A suggestion for FA-Angband, after playing what I think is the current version (1.4.something...).
It was pretty unclear what the difficulty value was supposed to mean. The word difficulty suggested some things were probably supposed to be harder than others in some way, but I couldn't tell what the value meant, nor whether a higher number meant a harder game, nor the other way around, or something else.
Since I was new to the game, i wanted the maximally easy character to get started, so picked one with the best stats. And died. And died. And died.
Here my streak of stubbornness kicked in. I thought this is an option offered for starting the game, so surely it must be possible to start this way. After rolling around 50 characters (really, there should be a faster restart loop if this setting should remain unchanged), I gave up and turned on cheat death for the first time. I would try to kill a single enemy before dying. Every once in a while I succeeded. Once I was high enough level, I was able to head south through the killing fields to the lower level areas of the game. At this point, the gauntlet past, my endorphins crashed and a I quit the game. I don't think I'll go back to it.
Still, I think the introductory menu could use clarification, or at least the help text files.
FAangband 1.4
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I'm kind of curious too.
When I've made so many changes to Vanilla that everyone wants me to stop for a while might be a good time to work on it
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Off my Sangband kick going back to FA for awhile, downloaded source from FA website
and....
./configure
make
sudo make install
worked just fine now no problems maybe its my newer version of ubuntu linux or maybe Nick fixed something I don't know but cool.
I'm kind of curious is there plans to update FA to the newer codebase once all the bugs are settled in V 4.0? Would be cool to keep this surviving over the years.Leave a comment:
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Yeah, I changed the filename and forgot to change all the references to it.Have been playing FAAngband for the first time, but have not been able to find the map of Middle Earth. I know I saw something of a map relationship chart in the character creation process, but now under the help "?" exploring the wilderness and dungeons, map of Middle-Earth, the response is "Cannot open Maps.txt" and there is no maps.txt in the edit files that I could find.
The actual file is lib/help/mapmode.txt.Leave a comment:
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Where is map of Middle-Earth?
Have been playing FAAngband for the first time, but have not been able to find the map of Middle Earth. I know I saw something of a map relationship chart in the character creation process, but now under the help "?" exploring the wilderness and dungeons, map of Middle-Earth, the response is "Cannot open Maps.txt" and there is no maps.txt in the edit files that I could find.Leave a comment:
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./configure --enable-sdl
make
sudo make install
works
compiling without sdl dosen't work though,but happy to get something to work anyways, thanks.Leave a comment:
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So I would go
You can leave off the --enable-sdl if you don't want to use the SDL frontend, but I always do.Code:./configure --enable-sdl make sudo make install
If there is no configure script, you can try runningfirst.Code:./autogen.sh
If none of that works, let me know where it went wrong.Leave a comment:
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Sorry - the file got renamed to keymap.txt, but I failed to update the name in command.hlp. So you can look at the file from outside, but not in-game.
There's a list in lib/info/Spoil/Wizard_commands.txtLeave a comment:
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Is there any way specificaly you have to compile FA for Linux? I have tried a couple different ways and I get errors.Leave a comment:
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1.44.
Macro.txt in help is missing.
Also, can't find information on debug commands - they are simply not listed anywhere - and the debug command function is present. Help?Leave a comment:
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Nothing to be done for ...src\Makefile.win
Hi
I have a proyect about to translate de game to Spanish language, I've translate 15% of all text, items, monsters, etc.
Now I like to compile to test my translation, I've installed Cygwin (its in C:\cygwin64) and I add the Enviroment path. I write the command:
> make C:\FAangband-1.4.4\src\Makefile.win
And I Get the Error:
Then I try with -f argumentCode:C:\FAangband-1.4.4\src\M akefile.win cygwin warning: MS-DOS style path detected: C:\FAangband-1.4. 4\src\Makefile.win Preferred POSIX equivalent is: /cygdrive/c/FA angband-1.4.4/src/Makefile.win CYGWIN environment variable option "nodosfilewarning" turns off this warning. Consult the user's guide for more details about POSIX paths: http://cygwin.com/cygwin-ug-net/using.html#using-pathnames make: Nothing to be done for 'C:\FAangband-1.4. 4\src\Makefile.win'.
