought
of casting spells using macros, I suggest you use Windows PowerPro. You can
find instructions on setting it up here:

http://crawl.webpark.pl/function_keys.html

(Personally I use a mild variation, where F1 is tied to "Dyga", that is,
dissect one corpse and get all, but this takes some care to use right, as if
there's no corpse, it'll move you 1 space NW and attempt the pickup there,
and if there are multiple corpses it'll place the 2nd and later ones in your
backpack. Still, I find it handy.)

Unfortunately, some domain vampire has swallowed up the domain where Windows
PowerPro was hosted (it apparently was never very successful), but if you
send me an e-mail, I can mail you the installer. AFAIU it's freeware or open
source (and my apologies if I'm wrong).

Crawl has its own macro system, but I've never had much luck with it, and it
can't access the function keys anyway.

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

bork bork bork Marcus bork 2:01:09 AM bork 2/4/2005 bork bork:

> Haha, it's a brutally difficult game, but pretty entertaining. The
> distinction between ac/ev, the spellcasting variety, the insane number of
> classes and races, and the interesting skill system all make it pretty fun.
> Not sure if it was apparent, but it has travel built in - hit x (or X? -
> can't remember, my keys are remapped) and then > < (or another symbol) and
> then a . and you can zip instantly to a staircase. Handy in Crawl's big
> strangely shaped dungeons.

These things are only in the Darshan-patched variant of the game (though I
couldn't imagine playing any other version anyway).
 
Archived from groups: rec.games.roguelike.adom (More info?)

Jukka Kuusisto wrote:
> Christian Pohl <chris5975@web.de> writes:
>
> [Crawl]
>
>>Is there any "first steps" hint collection around? I'm not after
>>outright spoilers, more like gentle hints which get me off the ground a
>>little?
>
> There are some hints (and also spoilers) at
> <http://www.swallowtail.org/crawl/hints.shtml>.

Also, for Crawl-related questions, check out the newsgroup
rec.games.roguelike.misc. Most current discussions in the group are
about DoomRL, but in "normal" times, 80-90% of the posts are about
Crawl. Lots of expertise there.

Malte
 
Archived from groups: rec.games.roguelike.adom (More info?)

Erik Piper wrote:
> bork bork bork Christian Pohl bork 3:28:36 AM bork 2/4/2005 bork bork:
>
[On Crawl]

>>Is there any "first steps" hint collection around? I'm not after outright
>>spoilers, more like gentle hints which get me off the ground a little? So
>>far, my most successful characters are Dwarven Fighters axe-cleaving
>>everything to bits, but I'd like to play something spell-casty too. Too bad
>>that my caster charas die almost instantly 🙂)
>>
>
> As for starting a spellcaster, remembering the words of wisdom from the
> Swallowtail to the effect that "when SP=0, HP=0 soon after" is half the
> battle. Rest up to full SP after every encounter. Another important thing is
> to learn how to pillar-dance; fortunately, this is only needed in the
> beginning, and only sometimes. Learning to shake a monster that's only your
> tail is important too. (Hint: stair scum, take advantage of slow weapon
> speeds for things like giant clubs, and learn how to "lose a monster in
> traffic" by getting a second, weaker monster on your tail, and then going
> upstairs adjacent to THAT monster instead of the Ogre or whatever.)

Agreed on all accounts. In a perfect world, some Crawler would create an
annotated video showing and explaining some of these techniques -- they
are pretty essential.

Malte
 
Archived from groups: rec.games.roguelike.adom (More info?)

Stephen White wrote:

<snip AI rants>

>
> You should check out Freeciv. IIRC, the computer doesn't cheat at all
> on the lower difficulty levels, or if it does the docs tell you exactly
> how. I know it cheats on the harder difficulty levels by being able to
> set it's tax/science/luxury rates to whatever it likes, ignoring the
> usual government type restrictions (e.g. nothing over 60% on Despotism).

That's nice to read. I'm playing Civ III on a regular basis and are
quite sick about the bunny-esque expansion politics the AI employs
(settle everywhere, as long as there's enough room). I'll check out
Freeciv now. 🙂
 
Archived from groups: rec.games.roguelike.adom (More info?)

