3.0.9b initial questions

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Djabanete
    Knight
    • Apr 2007
    • 576

    #46
    Or you could just have a flag that allows a monster to "sound the alarm", and different monsters give different messages when sounding the alarm, sort of like different monsters give different pain messages. So you get all the flavor but you wouldn't end up with weirdness like an orc yelling and a dragon not waking up.

    Comment

    • zaimoni
      Knight
      • Apr 2007
      • 590

      #47
      Originally posted by Djabanete
      Or you could just have a flag that allows a monster to "sound the alarm", and different monsters give different messages when sounding the alarm, sort of like different monsters give different pain messages. So you get all the flavor but you wouldn't end up with weirdness like an orc yelling and a dragon not waking up.
      Or a flag "has sounded the alarm" (although ideally, a "wake up" should preclude all "resistance communication").
      Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
      Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
      Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

      Comment

      • zaimoni
        Knight
        • Apr 2007
        • 590

        #48
        Originally posted by pesachyonah
        You've probably thought about this, but you could add a language field to the monster data files, with some monsters speaking multiple languages just like having multiple resistances. And communications in each language could be represented by different noise types, so that the player would perceive that the monsters were talking to one another but wouldn't know exactly what they were telling each other, e.g. Canine/Hound speakers would "growl" and "howl", Kobold/Orc/Ogre/Troll (i.e. "cave dwellers") speakers would "grunt" or the player would "hear guttural noises", Dragons would "hiss" or "roar", Undead would "gibber" and "wail", etc.
        The current monster cries classification is based on display character as an index to "general type". It works well enough to have prevented a number of monster racial property flags from making it into V.
        Originally posted by pesachyonah
        It occurs to me as well that monsters learning from their mistakes and remembering player resistances were game-play or birth options. Perhaps those options ought to be consolidated into a single "monsters communicate with each other intelligently" option?
        At such time as monster communication goes into Zaiband, it's not going to be optional for waking up. Resistance communication will be controlled by the ai options. Communication may, however, enable ditching the cheating ai telepathy for player resistances. This would be good (as I don't like cheating ai).
        Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
        Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
        Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

        Comment

        • roustk
          Adept
          • Dec 2007
          • 167

          #49
          Originally posted by Lebannen
          I think that one works for me, especially if combined with roustk's trick for a larger clickable target.
          I've taken AJPS's outlined Mr. Att that he added to ticket #85, used GIMP to fill with 1% opaque black inside the @, and made new MacOS icons. See the ticket.

          You can replace your existing icons at either Angband.app/Contents/Resources/Angband.icns or trunk/src/osx/Angband.icns (and recompile). Hopefully someone with SVN access will approve and update the nightlies.

          Kevin

          Comment

          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #50
            Originally posted by roustk
            I've taken AJPS's outlined Mr. Att that he added to ticket #85, used GIMP to fill with 1% opaque black inside the @, and made new MacOS icons. See the ticket.

            You can replace your existing icons at either Angband.app/Contents/Resources/Angband.icns or trunk/src/osx/Angband.icns (and recompile). Hopefully someone with SVN access will approve and update the nightlies.

            Kevin
            Committed, revision 884. Thanks!
            takkaria whispers something about options. -more-

            Comment

            Working...
            😀
            😂
            🥰
            😘
            🤢
            😎
            😞
            😡
            👍
            👎