> make -f C:\FAangband-1.4.4\src\Makefile.win
In the line 33 is:HTML Code:C:\FAangband115\src\Makefile.win:33: Makefile.inc: No such file or directory make: *** No rule to make target 'Makefile.inc'. Stop.
include Makefile.inc
But this file is in my folder!
Help please!!Leave a comment:
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Spanish Translation Project - Nothing to be done for ...src\Makefile.win
Hi
I have a project about to translate de game to Spanish language, I've translate 15% of all text, items, monsters, etc.
Now I like to compile to test my translation, I've installed Cygwin (its in C:\cygwin64) and I add the Enviroment path. I write the command:
> make C:\FAangband-1.4.4\src\Makefile.win
And I Get the Error:
Then I try with "-f" argument:Code:C:\FAangband-1.4.4\src\M akefile.win cygwin warning: MS-DOS style path detected: C:\FAangband-1.4. 4\src\Makefile.win Preferred POSIX equivalent is: /cygdrive/c/FA angband-1.4.4/src/Makefile.win CYGWIN environment variable option "nodosfilewarning" turns off this warning. Consult the user's guide for more details about POSIX paths: http://cygwin.com/cygwin-ug-net/using.html#using-pathnames make: Nothing to be done for 'C:\FAangband-1.4. 4\src\Makefile.win'.
> make -f C:\FAangband-1.4.4\src\Makefile.win
In the line 33 is:HTML Code:C:\FAangband115\src\Makefile.win:33: Makefile.inc: No such file or directory make: *** No rule to make target 'Makefile.inc'. Stop.
include Makefile.inc
But this file is in my folder!
Help please!!Leave a comment:
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OK, this is really helpful.
These are all just great - I will definitely use both eventually. I don't know when I'll actually get to doing any stuff on FA, but the vaults will probably end up in VI had some fun making vaults a while back. I've been holding on to them for a while, only now got around to playing a game to try test them naturally. Add any you like.
I'm not sure if you'd be interested but that game was also testing some changes to monster.txt, primarily changing the wraith uniques. Details of that. I liked how they turned out. They felt a little like milestones, once you get to their depth they show up very quickly (especially Uvatha teleporting to you and Adunaphel moving through walls) and they were respectably tough, I had to drop !healing on them all. The other stuff was mainly whimsy so I won't bother you with it, though I will say that Smaug definitely doesn't have stats befitting of a DL90 unique and Draugluin has melee tamer than Mim.
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Haven't played 1.4 but targeting a rod of light, for purposes of illumination, can get annoying in FA's slanted straight passageways (wilderness).
Code:######################## ############### ######## ####### ################ ########################Leave a comment:
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(continuing from the end of this dump) elliptic also had this happen. We think it is to do with the water Morgy creates with his storms. I think it might have only started happening after the vision changes, perhaps. I don't remember encountering it before then and it happened my last two wins. Normally I wouldn't be so cheap but I was in a lazy mood and felt like letting him dance around while a black reaver wailed on me and a storm of unmagic hung back breathing time.
I think the terrain was something like this, can't say for sure since there were a few monsters around blocking squares:
Code:...... ..~... ..~... .~P@.. ...... ......
I had some fun making vaults a while back. I've been holding on to them for a while, only now got around to playing a game to try test them naturally. Add any you like.
I'm not sure if you'd be interested but that game was also testing some changes to monster.txt, primarily changing the wraith uniques. Details of that. I liked how they turned out. They felt a little like milestones, once you get to their depth they show up very quickly (especially Uvatha teleporting to you and Adunaphel moving through walls) and they were respectably tough, I had to drop !healing on them all. The other stuff was mainly whimsy so I won't bother you with it, though I will say that Smaug definitely doesn't have stats befitting of a DL90 unique and Draugluin has melee tamer than Mim.Leave a comment:
Leave a comment: