>Has ANYONE managed to get Bandband to compile on the PC? I would like to
>get an EXE if anyone has one.
Well, if someone sends me a copy of the Turbo C project file for Angband,
I'd love to try to get it to work.
Also, I'll post the new version of Bangband up soon. Major changes:
Death added (as a critter)---ALWAYS moves your speed, NEVER misses a hit.
Nothing else unusual. Spellcasters BEWARE! Heh :&)
Warrior mods. Am playing a 35th level Warrior right now, using a Defender
(Oh, those are MUCH cooler weapons now---hint, hint). He's waded into Orc
pits before, WHAM, BAM, THANK YA M'AM'd ALL the bloody orcs in there to
extinction (oh, the +1 Speed helped :&), as did the +35 ring of Damage ).
Deck of Many Things (if ya Activate it with Ctrl-A, it can do one of about 20
things---some WAY COOL, some WAY DANGEROUS).
Feather Falling is now Levitation---you "float over" traps and won't set them
off. Real handy for Warrior types who don't have Detect Traps.
Iron Will---2 kinds (1 is a spell, you take 1/3 normal damage, one is
permanently on some items, you take 2/3 normal damage).
Other items played with to make them more powerful (Holy Avengers---WHEEE).
Some items removed (artifact PDSM--that's TOO powerful).
Each class has a special Skill that it can use (press ;) every couple of
turns.
Smithy class can use components (% signs) to Forge weapons/armor (their
skill)
Spells more potent to some extent---the spellcasting classes have restrictions
on weapon use, though---mages can ONLY use light weapons, priests can ONLY
use hafted weapons.
Half-spellcasting classes (Ranger/Paladin) can cast fewer spells.
WARRIORS RULE! (Use a Crystal Bow (x5) and some Arrows of Slaying)
--
Quote: "Love may conquer everything, but it needs Time as its Field General."
Let darkness disappear/In the rays of sunshine/That come from within my heart/
Whenever I think of you.
I would like to see a PC version, though, Silent Dreamer. It sounds pretty
cool. I always used to play Human Warriors in Moria and Angband, and I thought
that they weren't given enough benefits to make them special. After all,
most of the spellcasters could fight just as well after a while. So what if
fighters get a few more hit points in Angband where monsters do a few hundred
a pop?
Any help on why it won't compile under unix?
Agent Slam Jam
>I haven't even been able to get it to compile on unix. It gives me some
>sort of error, but since I'm not a unix expert, I don't know what the heck it's
>talking about.
>I would like to see a PC version, though, Silent Dreamer. It sounds pretty
>cool. I always used to play Human Warriors in Moria and Angband, and I
>thought that they weren't given enough benefits to make them special.
Ahhh. In Bangband, Warriors RULE. NOBODY does more damage per round than
these babies---remember, they get (1) +todam (raises w/level), (2) Extra blows/
round with heavy weapons (i.e. Glaive of Pain :&) ), raises w/level, (3)
Immunity to non-magical fear attacks, extra resistance vs. magical fear, (4)
Saving throws against XP Drain (sorta).
>After all, most of the spellcasters could fight just as well after a while.
Not in Bangband. I put in some odd restrictions on Priests and Mages:
Mages can ONLY use very light weapons (None of this sh*t where they wield
2-handed swords---they don't have the skill). AND they get 2 less blows each
round (min. of 1).
Priests can't use prayers if wielding a non-hafted weapon, AND get 1 less
blow AND get -1 to damage.
Also there is a TR_NOMAGIC attribute. If ANYTHING in your inventory has this
set, you CANNOT use ANY magical spells until you get rid of it.
>So what if fighters get a few more hit points in Angband where monsters do a
>few hundred a pop?
>Any help on why it won't compile under unix?
Believe me, I wish I knew. It runs fine when I run it from console, but when
I telnet into the same machine and try to run it, it prints out the "stat
block" ---Str/Int/Wis/Dex/Con/Chr, AU, Mana, then crashes.