Sil
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That doesn't sound good! I hope you didn't lose much (Sil autosaves when you use a staircase). Is anyone else having this problem? (Save before testing!) It certainly doesn't happen on the Mac build, and I haven't heard it reported by any playtesters, though it is possible it snuck in late in development. -
For example, a character at dungeon level 18 (900 ft) who took 12,345 turns would get a score like:
18 * 100,000 + (100,000 - 12,345) = 1,887,655
However the numbers will actually be a little longer than this to add a bit more information. If I had such a 'score' number is there a limit as to how big it can go? 2,147,483,647? That would probably be enough.Leave a comment:
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I noticed a spot that said something like "not yet" on a graphical mode field---I wonder if Shockbolt's excellent stuff could function with Sil? Or that Unified NPP 32x32 one recently making great strides at being all-inclusive, yet specific to each?Leave a comment:
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You are right that there are no classes in Sil, but there are 'Houses' which are sub-types of the Races and are listed near them on the character dumps. If it is easy, it might be nice to have the Race then the House in the "Race Class" column. So the character Telchar would be "Naugrim Nogrod" (or "Naugrim - Nogrod" might be better still).Leave a comment:
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Error in Windows
Any attempt to resize any window except the main window results in immediate crash. I am running windows xp.Leave a comment:
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Interesting. You mention in-game high scores. If they are indeed useful, can you expose them in the character dump in the next version? We could then start scoring Ladder by them.Leave a comment:
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This is where I think half might have better insight in how to get it to work (as he wrote the code to get the in-game high scores based on this), but I'll summarise: the following is a list (with gaps) in increasing order of impressiveness, where * denotes possession of a Silmaril.
50ft
...
950ft
1000ft
* 1000ft
** 1000ft
*** 1000ft
* 950ft
** 950ft
...
* 0ft
...
* Escaped
** Escaped
*** Escaped
So having a Silmaril dominates not having one; if you have a Simaril you want to be as shallow as possible, with ties broken by number of Silmarils; if you don't have a Silmaril you want to be as deep as possible. Any remaining ties are I believe resolved in favour of low turn count.Leave a comment:
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I should perhaps have mentioned that even the "bang it till it stops moving" build will almost certainly need to pick their fights and fight locations with care sometimes, and be prepared to run away if things look like they could get nasty. This is part of the tactical interest of the game. But you probably realised this anyway!Leave a comment:
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Thanks a lot. I read the manual and the numbers obviously had some connection to the combat mechanism :-) Now I see that it is the complete info about the combat which is certainly useful. I miss this in angband, where it is hard to say how difficult is to hit your opponent.Leave a comment:
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Hello all,
I helped somewhat with the design and development of Sil. Anyhow, I'm familiar enough with the game that I thought I might try my hand at answering some of the questions in this thread, to take the pressure off half.
Edit: Oh, and take a Noldo for sure. Dwarves can make effective fighters, but they are a bit tricky in the early game, and less powerful overall; Sindar aren't very suited for this style; and Edain lead to a much harder game. In light of my comment on Grace, you probably don't want a House of Finarfin character for this build (but there are a lot of viable fighter-with-tricks builds, and they can be good at these).
What does the combat rolls window show? Is it useful information or just illustration?
@ (+8) 23 11 12 [+1] o | (3d7) 10 7 3 [1d4]
This shows you attacking an orc scout. The result of a d20 plus your attack bonus of +8 was 23; the orc scout's roll plus evasion bonus of 1 was 12. The difference is 11, so this is what you hit by (the central number of the left side, in red). This was enough to get a critical hit with your curved sword, so we roll an extra damage die: 3d7 instead of 2d7. We got a 10, and the orc scout got a 3 on its 1d4 armour roll, so we deal 7 damage to it.
Whether you think this is useful information or not is partially up to you! It is certainly possible to play the game without this information, but I think it is often helpful to understand the combat system, and see why you are effective (or not!) against different enemies or in different circumstances.
Also, in the sample dump I got from will_asher, the Depth (current depth?) is shallower than Min Depth (max depth? recall depth? other depth?). Can you clarify this to me?Last edited by Scatha; January 5, 2012, 12:40.Leave a comment:
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Chardumps are now accepted by Ladder. I understand this is a no-class game, like Sangband.
I'm a little confused about the lack of character level concept in this game. Is there something you want me to use instead, half?
Also, in the sample dump I got from will_asher, the Depth (current depth?) is shallower than Min Depth (max depth? recall depth? other depth?). Can you clarify this to me?Leave a comment:
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Hello,
I have two questions:- what are good starting stats for simple "bang it on the head till it stops moving" warrior?
- what does the combat rolls window show? Is it useful information or just illustration?
Thanks a lot.Leave a comment:
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