On Jun 4, 11:49 am, archmage84 live.com> wrote: > I must say, of the two ports, the second one (map on the bottom) is > much better than the first. Through some nifty customization, it's > almost as effective as the computer, but a lot more fun to play. If > anyone on here has a DS with a flash-card, I would recommend looking > into it. > > archmage84
Yeah I know. From the minute the other version showed up on DSOrganize's Homebrew Browser I knew I'd lost a good amount of reading time on long journeys. For some reason I do a lot better on the DS version than on NAO. :)
Patric Mueller wrote: > Jistan Idiot gmail.com> wrote: >> Now one more question. How do I add a grave with specific text on the >> tombstone and specific objects in the grave? > > That's not possible without programming. > > A call to make_grave(x, y, str) from engrave.c would create the grave > with the specific text. > > Putting objects into the grave would probably be done by burying them. > But I don't know how that's done in the code.
A quick look into the code gave me for example this in mklev.c, mkgrave()
On 31 Maj, 16:12, ralt...@xs4all.nl (Richard Bos) wrote: > Kogut gmail.com> wrote: > > +3 gauntlets of power (106$) > > +2 iron shoes > > @ mithril coat > > h iron helmet > > > in minetown > > + of magic missile! > > So, given all of the above, useless, then? > > Richard
I walk as tank with 30-50%% failure rate. Now, in castle I have 3%% fr and -16 AC (sarkany scale mails). Unfortunatelly stupid sarkany desintegrated my +4 small shield.
At least part of wishing methods in UN fail to provide magical items. So, what may be interesting for wishing? I ended with 5000zm (it was fountain in starting room) and decided to find minetown temple (and get killed in next turn by failing rock trap).
On 13 May, 00:30, Janis Papanagnou hotmail.com> wrote: > James wrote: > > On May 11, 10:43 pm, Janis Papanagnou hotmail.com> > > wrote: > >> archmage84 wrote: > >>> On May 12, 5:46 am, Janis Papanagnou hotmail.com> > >>> wrote: > >>>> David Damerell wrote: > > > [...] > >> WRT Ludios; I'd usually only do it if I have reflection. > >> Typically I go there to get some dragon scales if I cannot > >> find them elsewhere or if the Castle is guarded by purple L > >> and I've no MR. Otherwise I even skip it; it's too boring > >> without a rubber chicken.
> > First, reflection is only necessary on Ludios if there is a > > black dragon there [...]
> Well, no. The dragons are no real problem; they stay mostly > very close to the moat, and with a little care you can arrange > it to fight them one-by-one.
> Reflection is mainly necessary for offensive wands; chances are > not that low that some soldier will have a wand of death. So if > you enter Ludios to get scales (gray or silver) because you're > lacking reflection (and MR) you're susceptible to instant death > by a wand of that name. (But other offensive wands as well may > severly bring you in trouble, if you're lacking reflection.)
I hadn't thought about that, but my general strategy involves standing a knight's move from the door, so they can't use the wands until they come out, and having enough hitting power so that they don't have time to use them much once they do come out. A wand of death would probably cause problems, since they generally will have one or two turns to use it (although they often spend those picking up stuff, rather than attacking), but I've not encountered them that much.
Quoting Spon gmail.com>: >On May 13, 7:54=A0am, faibistes gmail.com> wrote: >>I let him kill 4 shopkeepers >>and get only 4 puny wands of striking
The regular shk inventory only assigns wands of striking and magic missile. Your chance of getting a proper offensive wand from a shk is no better than from any other monster.
>What is it with people killing shopkeepers? Price-IDing is a very >powerful tool, and I fail to see how removing it could benefit you in >the long run.
I think there does come a point where you have a vast surplus of identification resources. Of course, at that point you would have no difficulty in cleaning out shopkeepers if you wanted to, and also you're approaching the point where you've got a vast heap of gold and all the protection that's easy to buy, so you might as well just pay.
>Well maybe if I'd identified every scroll and potion, and had enough >int to read level 7 spellbooks with a good chance of success.
A simple holy water surplus suffices there - bless every unknown spellbook before reading. -- David Damerell chiark.greenend.org.uk> flcl? Today is Second Friday, May. Tomorrow will be Second Saturday, May - a weekend.
Quoting archmage84 live.com>: >Speaking of careless, somehow I lost the save. Don't ask me how, it >was there one moment and the next it was gone. I stopped playing, and >then went to resume, and there was no save. Goddammit.
Sort out backups (not against dying, but against this kind of problem) now.
>I tried Lawful, but I cringed when I saw the artifact pool. Neutral it >is.
Sigh. What matters isn't what you can wish up at the Castle to make Gehennom very easy instead of just easy. What matters is surviving to the Castle. -- David Damerell chiark.greenend.org.uk> flcl? Today is Second Friday, May. Tomorrow will be Second Saturday, May - a weekend.
Quoting Janis Papanagnou hotmail.com>: >David Damerell wrote: >>Quoting Janis Papanagnou hotmail.com>: >>>Blindfold yourself[*] before using any stairs beyond Medusa, descend >>>to the Castle, if there are purple liches there retreat >>... with the purple lich that teleported next to you? >That never happened in my games. I usually had even a couple turns (and >could put on my blindfold not before I arrived) before a purple L cared >to teleport adjacent to my character.