Christian Pohl, completely geschtonkenflapped, wrote:
> That's nice to read. I'm playing Civ III on a regular basis and are
> quite sick about the bunny-esque expansion politics the AI employs
> (settle everywhere, as long as there's enough room). I'll check out
> Freeciv now. 🙂

i just downloaded it. dear god, this is perhaps one of the
worst games i've ever seen :) i'll get 2.0 beta later and see
if it's better; i mean, the gameplay looks good, but the user
interface and its usability, jeez... reminds me of windows 3.x
fifteen years ago...


--
there is a cheer. the gnomes have learned a new way to say hooray. [-shpongle]

address is scrambled - remove the superfluous "x" marks to reply
 
Archived from groups: rec.games.roguelike.adom (More info?)

From: matija xmatijax.xkrnicx@xzgx.xt-comx.hr
Date: Sat, 5 Feb 2005 23:17:24 +0100

>but the user
> interface and its usability, jeez... reminds me of windows 3.x
> fifteen years ago...

That's what happens when you port most X programs to Windows. It looks better
under gtk, but the Windows port doesn't use it.
 
Archived from groups: rec.games.roguelike.adom (More info?)

matija wrote:
> Christian Pohl, completely geschtonkenflapped, wrote:
>
>>That's nice to read. I'm playing Civ III on a regular basis and are
>>quite sick about the bunny-esque expansion politics the AI employs
>>(settle everywhere, as long as there's enough room). I'll check out
>>Freeciv now. 🙂
>
> i just downloaded it. dear god, this is perhaps one of the
> worst games i've ever seen :) i'll get 2.0 beta later and see
> if it's better; i mean, the gameplay looks good, but the user
> interface and its usability, jeez... reminds me of windows 3.x
> fifteen years ago...

Yes, it is still rather work-in-progress. They have made great strides
with the interface in recent versions though, moving to SDL. And personally,
I always preferred the square, top down style tiles of Civ 1 and 2 instead
of Civ III, so I switch to an apppropriate tileset.
 
Archived from groups: rec.games.roguelike.adom (More info?)

Arturus Magi, completely geschtonkenflapped, wrote:

[on freeciv]
>> but the user interface and its usability, jeez... reminds me of
>> windows 3.x fifteen years ago...
>
> That's what happens when you port most X programs to Windows.
> It looks better under gtk, but the Windows port doesn't use it.

there's a gtk2 port, but i sure as hell ain't gonna use that.
besides, the whole usability-functionality aspect is flawed,
and i *mean* flawed. this is a lesson on how _not_ to make
games, unfortunately 🙁


--
there is a cheer. the gnomes have learned a new way to say hooray. [-shpongle]

address is scrambled - remove the superfluous "x" marks to reply
 
Archived from groups: rec.games.roguelike.adom (More info?)

On Sun, 06 Feb 2005 14:14:12 +0100, matija wrote:

>
> [on freeciv]
> there's a gtk2 port, but i sure as hell ain't gonna use that.
> besides, the whole usability-functionality aspect is flawed,
> and i *mean* flawed. this is a lesson on how _not_ to make
> games, unfortunately 🙁

Why not? I've used a bunch of GTK2 apps under windows (although not
freeciv) and have been nothing but satisfied (with the apps, not the OS :))
 
Archived from groups: rec.games.roguelike.adom (More info?)

This is frobnoid for forever:
> On Sun, 06 Feb 2005 14:14:12 +0100, matija wrote:
>
> >
> > [on freeciv]
> > there's a gtk2 port, but i sure as hell ain't gonna use that.
> > besides, the whole usability-functionality aspect is flawed,
> > and i *mean* flawed. this is a lesson on how _not_ to make
> > games, unfortunately 🙁
>
> Why not? I've used a bunch of GTK2 apps under windows (although not
> freeciv) and have been nothing but satisfied (with the apps, not the OS :))

I've found that some GTK apps under Windows (e.g. The GIMP, gEDA) are
slower than if they were "native" (i.e. no GTK) Windows applications...
But this may be because my CPU speed (300MHz) and RAM (64MB).

