This page contains older conversations about the module, to save scrolling space on the module's main page.


FuriousOne: You're doing OK, except new chatter should usually go to the bottom -- I almost missed this one. FeathinSilyar mentions Earthen rings below and I'll probably add them, but the bottom line seems to be the realism of the races. A dragon has powerful wings, and their first method of movement is flight - they're not really suited for movement any other way. I'd imagine that a dragon would be very slow if moving on foot, wouldn't it? So if a dragon puts on a cloak which hinders it from flying, its speed would be cut down by serious amounts, that's the only way I see allowing winged races to wear cloaks. As for digging - why should dragons be better at digging? Dragons aren't meant to dig, it's a handicap that players need to find ways around. I'm all for adding new items that would help with handicaps, but I don't see a thematic reason for dragons to be better at digging than other races. And help is always appreciated -- Theme wouldn't be what it is without the forums and people's ideas. It's definitely a "we" effort. :)

Christopher: No more fog? :( I liked that fog... (well, with warriors anyway)

FuriousOne: I liked it too, but too many people were complaining about it, because it does tend to get annoying the further you descend. If I could keep the fog from getting thicker as you go lower, I would have left it in. But the last levels of the Barrow-downs would just be solid fog most of the time, which was annoying. I'll make a foggy special level soon. >:)

MassimilianoMarangio: I learned this a few days ago: In d_info.txt, floor tiles are defined with L-lines and wall tiles with A-lines, e.g.

L:88:94:89:2:199:4
L:0:95:5

The first line defines the features and distribuition of the features on the first level (e.g.,dirt 94%, grass 2%, grass with flowers 4%), the second line with only three entries the distribuition on the last level (e.g. dirt changed to 0%, grass to 95%, grass with flowers to 5%).

If you don't want a change, simply delete the second L-line (or use something more like L:94:2:4).

FuriousOne: Wow, thanks!! That's just what I needed, excellent stuff. :D [Added later: Fog is back.]

ChrisAmes: Yay for the fog! :-)


NerdanelVampire: I found the Map of Thror and the Key of Thorin and went walking around Erebor and its surroundings with them. I didn't find anything unusual (except Ringil! :)). Do the map and the key do anything at this point or am I missing something? I'm still playing 0.0.9 since my swordmaster keeps stubbornly staying alive. (I'm not sure about this, but I have a nagging feeling I may have killed Glaurung twice in this game... Once earlier and once just now...)

FuriousOne: Not yet! Sorry. I put in the map and key artifacts already because I *am* planning a special level in Erebor for which you will require them both, but it isn't ready yet. :) Congrats on Ringil! It's not any less rare in Theme than it is in ToME so that's amazing! Now, if you could find the sword of Feanor... :P As for Glaurung, I checked and he shouldn't show up more than once. o.O

NerdanelVampire: I must have had dreamed about Glaurung then. :) Good to know about the map and key. Now I can ditch them for the better loot that must be somewhere in the pile left by Glaurung and his summons. (I miss sorceror's identify spell...)

FuriousOne: There is a way to - er... AUTO_ID for warriors *looks mysterious*. Just adding that the Map of Thror and Key of Thorin are now guaranteed at certain places the character is bound to visit, and you will not be happy later if you throw them away. <EG>


ReenenLaurie: Has the graphical tiles' allocations been changed? It was kinda weird seeing horses being portrayed as what used to be a small kobold. My best suggestion is to have it use the ASCII character directly on the graphical sets (I've always wanted ASCII monsters on graphical features), but I am not sure how easy that is to do.

FuriousOne: I haven't changed anything to do with graphics, I'm totally rubbish with it and despite Massimilano Marangio's excellent detailed explanations in the Modules and Lua forum, I can't wrap my brain around it. Are a lot of people playing with graphical tiles? :o I kind of like the idea of the monsters being ASCII, it would save me a lot of work! :P

ReenenLaurie: I'm downloading the latest theme now, and I'll go to work to set the images to things appropriate, or to the ascii character (for graphics mode) that you set (if possible), and then I'll send you the .prf file that I generated.

[Added later]: Ok, I hope you got them. It is possible to have ascii monsters. I fixed the flowers that are displayed as ;'s and &'s, and made all the monsters ascii (including the player). Anybody want them, I'll link them on ReenenLaurie.

MassimilianoMarangio: Perhaps a little too late, sorry... If you want to use the default character / color (defined in the info files) for a monster, feature, etc, you only need to delete the corresponding lines from the graf-new.prf and graf-xxx.prf files. For example, deleting all R: lines forces the use of the ascii characters for all monsters.

