From crossfire-request Tue Oct 31 05:29:24 1995 Return-Path: Received: from eden-valley (eden-valley.aaii.oz.AU [192.35.59.242]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 31 Oct 1995 05:29:19 +0100 Received: from yarra-glen.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA24672; Tue, 31 Oct 1995 15:28:26 +1100 Received: from nagambie (nagambie [192.35.59.17]) by yarra-glen.aaii.oz.au (8.6.8.1/8.6.6) with SMTP id PAA19978 for ; Tue, 31 Oct 1995 15:28:25 +1100 Message-Id: <199510310428.PAA19978@yarra-glen.aaii.oz.au> X-Authentication-Warning: yarra-glen: Host nagambie didn't use HELO protocol To: crossfire@ifi.uio.no From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au Subject: client/server ? Date: Tue, 31 Oct 1995 15:28:23 +1100 Sender: rgg@aaii.oz.au Status: RO What is the current status of the client/server code ? How usable is it ? -rgg -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| Level 6, 171 Latrobe Street, Melbourne, Australia From crossfire-request Mon Oct 30 22:26:04 1995 Return-Path: Received: from rs6000.ivcc.edu (rs6000.ivcc.edu [192.217.40.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 30 Oct 1995 22:26:02 +0100 Received: from [192.217.40.202] by rs6000.ivcc.edu (AIX 3.2/UCB 5.64/4.03) id AA05468; Mon, 30 Oct 1995 15:21:01 -0600 Date: Mon, 30 Oct 1995 15:21:01 -0600 Message-Id: <9510302121.AA05468@rs6000.ivcc.edu> X-Sender: ivtrn15@rs6000.ivcc.edu X-Mailer: Windows Eudora Version 1.4.3 Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" To: crossfire@ifi.uio.no From: ivtrn15@rs6000.ivcc.edu (Glenda Valle) Status: RO unsubscribe Glenda Valle From crossfire-request Sat Oct 28 02:59:19 1995 Return-Path: Received: from alpha.xerox.com (alpha.Xerox.COM [13.1.64.93]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sat, 28 Oct 1995 02:59:18 +0100 Received: from dzur.parc.xerox.com ([13.0.208.71]) by alpha.xerox.com with SMTP id <14534(3)>; Fri, 27 Oct 1995 18:58:43 PDT Received: from dzur.parc.xerox.com (localhost.kerch.com [127.0.0.1]) by dzur.parc.xerox.com (8.6.5/8.6.5) with ESMTP id SAA23663 for ; Fri, 27 Oct 1995 18:57:36 -0700 Message-Id: <199510280157.SAA23663@dzur.parc.xerox.com> X-Mailer: exmh version 1.6.4 10/10/95 To: crossfire@ifi.uio.no Subject: Uhh... Help? Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Date: Fri, 27 Oct 1995 18:57:19 PDT From: Benjamin Status: RO How do I get a copy of crossfire? if it's ftp, please specify EXACTLY the path to get it. Thank you... I think. From crossfire-request Thu Oct 26 20:49:52 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Thu, 26 Oct 1995 20:49:50 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA16048; Thu, 26 Oct 95 12:49:18 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA03923; Thu, 26 Oct 95 19:49:16 GMT From: "Mark Wedel" Message-Id: <9510261249.ZM3921@t-rex.eng.pyramid.com> Date: Thu, 26 Oct 1995 12:49:16 -0700 In-Reply-To: aw@math.uni-sb.de (Arne Wichmann) "Re: improvement scrolls" (Oct 26, 8:15pm) References: <9510261915.AA02373@vieta.math.uni-sb.de> X-Mailer: Z-Mail (3.2.0 06sep94) To: aw@math.uni-sb.de (Arne Wichmann) Subject: Re: improvement scrolls Cc: crossfire@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 26, 8:15pm, Arne Wichmann wrote: > Subject: Re: improvement scrolls > Also sprach Jonathan Hankins: > > Aside from the coding troubles, you could add something to flag areas so > > that only certain levels of monsters (or whatever, level may not > > accurately reflect the monster's overall challenge) may enter. An area > > like Scorn where low level characters are the most frequently encountered > > should allow only minor monsters in, and then in a controlled fashion, > > etc. > > I don't think that would be needed. What would be of some importance > though would be to keep the gates of Scorn closed. That is one thing I > wanted to get by that change: players acting stupid/careless would > create problems for other players. That can happen right now to a lesser effect (you could wander into a dungeon and find that all the monsters have been released, and are sitting right around the entrance. Some areas, however, are considered reasonably safe. And the other problem is that some players may not care too much if they mess things up for other players (the 10'th level character probably would not care if there is a wyvern in scorn, but the lower level people, who will get killed, probably do..) -- --Mark From crossfire-request Thu Oct 26 20:20:56 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Thu, 26 Oct 1995 20:20:56 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <38490-0@relay.xlink.net>; Thu, 26 Oct 1995 20:18:42 +0000 Received: from vieta.math.uni-sb.de (aw@vieta.math.uni-sb.de [134.96.32.23]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id UAA24425; Thu, 26 Oct 1995 20:18:40 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA02373; Thu, 26 Oct 95 20:15:46 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9510261915.AA02373@vieta.math.uni-sb.de> Subject: Re: improvement scrolls To: jhankins@pc11.hhs.homewood.k12.al.us (Jonathan Hankins) Date: Thu, 26 Oct 1995 20:15:42 +0100 (MET) Cc: mwedel@pyramid.com, crossfire@ifi.uio.no In-Reply-To: from "Jonathan Hankins" at Oct 26, 95 01:16:02 am X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 868 Status: RO Also sprach Jonathan Hankins: > Aside from the coding troubles, you could add something to flag areas so > that only certain levels of monsters (or whatever, level may not > accurately reflect the monster's overall challenge) may enter. An area > like Scorn where low level characters are the most frequently encountered > should allow only minor monsters in, and then in a controlled fashion, > etc. I don't think that would be needed. What would be of some importance though would be to keep the gates of Scorn closed. That is one thing I wanted to get by that change: players acting stupid/careless would create problems for other players. On the other side you can 'close' some areas for big monsters by making the entrance only 1 wide. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Thu Oct 26 20:09:33 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Thu, 26 Oct 1995 20:09:31 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <29132-0@relay.xlink.net>; Thu, 26 Oct 1995 20:07:14 +0000 Received: from vieta.math.uni-sb.de (aw@vieta.math.uni-sb.de [134.96.32.23]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id UAA23667; Thu, 26 Oct 1995 20:07:12 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA02210; Thu, 26 Oct 95 20:04:18 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9510261904.AA02210@vieta.math.uni-sb.de> Subject: Re: improvement scrolls To: mwedel@pyramid.com (Mark Wedel) Date: Thu, 26 Oct 1995 20:04:16 +0100 (MET) Cc: aw@math.uni-sb.de, crossfire@ifi.uio.no In-Reply-To: <9510251414.ZM6982@t-rex.eng.pyramid.com> from "Mark Wedel" at Oct 25, 95 02:14:54 pm X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 2468 Status: RO Also sprach Mark Wedel: > On Oct 25, 3:54pm, Arne Wichmann wrote: > > Subject: Re: improvement scrolls > > Also sprach Mark Wedel: [...] > > > use other than for selling and buying items. Once you get the > > > charisma spell, or if you make a bank character, you no longer care. > > > Charisma has already been evened out a bit more once - perhaps it > > > should be redone again so that the costs you get for different > > > charismas is even less (maybe just a percent or so for point of > > > difference?) Thus, high charisma is still useful (added with > > > skills), but having a low charisma doesn't hurt that much? > > > > Hmmm... I wouldn't do that, most of the problem is already solved by > > the bargaining skill. It is now easy to get to Charisma > > 30. Hmmm... When rethinking that, I think that the price differences > > between low and high charisma are ok for me, but the differences could > > be spread more linear. > > > Well, getting the bargaining skill can be quite expensive - I > priced a scroll one time and it was several thousand platinum. > Obviously, if the character starts with the skill, it is not a > problem. You have to buy it but once. Considering that the price seems ok to me. [...] > > > As for spells, they are useful for getting up to about 20 or so, no > > > matter how many times you cast it. Maybe the best you can get via > > > spells should be lowered to 20 no matter what (right now I think you > > > can get 22 or 23 if you try hard enough..) 