Search found 63 matches

by ISNorden
Fri Mar 28, 2014 2:36 am
Forum: Bugs Archive
Topic: Crashes after character creation
Replies: 1
Views: 1193

Crashes after character creation

I just created a new account for ToME 4, in order to playtest the "default game" and get an idea of what a module needs. (Since I've been gone for six years, there's a lot to relearn!) Unfortunately, my copy of T-Engine (4.1.5 for Windows/no music) crashes after the 'loading dungeon' scree...
by ISNorden
Thu Mar 27, 2014 12:13 pm
Forum: Dumb Questions
Topic: Downloading JUST the engine still possible?
Replies: 1
Views: 2526

Downloading JUST the engine still possible?

It's been 6+ years since I've used T-Engine; is there still a place to download the engine software as a standalone?
by ISNorden
Wed Jan 17, 2007 12:32 am
Forum: General Discussion
Topic: Which version is better...?
Replies: 12
Views: 9842

No, because...

ToME 3 has taken out too many features that I'd want to keep in my modules (lots of damage types, randarts, item creation by the player). It's also made editing the basic lists harder: although I know some Lua and have written some new scripts myself, it's easier for experienced players to decipher ...
by ISNorden
Sun Apr 30, 2006 7:06 pm
Forum: The Void
Topic: Favourite roguelike
Replies: 18
Views: 22956

My "other" choice is the Ragnarok game: it's a spinoff of Nethack, with an extremely loose Nordic theme. In fact, Ragnarok was part of my inspiration for Norseband. ("Come on, if I had help with the coding part of development...I could supply the ideas for a true-to-myth Norse rogueli...
by ISNorden
Thu Feb 23, 2006 6:21 pm
Forum: Archives
Topic: [Norseband] Astral dungeon: drop or rename?
Replies: 18
Views: 46049

You've got a point about the perpetual darkness handicapping players who begin in an über- challenging dungeon already; I'll scrap that feature. A "hole vault" sounds like a cool way to put a dark, unusable shaft on every floor. Still, I can see one big coding problem: how do you restrict ...
by ISNorden
Thu Feb 23, 2006 4:57 pm
Forum: Archives
Topic: [Norseband] Astral dungeon: drop or rename?
Replies: 18
Views: 46049

Since Norseband is based on ToME 2.3.*, somebody would need to rewrite parts of the dungeon-creation source code to guarantee "holes" in the middle of a level. Adding some damaging walls would be a good thematic touch, but it would also kill most 1st level characters (who often end up hidi...
by ISNorden
Thu Feb 23, 2006 12:08 am
Forum: Archives
Topic: [Norseband] Astral dungeon: drop or rename?
Replies: 18
Views: 46049

Not that any of this matters for the situation at hand. This isn't about what the accurate cosmology is for the real world, it's about selecting a cosmology for a fictional world, a world where whatever ISNorden decides will inherently become the accurate cosmology. And if we go with the simplest p...
by ISNorden
Wed Feb 22, 2006 7:32 pm
Forum: Archives
Topic: [Norseband] Astral dungeon: drop or rename?
Replies: 18
Views: 46049

Especially a 99-level maze that changes completely everytime you go up or down some stairs... Heh. Well, very glad to have been of help to you. I had quite some fun with T-Plus and I'm looking forward to Norseband, so anything to make it come up faster ^^ The Fury and I are working together as fast...
by ISNorden
Wed Feb 22, 2006 5:10 pm
Forum: Archives
Topic: [Norseband] Astral dungeon: drop or rename?
Replies: 18
Views: 46049

Ok, you want to do the D&D-style, which means a definitive state of afterlife is out. Fine with me, so, how about that: Every god creates his own "paradise island" thing in the Aethereal Realm (or the "Whirling Nether" or "She'ol" or whatever you think sounds best)...
by ISNorden
Wed Feb 22, 2006 12:36 am
Forum: Archives
Topic: [Norseband] Astral dungeon: drop or rename?
Replies: 18
Views: 46049

Norseband is indeed a work of fiction, although it is based on the myths and folklore of several real cultures. That implies using playable versions of historical religions; anything less weakens the "look and feel" of my chosen theme. However, since Norseband ISN'T a tool for converting p...
by ISNorden
Sat Feb 18, 2006 1:22 am
Forum: Archives
Topic: [Norseband] Astral dungeon: drop or rename?
Replies: 18
Views: 46049

I opted for not sure. I like the concept of it, and there's no reason in 3.0 (or in 2.3.x if you didn't mind doing some rather messy lua hacking) that you can't send the different character types to different dungeons if you want. Of course, that depends on whether it's practical to implement, and ...
by ISNorden
Fri Feb 17, 2006 10:48 pm
Forum: Archives
Topic: [Norseband] Astral dungeon: drop or rename?
Replies: 18
Views: 46049

[Norseband] Astral dungeon: drop or rename?

I'm unsure about keeping the astral dungeon in Norseband, for several reasons. First, the game will include more than one religion; sending all ghosts to the same afterlife seems wrong. Second, I plan to save Eljudnir (the hall of Hel) for the endgame; players who've already beaten the five normal-w...
by ISNorden
Wed Feb 08, 2006 6:28 pm
Forum: General Discussion
Topic: Best Module Volume 2
Replies: 4
Views: 4731

I voted for T-Plus of course :oops: ... though I see a lot of good work in other modules, especially the ones that The Fury did. (If there are any other T-Plus fans here still, I'm currently working on version 2.3.0 by the way!)
by ISNorden
Wed Feb 08, 2006 1:48 am
Forum: General Discussion
Topic: Best Variant Volume 2
Replies: 10
Views: 9953

I voted for ToME; it's got most of what I love to see in a *band. Wilderness, multiple dungeons, multiple towns, religions that actually care what a character does, quests that actually form part of a larger plot. Plus, of course, the potential to customize the game; I'm still waiting for ToME 3 to ...
by ISNorden
Tue Jan 17, 2006 7:48 pm
Forum: Archives
Topic: [T-Plus] Hallow-dwellers: full race or subrace?
Replies: 11
Views: 31189

Thanks for the warning, I'll note that in the game docs for next release.