[]s
--
Chaos Master®, posting from Canoas, Brazil - 29.55° S / 51.11° W / GMT-
2h / 15m

"He [Babya] is like the Energizer Bunny of hopeless newsgroup
posting....or should that be Energizer bBunny"
- "ceed" on alt.comp.freeware, 24/1/2005

(to some groups: Yes, I use Windows and MS Office. So what?)
 
Archived from groups: rec.games.roguelike.adom (More info?)

bork bork bork Malte Helmert bork 6:08:42 PM bork 2/4/2005 bork bork:

[A few key survival techniques in Crawl in brief, especially for spellcasters]

> annotated video showing and explaining some of these techniques -- they are
> pretty essential.
>
> Malte

In a perfect world, there would be a freeware or open source program with
comprehensible help that could create these demos, preferably in a form that
can be viewed by users on all platforms. Then I'd volunteer in a jiffy. 🙂

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

On 7 Feb 2005 09:49:45 GMT, Erik Piper wrote:

> bork bork bork Malte Helmert bork 6:08:42 PM bork 2/4/2005 bork bork:
>
> [A few key survival techniques in Crawl in brief, especially for spellcasters]
>
>> annotated video showing and explaining some of these techniques -- they are
>> pretty essential.
>>
>> Malte
>
> In a perfect world, there would be a freeware or open source program with
> comprehensible help that could create these demos, preferably in a form that
> can be viewed by users on all platforms. Then I'd volunteer in a jiffy. 🙂

I *could* expand AdomBot 2.1's demo recorder to a separate program so it
could "record" the screen of any DOS program under Win NT/2K/XP, and
then write a cross-platform demo player... does Crawl have a DOS port?

--





This space intentionally left blank
 
Archived from groups: rec.games.roguelike.adom (More info?)

Vladimir Panteleev wrote:
> On 7 Feb 2005 09:49:45 GMT, Erik Piper wrote:
>
>>In a perfect world, there would be a freeware or open source program with
>>comprehensible help that could create these demos, preferably in a form that
>>can be viewed by users on all platforms. Then I'd volunteer in a jiffy. 🙂
>
> I *could* expand AdomBot 2.1's demo recorder to a separate program so it
> could "record" the screen of any DOS program under Win NT/2K/XP, and
> then write a cross-platform demo player... does Crawl have a DOS port?

I think so, yes. In any case, it should not be too difficult to get it
to compile under DOS, although personally I've only compiled it for
Win32 console, if I recall correctly.

Malte
 
Archived from groups: rec.games.roguelike.adom (More info?)

bork bork bork Vladimir Panteleev bork 12:38:27 PM bork 2/7/2005 bork bork:

> On 7 Feb 2005 09:49:45 GMT, Erik Piper wrote:
>
> > bork bork bork Malte Helmert bork 6:08:42 PM bork 2/4/2005 bork bork:
> >
> > [A few key survival techniques in Crawl in brief, especially for
> > spellcasters]
> >
> >> annotated video showing and explaining some of these techniques -- they
> are >> pretty essential.
> >>
> >> Malte
> >
> > In a perfect world, there would be a freeware or open source program with
> > comprehensible help that could create these demos, preferably in a form
> > that can be viewed by users on all platforms. Then I'd volunteer in a
> > jiffy. 🙂
>
> I could expand AdomBot 2.1's demo recorder to a separate program so it
> could "record" the screen of any DOS program under Win NT/2K/XP, and
> then write a cross-platform demo player... does Crawl have a DOS port?

I don't like playing it much (I can't get the fonts to be a decent size
without trying, and since the Windows port works fine, I never fiddled with
them), but I certainly could make the sacrifice in order to educate the
masses. 🙂

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

Josh Kelley <yehosua@hotmail.com> wrote in message news:<36do3fF4vkt9aU1@individual.net>...
> Malte Helmert wrote:
> > As far as I remember, ADOM Sage is merely an input/output filter is
> > neither a patched version of ADOM nor based on disassembly. You might
> > want to check with Joshua to be sure.
> ADOM Sage technically does more than just input/output filtering, but
> that's only because it's much easier to read and alter the messages that
> ADOM generates while they're being formatted internally rather than when
> they're output to screen. For all practical purposes, ADOM Sage just
> alters input and output.
> I think that I did a little bit of disassembly to help debug ADOM Sage,
> and I used disassembly to find out how to work around a bug in ADOM
> 1.1.0, but otherwise I used no patches or disassembly. Thomas mentioned
> ADOM Sage in a newsgroup posting around the time ADOM 1.1.0 was released
> and didn't object to it, so I'm pretty sure he's okay with it.