26... I use it quite often. > > Hmmm... I think it might be better if they could just be cast only > > once. > > One fact is that how much it raises your stat depends on what your stat is. > Thus, if you stat is 18, you will gain 1 point, but if it is 10, you might > gain 5. So even casting it once can make big differences. I am not sure if > this is true for all stat spells, or just charisma. I would imagine it would > apply to all spells. I think this raise is ok... Once. It applies to all stats. > Perhaps the stat spells should only be found in scrolls, or even > just potions that have temporary effects? Perhaps potion should be > redone to only have temporary effects, and > potions/fountains/something that does permanent stat raising should > be at the end of quests and other hard to get places? Good Idea. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Thu Oct 26 19:50:44 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Thu, 26 Oct 1995 19:50:44 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <11538-0@relay.xlink.net>; Thu, 26 Oct 1995 19:48:52 +0000 Received: from vieta.math.uni-sb.de (aw@vieta.math.uni-sb.de [134.96.32.23]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id TAA22457; Thu, 26 Oct 1995 19:48:51 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA01978; Thu, 26 Oct 95 19:45:57 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9510261845.AA01978@vieta.math.uni-sb.de> Subject: Re: improvement scrolls To: mwedel@pyramid.com (Mark Wedel) Date: Thu, 26 Oct 1995 19:45:56 +0100 (MET) Cc: aw@math.uni-sb.de, crossfire@ifi.uio.no In-Reply-To: <9510251414.ZM6982@t-rex.eng.pyramid.com> from "Mark Wedel" at Oct 25, 95 02:14:54 pm X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 2367 Status: RO Also sprach Mark Wedel: > On Oct 25, 7:58pm, Arne Wichmann wrote: > > Another thing were wandering monsters which are able to cross > > entrances. Imagine Scorn full of orcs, or the fun a Dragon could cause > > outside in the landscape when it is awakened... The first thing would > > pose some work to some 4-7th level characters. The second thing would > > give a task to some 10-15th level characters... > Would require a fair amount of code re-writing. The biggest > problem I see is tough monsters wandering into areas where they > should not be. For example, suppose a bunch of tough monsters > wander into scorn - this could very well make the game unplayable > for many people (new characters might get killed before they can get > to safety. Even saved characters might be trapped in the inn, and > if they leave, they die..) This could be changed if people appear in the inn or a temple, not on the market place. Players being trapped or having difficulties is ok. It should be a major hassle if tough monsters get into scorn, which should usually be protected by gates. > And the bigger problem is that if they do die, they appear back in scorn, > where they might quickly be killed again (this assumes that NOT_PERMADEATH is > used.) We don't use NOT_PERMADEATH. But we use the raise dead (...) spells. It tends to make some player interaction necessary. I also removed the immunities from the corpses. If someone gets killed by fire, most of the time it will be a tough thing to get him back (reincarnation...). I'm really sorry reincarnation doesn't work as it should, I would like it if some Wizard comes back as a Barbarian... > > Hmmm... A side idea... Use n-th level player corpses for weapon > > enchantment to get a *really* violent crossfire. ;-) > This would then depend on how the game is compiled. I use the > NOT_PERMADEATH rules - this seems to actually work out quite nicely. > Even with that, I see very few high level characters around on the > server here. At low levels, losing that stat is quite painful, and > at high levels, the loss of experience can easily be a couple > levels, which is also very painful. This also applies to the Resurrection spells... cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Thu Oct 26 01:17:58 1995 Return-Path: Received: from rosserv.gsfc.nasa.gov (rosserv.gsfc.nasa.gov [128.183.8.43]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 26 Oct 1995 01:17:58 +0100 Received: from chaupher.lhea664 (chaupher.gsfc.nasa.gov [128.183.8.36]) by rosserv.gsfc.nasa.gov (LHEA9504/950407.s1) with SMTP id UAA11414; Wed, 25 Oct 1995 20:17:52 -0400 Received: by chaupher.lhea664 (4.1/SMI-4.1) id AA15096; Wed, 25 Oct 95 20:17:49 EDT Date: Wed, 25 Oct 95 20:17:49 EDT From: thomas@chaupher.gsfc.nasa.gov (Brian Thomas) Message-Id: <9510260017.AA15096@chaupher.lhea664> To: aw@math.uni-sb.de, mwedel@pyramid.com Subject: Re: improvement scrolls Cc: crossfire@ifi.uio.no Status: RO > On Oct 25, 3:54pm, Arne Wichmann wrote: > > Subject: Re: improvement scrolls > > Also sprach Mark Wedel: > > > > Charisma is an odd stat - at the with the skill code, it gets put > > > to some better use. But without skill code, charisma has no real > > > > Where in the skill code do you need charisma? > > I notice that singing and oratory use charisma. This will perhaps get > increased as more skills are added. > Yes. However these (currently) arent very great skills (yet). I have been meaning to get back to tuning these to be more usefull. Respectively, singing and oratory: pacify (once) hostile creatures and make nuetral/friendly creatures your followers who will fight for you. You gain xp in the Cha-based "personality" exp category by having your followers kill stuff. With a low value of Cha, you will almost never succeed in gaining followers/pacifying baddies (in fact, low Cha players are more likely to make nuetral characters hostile by using "oratory"). Cha is also used by the spell code some too btw. b.t. > From crossfire-request Wed Oct 25 22:33:26 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 25 Oct 1995 22:33:20 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA07013; Wed, 25 Oct 95 14:32:49 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA08419; Wed, 25 Oct 95 21:32:46 GMT From: "Mark Wedel" Message-Id: <9510251432.ZM8417@t-rex.eng.pyramid.com> Date: Wed, 25 Oct 1995 14:32:44 -0700 In-Reply-To: "Michael B. Martin" "Re: Special Attacks, was Re: improvement scrolls" (Oct 25, 12:40pm) References: <199510251640.MAA17265@mbmartin.bevc.blacksburg.va.us> X-Mailer: Z-Mail (3.2.0 06sep94) To: "Michael B. Martin" Subject: Re: Special Attacks, was Re: improvement scrolls Cc: crossfire@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 25, 12:40pm, Michael B. Martin wrote: > Ok, I guess I have just one more question on this, concerning what > happens if multiple attack types apply. From what you've said, if I > try to attack a (red) dragon with a Firebrand, it will do just > physical damage (modified by the dragon's effective armour, if any). > But what about using the same weapon on a Chinese dragon? Does the > game say, "ok, the dragon can be hit normally with physical but doubly > with fire, so then I'll use the sword's fire attack and therefore > double the normal damage of the weapon (with Str/etc bonuses) and