FuriousOne: Woo! That's handy to know, thank you! And thank you Reenen for doing that; you've got mail. :)

ReenenLaurie: No problem MM (and thank you), it's good to let me get more into the intricitacies of ToME, so I've learnt two new stuff today. (I bascially just loaded a ascii graphics game, and dumped the pref file, so it's not as though I put in loads of effort).

FuriousOne: There are now tiles for everything and everyone in Theme, so it shouldn't be a problem any longer. :)


TheFalcon: Hmm, Dwarf Axemaster worshipping Aule, lvl 40. I've completed 7 God quests now, and am wondering when they're going to stop. Is this a bug or are there now more than 5? Another minor issue is the Enchant Armour spell. It doesn't say when the enchantment works or not (neither does enchant weapon) and at the moment (lvl 16 spell) I can't seem to enchant even standard +0 armour. Playing with a Stonewright it did. At the moment I'm wondering whether the enchant spells are not rather unbalancing to the game. My current character, Durin (until he hit a trap of femininity :( ), has a slaughter axe (+357,+356) !!! Enchant armour for the Stonewright got a pair of Rogue's leather boots (a nice feature by the way) up to +80 armour class or so. Since the only restraint is time, I'm wondering if an invincible fighting machine might be produced. P.S. I keep seeing "leprawns" of various kinds around the place. What are they?? A kind of Leprechaun? (which I would have thought would be rather unthematic).

FuriousOne: There are 7 god quests in Theme as opposed to 5, you won't be getting any more. I may change this in the future, but it seems like a reasonable trade-off considering that it's virtually impossible to travel to temples until you are at least clvl20. Thanks for the feedback about the enchant spells -- they definitely need work, yes. Right now I've updated the module to work with the most current version of ToME but I'll be reevaluating Stonewright spells next. As for leprawns; they are Tolkienian creatures; Tom Bombadil is suspected of being one.

NerdanelVampire: I've never heard the term "leprawn" (or "leprechaun") in connection to Tolkien. I belong to the camp that maintains Tom is clearly a minor Maia; I'm guessing a Maia of Nessa. Goldberry would be half Maia, and her mother, the River Woman, a Maia of Ulmo.

FuriousOne: The term leprawn has been used in Tolkien canon. "...brownies, fays, pixies, leprawns, and what else are they not called, for their number is very great... they were born before the world and are older than its oldest, and are not of it, but laugh at it much..." -- The Book of Lost Tales, Part I, III The Coming of the Valar and the Building of Valinor (from this Encyclopedia of Arda article). Theme uses all of the Arda-related works, not just the main canon (LoTR, Hobbit, Silmarillion).

NerdanelVampire: I wouldn't call the Lost Tales canon, but no matter. I wonder if you are also going to have mechanical dragons with orcs inside, Fall of Gondolin style. (No, drolems don't count.) :)


Atarlost: I think I've found the problem with the fireproofing quest not accepting the rune. The quest creates the rune with Tval TV_RUNE2 which makes a rune of armageddon. When the quest checks for the rune to finish the quest it looks for a rune with TV_RUNE1 which should be a rune of fire.

FuriousOne: Thank you! That was the stupidest typo I've ever made, for serious. *sheepish*


Kalam Mekhar: I've never made a comment on the wiki previously so please excuse me if this is in the wrong place or violates some kind of protocol. I just started playing the Theme module a few days ago and it is very cool. It's ignited a whole new interest for me in playing TOME. There are a large number of things that are new to me and some things I've encountered have already been pointed out in places on the Theme section of the wiki. I just wanted to check a couple of things.

1) That issue with the Old Mage quest to get the rune and your character not being able to claim the quest reward still seems to be happening. I'm not much of a coder so I was wondering if it's possible to change the rune once I already have it in order to complete the quest?

2) I'm not sure from reading this site whether or not there is any point in holding onto the map and key I've found that it looks like I'm meant to take to Eerebor. It looks like at some point this will be implemented but I' dont know if the purpose behind them has now been implemented in the latest version of the Theme module?

Thanks and great work FuriousOne

NeilStevens: No problems with your comment. Bug Reports should generally go at BugReports, though, especially since I noticed that Lothlorien Mage's Quest while playing ToME recently. Don't report that as a theme bug, since it's definitely not just in Theme.


Modules/Theme/Old Chatter (last edited 2006-03-16 13:39:04 by FuriousOne)