No. I haven't looked at recent versions of ADOM Sage but some
input/output filtering really is nothing I would object to. This
neither alters the game intrinsically nor requires "spylike" reverse
engineering of any kind sao I don't see any problems with that. But
this issue teaches me to spend some more time about thinking about the
revised license ;-)

> *sigh* I've been saying for over a year now that I need to finish up
> the next version of ADOM Sage and release it. Hopefully sometime soon...

Hey, I know that feeling ;-)

Thomas Biskup
ADOM Maintainer
http://www.adom.de
 
Archived from groups: rec.games.roguelike.adom (More info?)

Hi!

"Marcus" <akf@afdslkj.com> wrote in message news:<j8SdnZRJlokIU2PcRVn-ow@adelphia.com>...
> Malte Helmert wrote:
> > Dear group,
> > To dispel some other rumours, this new release will *not* be a final
> > release of ADOM. Thomas told me that even now, after two years without
> > an update, there are about 10000-15000 downloads per month on
> > www.adom.de, and this is sufficient reason to continue working on the
> > game. However, in the future Thomas would like to devote more of his
> > development time to JADE -- JADE development is fun, while ADOM
> > development is hard work due to the way the source code has developed
> > into a writhing mass of programming chaos over time.
> Cool! Now tell him to fix his donation link 😛 I was all set and ready to
> send him some money around Xmas, and it took me to a german donation page.
> I'm not donating in a language I can't read. I mailed him about it and
> recieved no response...

I have your email in my inbox... but I so far did not find the time to
fix the link. Paypal changed its behaviour at some point and I either
missed their email or the spam filter caught it or they didn't send
one (not likely) 🙂

So it's not forgotten.

> > With ADOM moving to a group development model, changes are also
> > planned for www.adom.de. Ideas include adding a Wiki, overhauling the
> > bug tracking system and turning the "Ancient Scroll of Mystery" into
> > a real blog with comment features. An often requested feature which
> > is *not* planned is a forum -- Thomas prefers good old newsgroups
> > [and if a personal comment is allowed here, I agree 🙂]. However,
> > all this requires work that would detract from actual development, so
> > it is not clear if, when and how all this can be turned into
> > practice. Do not hold your breath.
> This strikes me as counter-intuitive with his third point below. If he
> doesn't want any reverse engineering/cheating/etc, but he does want a wiki
> that tracks bugs and wants a team of devs, how exactly are people supposed
> to locate obscure stuff? Some things are simply not apparent, and some
> recent bugs only turned up after code diving turned up anamolies. Adom lacks
> Nethack's Explore/Wizard mode, and if he doesn't want people hacking away at
> it, it needs some other method of experimentation. Indeed, a similar feature
> was mentioned long, long ago in concert with Adom Deluxe.

Maybe a Wizard Mode might be worthwhile when/if more people get
involved with the code. I never felt the need for a wizard mode, but
you are right - maybe something like this is required for some
experimentation? What would you think of? Just receive a wand of
wishing with 5 charges and don't be able to enter the highscore? Or
something more elaborate?

Thomas Biskup
ADOM Maintainer
http://www.adom.de
 
Archived from groups: rec.games.roguelike.adom (More info?)

Thomas Biskup wrote:
> Hi!
>
> "Marcus" <akf@afdslkj.com> wrote in message
[paypal link to german paypal on adom site]
> I have your email in my inbox... but I so far did not find the time to
> fix the link. Paypal changed its behaviour at some point and I either
> missed their email or the spam filter caught it or they didn't send
> one (not likely) 🙂
>
> So it's not forgotten.

