It was deemed unfixable by the repair shop, but it wasn't a real repair shop, just Best Buy or some such and I think they only take on the 'let's just reinstall Windows and see if that works' type of repairs.
That said, I haven't devoted the time yet to pull it apart myself, nor have I purchased any thermal paste. I've been super busy playing Dark Souls, see, and I don't want it to end yet
The first one, actually. I played it years ago but never beat it, and when I saw a friend playing DS3 I was like, man, I really want to finish the first one now. So I fired it up and have nearly beaten it with a Faith/Strength character that has used a Longsword (and sometimes Halberd) for most of the game. Only have Manus (optional and annoying - I hardly do any damage with my chosen weapon) and Gwyn left to defeat.
Then I decided to start a Dex/Stealth character - bee-lined for Dusk of Oolacile to get Hidden Body and various other sorceries (no offensive ones) and have had a blast parrying and backstabbing my way through the game. Used the Bandit's Knife almost the entire time, but switched to Quelaag's Fury Sword once I started encountering enemies that can't be parried or backstabbed. Still wearing the starting Thief armor, too, but I switched to the Crest Shield about the same time I switched weapons. Aural Decoy has proven to be a life-saver in many cases, but is becoming less useful as the game goes on. Sure is fun running around with the Slumbering Dragoncrest Ring and either Hidden Body or the Fog Ring - made Anor Londo a cinch!
Anyway, DS is awesome. I'm looking forward to playing DS2 and DS3 if I have the time.
The Meaning of Life, the Universe, and Everything.
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For pvp the best is DS2
DS3 pvp is ****... Really.... not even decently balanced XD but in therms of history and pve its good (too much recicled from bloodborne in terms of apaerance :P)
Well my internet connection is pretty sub-par at best, plus the first time I was invaded I got backstabbed by someone who was standing across the room from me, so I typically play offline
I just started using DSS in my latest modpack (built around the LotR mod), and I've been enjoying it a lot. There's one thing that's really irking me, though: if I'm riding a horse and turn on Z-targeting, it automatically targets my horse instead of my enemies. Could you put in an option so that you can never Z-target creatures you're riding? And perhaps ones you own, too.
That's a great idea, thanks! Once I get back to modding, I'll definitely disable targeting ridden entities and possibly add an option to ignore friendlies (I thought that was already in there, but maybe that was just players).
One other thing: I'm not sure that the "Enable skill orbs to drop as loot from mobs" config option is working correctly. I turned every numerical value in that section up to the maximum and then killed several hundred zombies in an arena, and not one orb dropped.
Oh, also, what does "Chance for specified mobs to drop a random orb" do? There's no place in the config to specify mobs.
The mobs that drop each orb are hard-coded and the 'chance' config setting is the probability that that orb will drop when the correct mob is killed, provided that the 'enable skill orbs to drop' setting is 'true' for the specified orb. There are also settings to allow orbs to drop randomly from any mob, as well as for specified mobs to drop a random orb. Note that the orb percentages are actually tenths of a percent, so 1 = 0.1% chance of dropping, i.e. 1 in 1000.
So let's take the following example:
Enable skill orbs to drop as loot from mobs (may still be disabled individually)=true // if set to false, NO orbs will ever drop!
Chance (as a percent) for random mobs to drop a random orb [0-100]=1 // 1%
Chance (as a percent) for specified mobs to drop a random orb [0-100]=10 // 10%
Chance (in tenths of a percent) for Basic Sword Technique (0 to disable) [0-10]=5 // 0.5%
With these settings, Basic Sword Technique orbs have a 5/1000 or 1 in 200 chance of dropping from zombies, but there is also a 10% chance that the zombie will instead drop a random orb. In that case, the new orb's drop chances will be used instead.
A mob which does not have any specific orb drop (such as one added by another mod) will still have a 1% chance of dropping a random orb, but the chance of that specific orb dropping still applies. So, if Mob X determines it may drop an orb of Basic Sword Technique, the 5/1000 chance still applies. This is so you can set random mob drops to 100% but drops will still be rare.
No, that's not what that means. The settings for mobs and orbs are independent. The mob chance of dropping an orb is an ATTEMPT, not guaranteed at all, that depends on the orb setting, which you have at 10 = once per 1000 times, on average. So any mob you kill will try to drop a random orb, and that random orb has a specific chance to drop based on the config settings.
Ahh, okay. So with all the settings maxed out, I have a 100% chance of each mob trying to drop an orb, and then a 1% chance of each individual orb dropping? That's still pretty rare, but not vanishingly so... Maybe I was just really unlucky.
Yep, and the chances get better with each level of Looting you have on the item used to kill mobs, up to a max of 2.5% chance (which is 1 every 40 mob kills, on average, which is pretty dang fast to max out your skill levels).
Ah okay, the Looting situation makes the orb rarity make a bit more sense. I'm exclusively using the Lord of the Rings mod in this pack, though, so I don't have access to enchantments, and adding new ruins won't work with the setting. I had been originally hoping to use Father Toast's Custom Chest Loot to put skill orbs in the LotR mod's buildings' chests, but unfortunately LotR doesn't have the right kind of API hooks to let Custom Chest Loot get at its chests.
Is there a manner in which I can disable the vanilla combat system in favour of this one? I have a tendency to not use this combat system out of forgetfulness.
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Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
Is the DSS api coming to 1.10.* or you're stopping at 1.8? I started coding a combo skill addon using your api in 1.8 ( chrono trigger type of combos for 2 and 3 players ) but I would like to stay "up to date" with current updates.
Would you suggest me to wait or to go go on from scratch by my self for newer minecraft forge versions?
Thank you for your time and for your awesome mods, and of course for the inspiration.
Is there a manner in which I can disable the vanilla combat system in favour of this one? I have a tendency to not use this combat system out of forgetfulness.
Is the DSS api coming to 1.10.* or you're stopping at 1.8? I started coding a combo skill addon using your api in 1.8 ( chrono trigger type of combos for 2 and 3 players ) but I would like to stay "up to date" with current updates.
Would you suggest me to wait or to go go on from scratch by my self for newer minecraft forge versions?
Thank you for your time and for your awesome mods, and of course for the inspiration.
Eventually, yes, but my coding computer died some months ago and I have yet to get a replacement. Sounds like a pretty cool idea, though!
Just a question. Is it normal for dynamic sword skills in 1.7.10 to have the character dodge to the side around 6 blocks at inhuman speeds?
It has the same effect on every skill level and I am confused, since it makes no sense and is not present in ZSS.
Also, are there any chances of seeing a hand to hand combat function any time in the future?
Dodge and some other skills such as Backslice are currently frame-rate dependent... the movement is all handled on the client side. This is true for both mods and something that I've been meaning to do something about, but it works most of the time for most people so... yeah.
Re: hand-to-hand combat - I'm not going to say yes because I haven't done any modding in almost a year now and, when/if I get back to it, I have a lot of work to do updating what I've already created. I think it would be neat, but I can't promise anything.
That said, DSS is open source, so you (or someone) could fairly easily modify the current skills to only function bare-handed and edit the language file to give them different names and descriptions and then there you go, a pretty good start on a hand-to-hand combat mod
It was deemed unfixable by the repair shop, but it wasn't a real repair shop, just Best Buy or some such and I think they only take on the 'let's just reinstall Windows and see if that works' type of repairs.
That said, I haven't devoted the time yet to pull it apart myself, nor have I purchased any thermal paste. I've been super busy playing Dark Souls, see, and I don't want it to end yet
DS3???
Please... tell me you aren't using rapier or darksword....
I use claymore XD
The first one, actually. I played it years ago but never beat it, and when I saw a friend playing DS3 I was like, man, I really want to finish the first one now. So I fired it up and have nearly beaten it with a Faith/Strength character that has used a Longsword (and sometimes Halberd) for most of the game. Only have Manus (optional and annoying - I hardly do any damage with my chosen weapon) and Gwyn left to defeat.
Then I decided to start a Dex/Stealth character - bee-lined for Dusk of Oolacile to get Hidden Body and various other sorceries (no offensive ones) and have had a blast parrying and backstabbing my way through the game. Used the Bandit's Knife almost the entire time, but switched to Quelaag's Fury Sword once I started encountering enemies that can't be parried or backstabbed. Still wearing the starting Thief armor, too, but I switched to the Crest Shield about the same time I switched weapons. Aural Decoy has proven to be a life-saver in many cases, but is becoming less useful as the game goes on. Sure is fun running around with the Slumbering Dragoncrest Ring and either Hidden Body or the Fog Ring - made Anor Londo a cinch!
Anyway, DS is awesome. I'm looking forward to playing DS2 and DS3 if I have the time.
For pvp the best is DS2
DS3 pvp is ****... Really.... not even decently balanced XD but in therms of history and pve its good (too much recicled from bloodborne in terms of apaerance :P)
Well my internet connection is pretty sub-par at best, plus the first time I was invaded I got backstabbed by someone who was standing across the room from me, so I typically play offline
I know that fel bro...
Buuuuuuuut....
That happens even at 100mbs conection XD
I just started using DSS in my latest modpack (built around the LotR mod), and I've been enjoying it a lot. There's one thing that's really irking me, though: if I'm riding a horse and turn on Z-targeting, it automatically targets my horse instead of my enemies. Could you put in an option so that you can never Z-target creatures you're riding? And perhaps ones you own, too.
Thanks.
That's a great idea, thanks! Once I get back to modding, I'll definitely disable targeting ridden entities and possibly add an option to ignore friendlies (I thought that was already in there, but maybe that was just players).
Great!
One other thing: I'm not sure that the "Enable skill orbs to drop as loot from mobs" config option is working correctly. I turned every numerical value in that section up to the maximum and then killed several hundred zombies in an arena, and not one orb dropped.
Oh, also, what does "Chance for specified mobs to drop a random orb" do? There's no place in the config to specify mobs.
So let's take the following example:
With these settings, Basic Sword Technique orbs have a 5/1000 or 1 in 200 chance of dropping from zombies, but there is also a 10% chance that the zombie will instead drop a random orb. In that case, the new orb's drop chances will be used instead.
A mob which does not have any specific orb drop (such as one added by another mod) will still have a 1% chance of dropping a random orb, but the chance of that specific orb dropping still applies. So, if Mob X determines it may drop an orb of Basic Sword Technique, the 5/1000 chance still applies. This is so you can set random mob drops to 100% but drops will still be rare.
Right, but if I set
then that should make every mob drop a random orb every time, right? (The individual orbs have their drop chances set to 10.)
That's not what I'm seeing, though. I've killed several hundred zombies after putting that setting to 100, and I haven't seen a single orb drop.
No, that's not what that means. The settings for mobs and orbs are independent. The mob chance of dropping an orb is an ATTEMPT, not guaranteed at all, that depends on the orb setting, which you have at 10 = once per 1000 times, on average. So any mob you kill will try to drop a random orb, and that random orb has a specific chance to drop based on the config settings.
Ahh, okay. So with all the settings maxed out, I have a 100% chance of each mob trying to drop an orb, and then a 1% chance of each individual orb dropping? That's still pretty rare, but not vanishingly so... Maybe I was just really unlucky.
Yep, and the chances get better with each level of Looting you have on the item used to kill mobs, up to a max of 2.5% chance (which is 1 every 40 mob kills, on average, which is pretty dang fast to max out your skill levels).
I want you to get a PC!!!
I want sword skills mod!! unarmed skills mod!!
I want dark souls!!!!
I want potatoes!!!!
I just want you to know, that i'm joking because you are speaking for orbs....
Also Igfig, instal this mod http://www.atomicstryker.net/ruins.php
Each chest will contain (more or less) a few orbs, if they have the normal values, seach for sea ports, a lot of orbs XD
Ah okay, the Looting situation makes the orb rarity make a bit more sense. I'm exclusively using the Lord of the Rings mod in this pack, though, so I don't have access to enchantments, and adding new ruins won't work with the setting. I had been originally hoping to use Father Toast's Custom Chest Loot to put skill orbs in the LotR mod's buildings' chests, but unfortunately LotR doesn't have the right kind of API hooks to let Custom Chest Loot get at its chests.
This'll work though!
Is there a manner in which I can disable the vanilla combat system in favour of this one? I have a tendency to not use this combat system out of forgetfulness.
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
Is the DSS api coming to 1.10.* or you're stopping at 1.8? I started coding a combo skill addon using your api in 1.8 ( chrono trigger type of combos for 2 and 3 players ) but I would like to stay "up to date" with current updates.
Would you suggest me to wait or to go go on from scratch by my self for newer minecraft forge versions?
Thank you for your time and for your awesome mods, and of course for the inspiration.
Not that I know of, sorry.
Eventually, yes, but my coding computer died some months ago and I have yet to get a replacement. Sounds like a pretty cool idea, though!
Dodge and some other skills such as Backslice are currently frame-rate dependent... the movement is all handled on the client side. This is true for both mods and something that I've been meaning to do something about, but it works most of the time for most people so... yeah.
Re: hand-to-hand combat - I'm not going to say yes because I haven't done any modding in almost a year now and, when/if I get back to it, I have a lot of work to do updating what I've already created. I think it would be neat, but I can't promise anything.
That said, DSS is open source, so you (or someone) could fairly easily modify the current skills to only function bare-handed and edit the language file to give them different names and descriptions and then there you go, a pretty good start on a hand-to-hand combat mod