also > ignore any armour benefit the dragon may have"? Also, (an even more > minor point,) if you are attacking a monster with an attack type to > which it has a vulnerability (like in the above example), does just > the weapon's damage bonus get doubled (and then the character's Str > bonuses get added in), or is the overall damage (as reported in the > character's stat sub-window doubled)? In other words, does doubling > for vulnerabilities include damage points beyond just the weapon's? > Oops, I guess that was two questions, not one. :) > > > -Michael > >-- End of excerpt from Michael B. Martin Take all of this with a grain of salt, since it is what I think happens by looking over the code. When ever talking about damage, the value used is the over all damage. Regarding that, the way damage works is I believe that whatever the Dam field is shown is the effective die that is rolled to determine damage. Thus, even if you have +6 strength, and the dam says 20, that represents max normal damage, and you could in fact only do 1. From looking over the various protections, this is what I deduce: If a creature is immune, it takes 0 damage if immune to all attack types being done to it. Thus, in the example of a dragon which is being attacked with physical & fire, it being immune to fire does it no good. The one exception to this is magic - if immune to magic, you are immune to anything contain magic (ie magic & fire, magic & cold, etc.) Otherwise, being immune to magic wouldn't do much good, since there are very few pure magic spells. In terms of being protected or vulnerable, it looks like you only need to have one of those types applied to what you are using to have the benefits/penalties. Thus, in the example of the fire & physical, if fighting something vulernable to fire but immune to physical, it takes double damage. However, if the creature does have armor, he still gets the benefits of it (so the damage is then reduced.) Hopefully, this clarifies things more that it confuses them. -- --Mark From crossfire-request Wed Oct 25 22:15:34 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 25 Oct 1995 22:15:31 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA03983; Wed, 25 Oct 95 14:14:59 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA06984; Wed, 25 Oct 95 21:14:56 GMT From: "Mark Wedel" Message-Id: <9510251414.ZM6982@t-rex.eng.pyramid.com> Date: Wed, 25 Oct 1995 14:14:54 -0700 In-Reply-To: aw@math.uni-sb.de (Arne Wichmann) "Re: improvement scrolls" (Oct 25, 3:54pm) References: <9510251454.AA13554@vieta.math.uni-sb.de> X-Mailer: Z-Mail (3.2.0 06sep94) To: aw@math.uni-sb.de (Arne Wichmann) Subject: Re: improvement scrolls Cc: crossfire@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 25, 3:54pm, Arne Wichmann wrote: > Subject: Re: improvement scrolls > Also sprach Mark Wedel: > > > > And get rid of the possibility to have more than one stat improvement > > > spell active at any one time. Okay, maybe allow _different_ stat > > > improvement spells, but never the +18 strength or charisma you can get > > > now :-( [Today, charisma only serves as a tax on newbies who haven' t > > > got the charisma spell yet] > > Good idea... I don't see a major problem with that change. Original way was that you could have one active spell on at any one time, and that was a bit restrictive. When that was removed, it just allowed any number of spells, which then created some problem with stat spells. > > Charisma is an odd stat - at the with the skill code, it gets put > > to some better use. But without skill code, charisma has no real > > Where in the skill code do you need charisma? I notice that singing and oratory use charisma. This will perhaps get increased as more skills are added. > > > use other than for selling and buying items. Once you get the > > charisma spell, or if you make a bank character, you no longer care. > > Charisma has already been evened out a bit more once - perhaps it > > should be redone again so that the costs you get for different > > charismas is even less (maybe just a percent or so for point of > > difference?) Thus, high charisma is still useful (added with > > skills), but having a low charisma doesn't hurt that much? > > Hmmm... I wouldn't do that, most of the problem is already solved by > the bargaining skill. It is now easy to get to Charisma > 30. Hmmm... When rethinking that, I think that the price differences > between low and high charisma are ok for me, but the differences could > be spread more linear. > Well, getting the bargaining skill can be quite expensive - I priced a scroll one time and it was several thousand platinum. Obviously, if the character starts with the skill, it is not a problem. The charisma bonuses actually are sort of linear - the problem is the way the cha_bonuses are then applied - while the values seem to be linear, with the formula that gets used, it tends to make the values not as linear. I should probably re-write the formula in sell item so that it makes the values more directly in line with those that the cha_bonus gives. > > As for spells, they are useful for getting up to about 20 or so, no matter how > > many times you cast it. Maybe the best you can get via spells should be > > lowered to 20 no matter what (right now I think you can get 22 or 23 if you try > > hard enough..) > > Hmmm... I think it might be better if they could just be cast only > once. One fact is that how much it raises your stat depends on what your stat is. Thus, if you stat is 18, you will gain 1 point, but if it is 10, you might gain 5. So even casting it once can make big differences. I am not sure if this is true for all stat spells, or just charisma. I would imagine it would apply to all spells. Perhaps the stat spells should only be found in scrolls, or even just potions that have temporary effects? Perhaps potion should be redone to only have temporary effects, and potions/fountains/something that does permanent stat raising should be at the end of quests and other hard to get places? > > cu > > AW > -- > Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) > > Arne Wichmann (aw@math.uni-sb.de) >-- End of excerpt from Arne Wichmann -- --Mark From crossfire-request Wed Oct 25 21:54:57 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 25 Oct 1995 21:54:55 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA00651; Wed, 25 Oct 95 13:54:21 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA05236; Wed, 25 Oct 95 20:54:18 GMT From: "Mark Wedel" Message-Id: <9510251354.ZM5234@t-rex.eng.pyramid.com> Date: Wed, 25 Oct 1995 13:54:17 -0700 In-Reply-To: aw@math.uni-sb.de (Arne Wichmann) "Re: improvement scrolls" (Oct 25, 7:58pm) References: <9510251858.AA16477@vieta.math.uni-sb.de> X-Mailer: Z-Mail (3.2.0 06sep94) To: aw@math.uni-sb.de (Arne Wichmann) Subject: Re: improvement scrolls Cc: crossfire@ifi.uio.no, thomas@chaupher.gsfc.nasa.gov Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 25, 7:58pm, Arne Wichmann wrote: > Putting away the walls that prevent the Dreads and Beholders from > moving in the well in Brest would be another evil idea. The well is > one of the prime areas our players use to *quickly* increase their > levels. > Maps tend to vary in quality - some are quite good, others not as good. Biggest problem is most of them need to be played through to see how good they are, so I tend to rely on reports like these to determine map quality and what changes need to be made. > Another thing were wandering monsters which are able to cross > entrances. Imagine Scorn full of orcs, or the fun a Dragon could cause > outside in the landscape when it is awakened... The first thing would > pose some work to some 4-7th level characters. The second thing would > give a task to some 10-15th level characters... Would require a fair amount of code re-writing. The biggest problem I see is tough monsters wandering into areas where they should not be. For example, suppose a bunch of tough monsters wander into scorn - this could very well make the game unplayable for many people (new characters might get killed before they can get to safety. Even saved characters might be trapped in the inn, and if they leave, they die..) And the bigger problem is that if they do die, they appear back in scorn, where they might quickly be killed again (this assumes that NOT_PERMADEATH is used.) > > Hmmm... A side idea... Use n-th level player corpses for weapon > enchantment to get a *really* violent crossfire. ;-) This would then depend on how the game is compiled. I use the NOT_PERMADEATH rules - this seems to actually work out quite nicely. Even with that, I see very few high level characters around on the server here. At low levels, losing that stat is quite painful, and at high levels, the loss of experience can easily be a couple levels, which is also very painful. -- --Mark From crossfire-request Wed Oct 25 20:02:40 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 25 Oct 1995 20:02:39 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <35263-0@relay.xlink.net>; Wed, 25 Oct 1995 20:01:07 +0000 Received: from vieta.math.uni-sb.de (aw@vieta.math.uni-sb.de [134.96.32.23]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id UAA23626; Wed, 25 Oct 1995 20:01:05 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA16477; Wed, 25 Oct 95 19:58:11 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9510251858.AA16477@vieta.math.uni-sb.de> Subject: Re: improvement scrolls To: mwedel@pyramid.com (Mark Wedel) Date: Wed, 25 Oct 1995 19:58:10 +0100 (MET) Cc: crossfire@ifi.uio.no, thomas@chaupher.gsfc.nasa.gov In-Reply-To: <9510242154.ZM27113@t-rex.eng.pyramid.com> from "Mark Wedel" at Oct 24, 95 09:54:20 pm X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 2412 Status: RO Also sprach Mark Wedel: > On Oct 24, 3:54pm, Brian Thomas wrote: > > I agree. You should be able to enchant a weapon, but again, > > emphasis should be on player experience level, not what > > kind of mega-weapon they can slap together. Heres a possible > > alternative scenario: > > > > Under a skills based system you can keep track of how much > > "fighter" experience a player has, and award improvements in > > wc based solely on this experience (this is the current way > > in which the exp/skills system works, btw). Now, just add > > some higher level improvements to fighter advancement, say The same could be done with spells. For example there could be a failure chance for spells which decreases winth experience. Or spells which need some experience in other spells to be learnt. The same could be done for some skills. Another thing is that weapon experience could be split into weapon classes. For example there could be skills with sword, axe, blunt, dagger, bow, crossbow, flail. > > Overall, these would be very easy code changes to make. > > > > I dont think we should limit the mages anymore than currently > > done (esp under a skills/exp system, mages are already > > weaker!) yes. > > but if you had to descriminate vs. mages, then make the > > allowed number of improvements based on *fighter* exp level > > *alone*. Then you would give all powerfull weapon creation > > over to the best fighters alone. To me this makes playbalance > > sense, but no sense otherwise (which is why I hesitate to > > suggest adoption). Putting away the walls that prevent the Dreads and Beholders from moving in the well in Brest would be another evil idea. The well is one of the prime areas our players use to *quickly* increase their levels. Another thing were wandering monsters which are able to cross entrances. Imagine Scorn full of orcs, or the fun a Dragon could cause outside in the landscape when it is awakened... The first thing would pose some work to some 4-7th level characters. The second thing would give a task to some 10-15th level characters... Hmmm... A side idea... Use n-th level player corpses for weapon enchantment to get a *really* violent crossfire. ;-) cu Arne "I want the players crawling on their teeth" Wichmann -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Wed Oct 25 15:59:58 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id ; Wed, 25 Oct 1995 15:59:56 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <38828-0@relay.xlink.net>; Wed, 25 Oct 1995 15:57:39 +0000 Received: from vieta.math.uni-sb.de (aw@vieta.math.uni-sb.de [134.96.32.23]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id PAA25932; Wed, 25 Oct 1995 15:57:38 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA13554; Wed, 25 Oct 95 15:54:45 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9510251454.AA13554@vieta.math.uni-sb.de> Subject: Re: improvement scrolls To: mwedel@pyramid.com (Mark Wedel) Date: Wed, 25 Oct 1995 15:54:44 +0100 (MET) Cc: kjetilho@ifi.uio.no, brett@msc.edu, crossfire@ifi.uio.no, frits@chemde4.leidenuniv.nl, thomas@chaupher.gsfc.nasa.gov In-Reply-To: <9510242124.ZM26677@t-rex.eng.pyramid.com> from "Mark Wedel" at Oct 24, 95 09:24:13 pm X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1930 Status: RO Also sprach Mark Wedel: > > And get rid of the possibility to have more than one stat improvement > > spell active at any one time. Okay, maybe allow _different_ stat > > improvement spells, but never the +18 strength or charisma you can get > > now :-( [Today, charisma only serves as a tax on newbies who haven' t > > got the charisma spell yet] Good idea... > > It used to be like this, and I think it's much better -- there's more > > of a distinction between classes. I don't like classes... All men are created equal... ;) > Charisma is an odd stat - at the with the skill code, it gets put > to some better use. But without skill code, charisma has no real Where in the skill code do you need charisma? > use other than for selling and buying items. Once you get the > charisma spell, or if you make a bank character, you no longer care. > Charisma has already been evened out a bit more once - perhaps it > should be redone again so that the costs you get for different > charismas is even less (maybe just a percent or so for point of > difference?) Thus, high charisma is still useful (added with > skills), but having a low charisma doesn't hurt that much? Hmmm... I wouldn't do that, most of the problem is already solved by the bargaining skill. It is now easy to get to Charisma 30. Hmmm... When rethinking that, I think that the price differences between low and high charisma are ok for me, but the differences could be spread more linear. > As for spells, they are useful for getting up to about 20 or so, no matter how > many times you cast it. Maybe the best you can get via spells should be > lowered to 20 no matter what (right now I think you can get 22 or 23 if you try > hard enough..) Hmmm... I think it might be better if they could just be cast only once. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Wed Oct 25 15:41:16 1995 Return-Path: Received: from castor.cc.utu.fi (root@castor.cc.utu.fi [130.232.1.14]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 25 Oct 1995 15:41:16 +0100 Received: from polaris.cc.utu.fi by utu.fi id <165935-4>; Wed, 25 Oct 1995 16:41:08 +0200 Subject: Re: improvement scrolls From: Tero Jyri Michael Pelander To: crossfire@ifi.uio.no (Crossfire) Date: Wed, 25 Oct 1995 16:41:07 +0200 (EET) In-Reply-To: <199510241718.NAA09682@mbmartin.bevc.blacksburg.va.us> from "Michael B. Martin" at Oct 24, 95 01:18:38 pm MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7BIT Content-Length: 329 Message-Id: <95Oct25.164108eet.165935-4+102@utu.fi> Status: RO > > Only negative thing about those daggers are that some monsters are immune > > to physical damage. But a friend of mine doesn't care about it. When he > > needs to kill a jessy he casts 'rune of death'. > > Hmm, interesting. How effective is that? With high enough level you need just one rune. (About level 60 I think.) From crossfire-request Wed Oct 25 05:54:58 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 25 Oct 1995 05:54:56 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA05531; Tue, 24 Oct 95 21:54:22 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA27115; Wed, 25 Oct 95 04:54:20 GMT From: "Mark Wedel" Message-Id: <9510242154.ZM27113@t-rex.eng.pyramid.com> Date: Tue, 24 Oct 1995 21:54:20 -0700 In-Reply-To: thomas@chaupher.gsfc.nasa.gov (Brian Thomas) "Re: improvement scrolls" (Oct 24, 3:54pm) References: <9510241954.AA14092@chaupher.lhea664> X-Mailer: Z-Mail (3.2.0 06sep94) To: crossfire@ifi.uio.no, thomas@chaupher.gsfc.nasa.gov (Brian Thomas) Subject: Re: improvement scrolls Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 24, 3:54pm, Brian Thomas wrote: > > I agree. You should be able to enchant a weapon, but again, > emphasis should be on player experience level, not what > kind of mega-weapon they can slap together. Heres a possible > alternative scenario: > > Under a skills based system you can keep track of how much > "fighter" experience a player has, and award improvements in > wc based solely on this experience (this is the current way > in which the exp/skills system works, btw). Now, just add > some higher level improvements to fighter advancement, say > > +1 attack for every 10 levels of fighter exp. > +1 dam for every 5 levels of fighter exp. > extra -1 wc for every 5 levels of fighter exp. > > then have a limit on the number of improvements a weapon > can have based on the overall level/5. Thus you get 1 > improvent every 5 levels instead of the current improvement > every 1 level!! > > Overall, these would be very easy code changes to make. > > I dont think we should limit the mages anymore than currently > done (esp under a skills/exp system, mages are already weaker!) > but if you had to descriminate vs. mages, then make the > allowed number of improvements based on *fighter* exp level > *alone*. Then you would give all powerfull weapon creation > over to the best fighters alone. To me this makes playbalance > sense, but no sense otherwise (which is why I hesitate to > suggest adoption). > > > b.t. > > >-- End of excerpt from Brian Thomas The ideas seem pretty reasonable - the numbers could always be adjusted as needed. One thing that can be altered for weapon improvement is instead of basing it on overall character level, base it on the characters fighting/melee experience. In general, it seems that with skill code, a characters overall level is quite a bit higher than the levels in the different experience categories. thus, if the ability to use an improved weapon is based on melee level, this limits him some more. IT also solve the problem somewhat of the mages going out and creating there own super weapons - under the present system, a mage can create a super weapon just as nice as a fighter can, and probably load it up with stat raising stuff. The problem with this is that at least one idea behind the weapon improvements is to improve the fighters ability to match mage skill at higher levels, but the problem is that mage can create the super weapon also, so the figher does not really gain anything. If usage is based on skill level, the fighter will definatly have a better weapon, as he can improve it more - this in some sense removesthe ability of mages to create super weapons - they can, but unless they do a bit of fighting, the weapons are not going to be as powerful as the fighters. -- --Mark From crossfire-request Wed Oct 25 05:46:39 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 25 Oct 1995 05:46:38 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA04557; Tue, 24 Oct 95 21:46:06 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA26950; Wed, 25 Oct 95 04:46:05 GMT From: "Mark Wedel" Message-Id: <9510242146.ZM26948@t-rex.eng.pyramid.com> Date: Tue, 24 Oct 1995 21:46:04 -0700 In-Reply-To: "Michael B. Martin" "Re: improvement scrolls" (Oct 24, 1:13pm) References: <199510241713.NAA09638@mbmartin.bevc.blacksburg.va.us> X-Mailer: Z-Mail (3.2.0 06sep94) To: "Michael B. Martin" , crossfire@ifi.uio.no Subject: Special Attacks, was Re: improvement scrolls Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 24, 1:13pm, Michael B. Martin wrote: > BTW, how much damage do special attacks do? For example, if you have > an item (such as the Lightning Sticks or JessyHammer) which does > electrical attacks, how much electrical damage does it do? Does this > depend on the damage value of the weapon (i.e. sword with dam+20 and > electrical attacks does 20 hp physical and 20 hp electrical)? What > about "weaponmagic"? (I am of course ignoring the affects of the > victim having protection or vulnerability.) > > -Michael >-- End of excerpt from Michael B. Martin Special attack types don't really do extra damage in some sense. What they can do is bypass the creatures armor or the creature may be vulnerable (taking a flame tongue to an oriental dragon works better, because it attacks fire, the the dragon is vulnerable to fire.) When using physical attack types, the damage done is reduced by the armor value that the creature or player has. Armor value has no effect against any other attack types - this is one thing that makes ghosthit so vicious - you will only take 5 points of damage, but you are taking those 5 points no matter how much armor you have. Also, some creatures are immune to certain attacktypes (some are even immune to physical attack types). Thus, a weapon that has fire attack may be able to damage something that a normal weapon could not. Some attack types (like confusion, slow, poison, fear, etc) also have other effects, which are pretty obvious from the names. These can still damage as usual, however. I believe in the demonology quest, there is a trident with the attacktype confusion - it confuses the creatures, but still does normal damage - at least this is the way I believe it works - the trident may also have physical attack type. If vulnerable, you take double damage. If protected, you take half damage. If the weapon slays that type of creature, it does triple damage. Hopefully that clears things up some. -- --Mark From crossfire-request Wed Oct 25 05:35:57 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 25 Oct 1995 05:35:56 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA03193; Tue, 24 Oct 95 21:35:25 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA26795; Wed, 25 Oct 95 04:35:23 GMT From: "Mark Wedel" Message-Id: <9510242135.ZM26793@t-rex.eng.pyramid.com> Date: Tue, 24 Oct 1995 21:35:23 -0700 In-Reply-To: Jonathan Hankins "Re: improvement scrolls" (Oct 24, 11:05am) References: X-Mailer: Z-Mail (3.2.0 06sep94) To: Jonathan Hankins , crossfire@ifi.uio.no Subject: Re: improvement scrolls Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 24, 11:05am, Jonathan Hankins wrote: > Maybe it's a bit far-fetched of an idea, but remembering a while back > when I wanted to see what enchanting a weapon was like and cheated with > the level editor to get all the gems and such I needed, I made an axe > that, when I tried to ready it, eventually said something to the effect > of "This weapon is too powerful--it would consume your soul" I was a bit > amused and even more dismayed :) but along those lines, I thought about > games (particularly AD&D) in which some of the most powerful weapons have > personalities and indeed life of their own. Perhaps it wouldn't make it > too hard to make code so that a weapon, when reaching a certain level of > enchantment, number of enchantments, etc, gets a bit free-willed, harder > to control, freaks out at certain critical moments, etc. It'd add a bit > of fun to the game, IMHO. This is a nice idea, and would be neat to add. The biggest problem is how to implement it in a good fashion. I suppose on a simple level, the weapon could reduce its damage, slow itself down, etc (change actual characteristics of the weapon to make it worse.) IT would be nice for it to be able to take over the character, but that gets to be a very hard idea to implement. On Oct 24, 6:42pm, Frits Daalmans wrote: > > I disagree with this point: for it can be solved in 2 ways > a) weaken weapon enchantment so it is more appropriate for the present levels > OR > b) create new *high* level monsters/levels where experienced level 50 players > will still have a difficult time getting those craved scrolls of enchantment! > > I personally tend to like solution b), but what's your opinion? > Don't you agree that to kill a "Jessy" those enchantments might be um, > necessary? or at least of great help? > > Solution b tends to say make the scrolls sufficiently difficult to find such that you need to be very high level to find them (at least that is the way I see it.) Or is b supposed to say make more powerful monsters where it is still difficult for people with great weapons to kill the creatures? If you are looking for tough quests, some are out there. Specific monsters do not need to be added to the game, but rather existing ones can be modified. Peter Mardahl did a really good job on that idea with the dragon caves quest (sort of soutwest corner of mountains that are to the west of Navar City). Even with a high level character with a super weapon created under the old system, I was never able to complete the lightning section of that quest. There are some very tough maps out there, that are not easy to complete - what is not needed is necessarily more monsters, but rather additional maps that mutate the existing monsters. I also like Peter's dragoncave quest because at least partially, the toughness is from the monsters power, and not numbers. The dungeons in which 20 dragons are tossed in to be tough make it easy for the mage to gain a couple million exp quickly by casting those icestorms - this is less possible to do with the dragon quest. -- --Mark From crossfire-request Wed Oct 25 05:24:59 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id ; Wed, 25 Oct 1995 05:24:57 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA01945; Tue, 24 Oct 95 21:24:17 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA26679; Wed, 25 Oct 95 04:24:14 GMT From: "Mark Wedel" Message-Id: <9510242124.ZM26677@t-rex.eng.pyramid.com> Date: Tue, 24 Oct 1995 21:24:13 -0700 In-Reply-To: Kjetil Torgrim Homme "Re: improvement scrolls" (Oct 24, 8:25am) References: <199510240725.18273.mne.ifi.uio.no@ifi.uio.no> X-Mailer: Z-Mail (3.2.0 06sep94) To: Kjetil Torgrim Homme , brett@msc.edu Subject: Re: improvement scrolls Cc: crossfire@ifi.uio.no, frits@chemde4.leidenuniv.nl, thomas@chaupher.gsfc.nasa.gov Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO > Indeed. A good start would be to reduce the maximum stat to 20 give or > take the class differences. Ie., a barbarian has maximum 14 > intelligence, but 24 strength. Rings and other magical equipment can > give "unrestricted" bonuses (probably 30 in total). > Those maximums are already used regarding the stat potions (your max stat is 20 +/- class penalties.) If this value is limited to things that include all bonuses, then many items use their usefulness (straight 30 stats are pretty much unacheivable). It can be pretty safely assumed that under limits, a character will max himself out to the best he can with the potions (in most cases, this will mean an average of about 20). If those max are now hard limits, any stat increasing items are now useless to the character One problem is that most of the stat start to get huge bonuses after 20 or 25. A int of 30 vs 28 can easily be several hundred spellpoints, and hitpoints can be similar. IT may be reasonable to balance out the stats a bit. Thus, the 30 is still nice, but does not become an incredible gain compared to a 28. And the gain from 25 to 30 would be about hte same as from 20 to 25. > And get rid of the possibility to have more than one stat improvement > spell active at any one time. Okay, maybe allow _different_ stat > improvement spells, but never the +18 strength or charisma you can get > now :-( [Today, charisma only serves as a tax on newbies who haven' t > got the charisma spell yet] > > It used to be like this, and I think it's much better -- there's more > of a distinction between classes. > Charisma is an odd stat - at the with the skill code, it gets put to some better use. But without skill code, charisma has no real use other than for selling and buying items. Once you get the charisma spell, or if you make a bank character, you no longer care. Charisma has already been evened out a bit more once - perhaps it should be redone again so that the costs you get for different charismas is even less (maybe just a percent or so for point of difference?) Thus, high charisma is still useful (added with skills), but having a low charisma doesn't hurt that much? As for spells, they are useful for getting up to about 20 or so, no matter how many times you cast it. Maybe the best you can get via spells should be lowered to 20 no matter what (right now I think you can get 22 or 23 if you try hard enough..) > > Kjetil T. >-- End of excerpt from Kjetil Torgrim Homme -- --Mark From crossfire-request Tue Oct 24 20:56:12 1995 Return-Path: Received: from rosserv.gsfc.nasa.gov (rosserv.gsfc.nasa.gov [128.183.8.43]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 20:56:11 +0100 Received: from chaupher.lhea664 (chaupher.gsfc.nasa.gov [128.183.8.36]) by rosserv.gsfc.nasa.gov (LHEA9504/950407.s1) with SMTP id PAA27931; Tue, 24 Oct 1995 15:54:45 -0400 Received: by chaupher.lhea664 (4.1/SMI-4.1) id AA14092; Tue, 24 Oct 95 15:54:33 EDT Date: Tue, 24 Oct 95 15:54:33 EDT From: thomas@chaupher.gsfc.nasa.gov (Brian Thomas) Message-Id: <9510241954.AA14092@chaupher.lhea664> To: thomas@chaupher.gsfc.nasa.gov, crossfire@ifi.uio.no, frits@chemde4.leidenuniv.nl, mwedel@pyramid.com Subject: Re: improvement scrolls Status: RO > From: "Mark Wedel" writes: > > At least one problem is that it seems that fighters almost need to be able to > do this in order to keep up with spell casters. At high levels, the mage > wanders in and casts a dozen icestorms, and can have killed several of the > large dragons. A character with a weapon that does damage+80 can at least get > close to doing something similar - in fact, it seems some monsters are such > that you almost need to be able to ahve such a weapon. > Hmm. Then clearly the "fighters" need to make better gains in wc, dam for higher levels than they currently do. Then mega-weapons are not going to be the critical component to player success. > > weapons code to make it more balanced IMHO. > > > > Best way to do this might be to limit the number of enchantments that can be > done on an item - instead of basing it on level, perhaps limit it to 10 or 15 - > can still get some pretty nice items, but certainly not great items. > I agree. You should be able to enchant a weapon, but again, emphasis should be on player experience level, not what kind of mega-weapon they can slap together. Heres a possible alternative scenario: Under a skills based system you can keep track of how much "fighter" experience a player has, and award improvements in wc based solely on this experience (this is the current way in which the exp/skills system works, btw). Now, just add some higher level improvements to fighter advancement, say +1 attack for every 10 levels of fighter exp. +1 dam for every 5 levels of fighter exp. extra -1 wc for every 5 levels of fighter exp. then have a limit on the number of improvements a weapon can have based on the overall level/5. Thus you get 1 improvent every 5 levels instead of the current improvement every 1 level!! Overall, these would be very easy code changes to make. I dont think we should limit the mages anymore than currently done (esp under a skills/exp system, mages are already weaker!) but if you had to descriminate vs. mages, then make the allowed number of improvements based on *fighter* exp level *alone*. Then you would give all powerfull weapon creation over to the best fighters alone. To me this makes playbalance sense, but no sense otherwise (which is why I hesitate to suggest adoption). b.t. From crossfire-request Tue Oct 24 18:12:06 1995 Return-Path: Received: from mbmartin.bevc.blacksburg.va.us (martinm@mbmartin.bevc.blacksburg.va.us [198.82.204.58]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 18:12:04 +0100 Received: (from martinm@localhost) by mbmartin.bevc.blacksburg.va.us (8.6.12/8.6.9) id NAA09638 for crossfire@ifi.uio.no; Tue, 24 Oct 1995 13:13:07 -0400 From: "Michael B. Martin" Message-Id: <199510241713.NAA09638@mbmartin.bevc.blacksburg.va.us> Subject: Re: improvement scrolls To: crossfire@ifi.uio.no Date: Tue, 24 Oct 1995 13:13:06 -0400 (EDT) X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 2258 Status: RO Jonathan Hankins wrote: > Maybe it's a bit far-fetched of an idea, but remembering a while back > when I wanted to see what enchanting a weapon was like and cheated with > the level editor to get all the gems and such I needed, I made an axe > that, when I tried to ready it, eventually said something to the effect > of "This weapon is too powerful--it would consume your soul" I was a bit > amused and even more dismayed :) but along those lines, I thought about > games (particularly AD&D) in which some of the most powerful weapons have > personalities and indeed life of their own. Perhaps it wouldn't make it > too hard to make code so that a weapon, when reaching a certain level of > enchantment, number of enchantments, etc, gets a bit free-willed, harder > to control, freaks out at certain critical moments, etc. It'd add a bit > of fun to the game, IMHO. The current limit is your level plus 5. If you put more than that into a weapon, you cannot wield it. Incidentally, if you are trying to put a lot of enchantments into a weapon, I would suggest not maxing it out for your current level, since if you then die (thus losing levels) and accidentally unwield it, you will not be able to equip it until you get the levels back (which could be hard without the use of the weapon)! I think it would be more interesting to have possible bad side effects instead of a hard limit. Have the weapon drain hp/sp/grace etc., occasionally confuse/slow the character, etc., if you are not high enough level. Or give it an anti-stealth effect. Or maybe a vulnerability or temporary stat drain (e.g. Dex-2) while it is equipped. I would say the severity/frequency of side effects should depend on how much more powerful the weapon is. BTW, how much damage do special attacks do? For example, if you have an item (such as the Lightning Sticks or JessyHammer) which does electrical attacks, how much electrical damage does it do? Does this depend on the damage value of the weapon (i.e. sword with dam+20 and electrical attacks does 20 hp physical and 20 hp electrical)? What about "weaponmagic"? (I am of course ignoring the affects of the victim having protection or vulnerability.) -Michael From crossfire-request Tue Oct 24 17:39:01 1995 Return-Path: Received: from rulway.leidenuniv.nl (rulway.LeidenUniv.nl [132.229.8.6]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 17:39:01 +0100 Received: from chemde4.LeidenUniv.nl by rulway.leidenuniv.nl with SMTP id AA09207 (5.67b/IDA-1.5 for <@RULWAY.LEIDENUNIV.NL:crossfire@ifi.uio.no>); Tue, 24 Oct 1995 17:37:37 +0100 Received: by chemde4.leidenuniv.nl (920330.SGI/920502.SGI) for @RULWAY.LEIDENUNIV.NL:mwedel@pyramid.com id AA06438; Tue, 24 Oct 95 18:42:09 +0200 Date: Tue, 24 Oct 95 18:42:09 +0200 From: frits@chemde4.leidenuniv.nl (Frits Daalmans) Message-Id: <9510241642.AA06438@chemde4.leidenuniv.nl> To: "Mark Wedel" Subject: Re: improvement scrolls Cc: crossfire@ifi.uio.no References: <9510232155.AA13443@chaupher.lhea664> Status: RO >On Oct 23, 5:55pm, Brian Thomas wrote: >> Subject: Re: improvement scrolls >> >> > frits@chemde4.leidenuniv.nl (Frits Daalmans) writes: >> > >> > Since I was not very pleased noticing that weapon improvement has been >> > severely crippled, I have added a couple of spiffy new scrolls in >> > server/apply.c in the new improvement code, and a couple of archetypes >> > for them too. > > With new enchantment code, weapon enchanting is certainly weakened, but before >it was way too powerful. The new code probably still is not perfect, but does >make a lot more sense. Yes, now that I read my mail again: I didn't mean to criticize your new weapon improvement code. I think it fits the present status of the game very nicely. It would be a pity if you could "win" Crossfire in a couple of hours. > > >> >> Overall, I think the enchanting of weapons throws off >> game balance. Consider that now, a 20 level character >> can have a +4 weapon that delivers 100+ points of damage >> w/ every hit! :P > > It is true very powerful weapons can be created (note that with the new code, >you ahve the disadvantage that the weapon can just be really high hit/damage, >old system they could be that plus immunities and other special abilities.) > > At least one problem is that it seems that fighters almost need to be able to >do this in order to keep up with spell casters. At high levels, the mage >wanders in and casts a dozen icestorms, and can have killed several of the >large dragons. A character with a weapon that does damage+80 can at least get >close to doing something similar - in fact, it seems some monsters are such >that you almost need to be able to ahve such a weapon. > >> >> My opinion is that enchanting weapons (like above or better) >> should be: >> >> 1) harder to enchant, > > At high levels, this will probably never be any issue - under the old systems, >characters could get tbe thousands of diamonds and other gems needed,and the >dozens of potions. Note that the definition of high might vary, but once you >are the point where you can kill big dragons, you can get the money to do this >relatively easily. > >> 2) never create weapons better than >> "unique" artifacts, or difficult quest items! >> > I disagree with this point: for it can be solved in 2 ways a) weaken weapon enchantment so it is more appropriate for the present levels OR b) create new *high* level monsters/levels where experienced level 50 players will still have a difficult time getting those craved scrolls of enchantment! I personally tend to like solution b), but what's your opinion? Don't you agree that to kill a "Jessy" those enchantments might be um, necessary? or at least of great help? > Problem here is the how you relate better. At best, under current code, you >can create more damage and perhaps more stats, but you certainly won't get the >other special abilities (protections, immunities, regeneration, etc.) Many of >those can be very useful. > >> I am not opposed to having more functionality in the game >> (heh, I remember one person stated here that there were >> "too many spells already in the game". Never!). But I think >> your improvement will just carry on a trend -- namely