Cool :)

[changes to adom development model, addition of adom wiki]
>> This strikes me as counter-intuitive with his third point below. If
>> he doesn't want any reverse engineering/cheating/etc, but he does
>> want a wiki that tracks bugs and wants a team of devs, how exactly
>> are people supposed to locate obscure stuff? Some things are simply
>> not apparent, and some recent bugs only turned up after code diving
>> turned up anamolies. Adom lacks Nethack's Explore/Wizard mode, and
>> if he doesn't want people hacking away at it, it needs some other
>> method of experimentation. Indeed, a similar feature was mentioned
>> long, long ago in concert with Adom Deluxe.
>
> Maybe a Wizard Mode might be worthwhile when/if more people get
> involved with the code. I never felt the need for a wizard mode, but
> you are right - maybe something like this is required for some
> experimentation? What would you think of? Just receive a wand of
> wishing with 5 charges and don't be able to enter the highscore? Or
> something more elaborate?
>
> Thomas Biskup
> ADOM Maintainer
> http://www.adom.de

Indeed, a WoW would be a good start. A handful of useful debug type commands
would be great also, maybe a set of special hotkeys to activate certain
wishing-like commands, but with no restrictions on the boundries. Nethack
makes the slight distinction between an Explore mode (where you start with a
WoW and can cheat death, simply to, well, explore) and a Debug mode, where
you have access to some commands that allow for more unrestricted game
modifying commands. Teleport quickly to places, create any type of critter,
adjust various attributes/skills/spells/equipment to any values, and so
forth.

I dimly recall using explore mode in Nethack many, *many* years ago for just
that. The game was simply incomprehensible (and impossible) to me, as I had
never seen anything like a Roguelike at at the time. Explore mode cushioned
that blow slightly. Similarly, I remember save scumming in Angband (Moria
was both incomprehensible and not fun at the time I first played it 😉). By
the time I played Adom, I was firmly in the no save scumming, pure playing
camp - but I still see the value of a mode that allows newer players to get
comfortable with the game and try various things out, and one that lets more
experienced players test very unusual situations while hunting for bugs or
strange gameplay quirks that might be worth mentioning.

Fwiw, Adom is probably my favorite of all of the Roguelikes, but I dearly
wish it was in more active development. There are some quirks to it that
really bug me (indeed, a few of which caused me to stop playing some years
ago). I was somewhat bummed there wasn't an updated version when I came back
again. I wound up using a handful of patches/front ends people had released
to tweak that behavior, and was happy playing that way. I hope the plans for
a small internal dev team go through. I can only hope it is apparent that
people are still very interested in the game - otherwise why would they go
to such effort to modify and create programs to work with your game?

Good to see you around btw 😉
 
Archived from groups: rec.games.roguelike.adom (More info?)

Thomas Biskup wrote:

[snip]
>
> Maybe a Wizard Mode might be worthwhile when/if more people get
> involved with the code. I never felt the need for a wizard mode, but
> you are right - maybe something like this is required for some
> experimentation? What would you think of? Just receive a wand of
> wishing with 5 charges and don't be able to enter the highscore? Or
> something more elaborate?
>

The wand of wishing is a great idea, 'cause you can only wish for things
you already know of and you can't wish for artifacts, so a newbie couldn't
get too spoiled. Some other means of fast teleportation could be handy as
well, so you can teleport directly to D:50 to test something and don't
have to walk all the way, but again you could only teleport to places you
know the name of.
And you could make the Wizard Mode only available after you have ~100
kills in your highscore.


--
It has just been discovered that research causes cancer in rats.

rgra bug list: http://adombugs.100free.com/
 
Archived from groups: rec.games.roguelike.adom (More info?)

Malte Helmert <helmert@informatik.uni-freiburg.de> wrote...

[on blocking save-scumming]
> The checks I was talking about would be about ten lines of code, and
> present in (some) other roguelikes. Since he has not implemented them,
> I'd say that he does not consider preventing save-scumming important.

For curiousity's sake; would those checks prevent restoring a game after
a crash (signal 291, cat on power bar, that kind of thing)?

Love and coffee,
Frances
 

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