Talk:Cacodemon

Uniquely, the Cacodemon seems to distance itself from the player when attacked; I often find myself having to chase Cacodemons which have moved away. Is this a property of the Cacodemons' artificial intelligence, or is it just a side-effect of being pushed backwards by the force of my bullets / rockets etc? Someone with the source code in front of them might be able to answer this.-Ashley Pomeroy 18:10, 15 Jul 2005 (UTC)
 * The latter is true. There's much less friction in air after all ;) TheDarkArchon 21:16, 28 Nov 2005 (UTC)


 * On another note, why is the AD&D link into the Doom wiki and not Wikipedia. TheDarkArchon 21:19, 28 Nov 2005 (UTC)


 * Possibly because AD&D had other influences on doom / quake and therefore could have a local article... however in it's absence I've changed it to be a wikipedia one. -- Jdowland 23:28, 28 Nov 2005 (UTC)

It seems that Doom 1 and 2 differ in Cacodemon hitpoints - in Doom 1 it takes 3 rockets to take down fresh Cacodemon, when in Doom 2 it goes down just after two. Another possibility is that direct rocket damage is different in Doom and Doom 2, but the difference should be mentioned either here or at rocket launcher page. This was noticed comparing original DOS Doom 1 and 2 games. Source ports won't show this difference as damage and hitpoint information isn't stored in Doom IWAD. -- KrzysiekK


 * I've just fired up my old DOS versions of the Doom games, and also Zdoom, and I can't see a difference. The cacodemons in E3M1 and the ones in Map08 both seem to take the same damage - two or three rockets smack in the face. I assume somebody who could understand the source code would be able to answer this once and for all. Mind you, I could swear when I was young that it only took two shotgun shots to kill a demon, whereas running levels on Zdoom it seems to take three shotgun shots, but that could just be because I have got worse with age. -Ashley Pomeroy 21:19, 15 July 2006 (UTC)


 * And I've compared them both with v1.1 of Doom, which is much the same. I assume the reason why my punches and shots seem so weak nowadays is because I no longer use IDDQD in order to blast the monsters at point-blank range. From what I remember Doom.exe and Doom2.exe are almost identical except for pointers to textures specific to each game; Doom2.exe was spun off from Doom v1.666, and some of the Doom2 monsters and code were in v1.4 and v1.5 of Doom. -Ashley Pomeroy 21:04, 20 July 2006 (UTC)