I'm not sure now, but I suspect if you take care to be fast (better yet, very fast) and unburdened, you will always get the chance to leave before the monsters can act on a freshly entered level. I could be wrong, though, but equally I cannot remember any occasion on which a purple L teleported to me immediately on arrival at the Castle. Hence I think this is a viable approach to the Castle without MR. Cunning. -- David Damerell chiark.greenend.org.uk> flcl? Today is Second Friday, May. Tomorrow will be Second Saturday, May - a weekend.
> Those top status line messages really do belong in same window. Inventory and monster history separated, sure, but looking somewhere else for fight info isn't good.
I totally agree with everything you say. :-)
a) At the moment, Firefox doesn't cut it, and is too slow. I've got some display optimizations I'm working on now that will hopefully bring Firefox into the realm of playability, but right now Chrome and Safari are the only ones that are reasonable. (and even Chrome isn't quite there - hopefully the aforementioned optimizations will fix that)
b) My goal is to have it look exactly like the terminal version. The console is there mostly as a placeholder for status messages and will go away in the final version. Everything will eventually be in the main window, and any additional windows / html jazziness will only be supplementary (except Monster Memory). I've still got a ways to go before it even can be considered an Alpha version, though. Check out the timeline here for a rough estimate of feature completion: http://foont.net/moria/development. And I am using 'completion' loosely (talk about covering my ass).
I just installed Moria from DarwinPorts on my Mac and it's good to get back to Moria. It's been so long, I can't remember what Character Class(es) I used to like. I'm thinking I might like Paladin but was just curious what people thought.
cabergerson wrote: > A friend was telling me today that the best stuff was found deeper than the > 4000 feet that I am at. How deep have you gone and is there better stuff > down there > > level 50..... the Balrog (B) has the best stuff ;)
-------------------------------------------------------------------------------------------------------------------------------------------------------------- Ten World of Warcraft Gold Leveling Secrets [ 2008-5-8 12:03:00 | By: beishui0508 ]
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This page attempts to list all Nethack spoilers which are available on
the Web and have any content which is relevant to the current version
of vanilla Nethack (3.4.3). It may omit spoilers if their content is
completely contained in another spoiler or in the Guidebook or
Nethack's built-in help system. It was written by Eva Myers, with a
great deal of help from Dion Nicolaas's Nethack Index
which is a very useful list of pages relating to Nethack. If you know
of any spoilers which you believe should be listed here but aren't,
please feel free to email the author.
Spoilers About Items
This section contains spoilers describing the various items which
appear in the game and detailing their effects and uses. For example,
links to Dylan O'Donnell's updated versions of Kevin Hugo's spoilers
can be found here.
Potions,
Part 2, by Kevin Hugo and Dylan O'Donnell. Miscellaneous facts
about potions including the effects of mixing them. Text version at
spod-central.org.
This section contains tables of monsters including information about
their attacks, and also some spoilers about specific monsters which
are particularly difficult to kill or interesting in some other way.
Monsters
spoiler, by Kevin Hugo and Dylan O'Donnell. A table of monsters
including details of their attacks. Text version at
spod-central.org.
This section deals with the layout of the Dungeons of Doom, the
special levels which can be found there, the bones levels on which you
encounter the ghosts of previous adventurers, and the special rooms which
occur on otherwise ordinary levels.
A
Gazetteer Of Nethack 3.4, by Dylan O'Donnell. Contains
information (including maps) about all the special levels.
This section deals with the things you can do with dungeon features -
fountains, sinks, thrones, graves and traps. Altars are covered
later, in the spoilers about religion.
This section covers how your character's class and race affect the
game, his/her intrinsics, stats, starting inventory and special
abilities, and how to gain intrinsics and raise your stats.
Starting
stats, by Topi Linkala and Dylan O'Donnell. Starting statistics
for the different classes. Text version at spod-central.org.
Roles and
Races, by Donald Welsh. Information on the allowed
class/race/alignment combinations, starting equipment for the
different classes, and the intrinsics and max stats of the different
classes and races.
The
Dragon Resistances, by Dylan O'Donnell. Resistances to types of dragon
breath, how to acquire them, and the protection they give. Text
version at spod-central.org.
Ring
Intrinsics, by Dylan O'Donnell. Intrinsics which may be granted
by wearing rings, and the effects of wearing rings in general. Text
version at spod-central.org.
Using pets to
steal from shops, by Jeffrey Bay. Contains some useful tips about
preparing shops for your pet to rob them, but incorrectly says that
corpses can be used to train a pet.
Unlike the previous sections, which mostly deal with how various
features of the game work, this section covers strategy - how to
survive from the beginning to the end of the game, how to identify
items, how to choose a weapon. They are arranged approximately in
order, with spoilers for novices at the beginning and spoilers for
experts at the end.
This section contains spoilers which cover multiple topics or
otherwise do not fit in any of the previous categories but nonetheless
have some useful information about Nethack.