to >> unbalance the game more. Someone should revise the enchanting >> weapons code to make it more balanced IMHO. >> > > Best way to do this might be to limit the number of enchantments that can be >done on an item - instead of basing it on level, perhaps limit it to 10 or 15 - >can still get some pretty nice items, but certainly not great items. > > At some point in the future, I hope to have it so that crossfire reads a >config file at startup, to get many of the options/values from. Has the >advantage that you don't need to recompile if you just want to change behavior, >but also should actually make the code easier to maintain, since it will always >be compiled in, just not always executed. > > >>-- End of excerpt from Brian Thomas > > --Mark > Frits Frits Daalmans OIO Conformational Analysis Gorlaeus Laboratoria Leiden, The Netherlands E-mail: frits@chemde4.leidenuniv.nl Tel: [+31] (0)71-5274505 From crossfire-request Tue Oct 24 17:05:38 1995 Return-Path: Received: from pc11.hhs.homewood.k12.al.us (jhankins@pc11.hhs.homewood.k12.al.us [199.88.16.12]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 17:05:36 +0100 Received: (from jhankins@localhost) by pc11.hhs.homewood.k12.al.us (8.6.11/8.6.9) id LAA25082; Tue, 24 Oct 1995 11:05:03 -0500 Date: Tue, 24 Oct 1995 11:05:03 -0500 (CDT) From: Jonathan Hankins To: crossfire@ifi.uio.no cc: Mark Wedel , Brian Thomas , frits@chemde4.leidenuniv.nl Subject: Re: improvement scrolls In-Reply-To: <9510231559.ZM5712@t-rex.eng.pyramid.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO > Problem here is the how you relate better. At best, under current code, you > can create more damage and perhaps more stats, but you certainly won't get the > other special abilities (protections, immunities, regeneration, etc.) Many of > those can be very useful. > > Best way to do this might be to limit the number of enchantments that can be > done on an item - instead of basing it on level, perhaps limit it to 10 or 15 - > can still get some pretty nice items, but certainly not great items. > > At some point in the future, I hope to have it so that crossfire reads a > config file at startup, to get many of the options/values from. Has the > advantage that you don't need to recompile if you just want to change behavior, > but also should actually make the code easier to maintain, since it will always > be compiled in, just not always executed. Maybe it's a bit far-fetched of an idea, but remembering a while back when I wanted to see what enchanting a weapon was like and cheated with the level editor to get all the gems and such I needed, I made an axe that, when I tried to ready it, eventually said something to the effect of "This weapon is too powerful--it would consume your soul" I was a bit amused and even more dismayed :) but along those lines, I thought about games (particularly AD&D) in which some of the most powerful weapons have personalities and indeed life of their own. Perhaps it wouldn't make it too hard to make code so that a weapon, when reaching a certain level of enchantment, number of enchantments, etc, gets a bit free-willed, harder to control, freaks out at certain critical moments, etc. It'd add a bit of fun to the game, IMHO. +----------------------------------------------------------+ |Homewood High School | Jonathan Hankins | |http://199.88.16.12/homewood.html | jhankins@199.88.16.12 | |----------------------------------------------------------| | Do I know you? | +----------------------------------------------------------+ From crossfire-request Tue Oct 24 15:18:55 1995 Return-Path: Received: from castor.cc.utu.fi (root@castor.cc.utu.fi [130.232.1.14]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 15:18:55 +0100 Received: from polaris.cc.utu.fi by utu.fi id <165685-4>; Tue, 24 Oct 1995 16:18:48 +0200 Subject: Re: improvement scrolls From: Tero Jyri Michael Pelander To: crossfire@ifi.uio.no (Crossfire) Date: Tue, 24 Oct 1995 16:18:33 +0200 (EET) In-Reply-To: <199510240002.JAA28241@zebedee.teaching.cs.adelaide.edu.au> from "Baerrach bonDierne" at Oct 24, 95 09:32:25 am MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7BIT Content-Length: 714 Message-Id: <95Oct24.161848eet.165685-4+549@utu.fi> Status: RO > You can already get weaponmagic weapons. They are called magic hitting + > 1 swords etc. They are the best to enchant since they will hit jessy's > and other creatures that you would normally need artifact weapons. Currently the best are 'dagger of paralyze' with strength boost that gives you str 30 and some damage (min about 20) so that you hit through armour. Attacking a dragon is easy with such a weapon as it will only blast you once before you have hit it. After that it just waits for you to finish it. Only negative thing about those daggers are that some monsters are immune to physical damage. But a friend of mine doesn't care about it. When he needs to kill a jessy he casts 'rune of death'. From crossfire-request Tue Oct 24 14:54:54 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id ; Tue, 24 Oct 1995 14:54:41 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <05156-0@relay.xlink.net>; Tue, 24 Oct 1995 14:54:27 +0000 Received: from vieta.math.uni-sb.de (aw@vieta.math.uni-sb.de [134.96.32.23]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id OAA16362; Tue, 24 Oct 1995 14:54:25 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA26731; Tue, 24 Oct 95 14:51:49 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9510241351.AA26731@vieta.math.uni-sb.de> Subject: Re: improvement scrolls To: kjetilho@ifi.uio.no (Kjetil Torgrim Homme) Date: Tue, 24 Oct 1995 14:51:48 +0100 (MET) Cc: brett@msc.edu, mwedel@pyramid.com, thomas@chaupher.gsfc.nasa.gov, crossfire@ifi.uio.no, frits@chemde4.leidenuniv.nl In-Reply-To: <199510240725.18273.mne.ifi.uio.no@ifi.uio.no> from "Kjetil Torgrim Homme" at Oct 24, 95 08:25:51 am X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1375 Status: RO Also sprach Kjetil Torgrim Homme: > [Brett Rabe] > > | So perhaps the answer is to reduce the effectiveness of mages, > | rather than increase the strength of fighters. > > Indeed. A good start would be to reduce the maximum stat to 20 give or > take the class differences. Ie., a barbarian has maximum 14 > intelligence, but 24 strength. Rings and other magical equipment can > give "unrestricted" bonuses (probably 30 in total). > > And get rid of the possibility to have more than one stat improvement > spell active at any one time. Okay, maybe allow _different_ stat > improvement spells, but never the +18 strength or charisma you can get > now :-( [Today, charisma only serves as a tax on newbies who haven't > got the charisma spell yet] Hmmm... Not even that is so hot... Most players over here use an extra 'Seller' character to store buy and sell items. This character has Charisma 20 from the beginning, and sooner or later this goes up to 30... > It used to be like this, and I think it's much better -- there's more > of a distinction between classes. This will not help against this. You have a weapon with Cha+2, a helmet with Cha+1, armor with Cha+1, 2 rings Cha+2 and a cloak Cha+2. All in all Cha+10, which is 32, if you have Cha 22. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Tue Oct 24 02:57:38 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 02:57:35 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA29573; Mon, 23 Oct 95 18:57:03 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA18114; Tue, 24 Oct 95 01:57:00 GMT From: "Mark Wedel" Message-Id: <9510231857.ZM18112@t-rex.eng.pyramid.com> Date: Mon, 23 Oct 1995 18:56:59 -0700 In-Reply-To: Baerrach bonDierne "Re: improvement scrolls" (Oct 24, 9:32am) References: <199510240002.JAA28241@zebedee.teaching.cs.adelaide.edu.au> X-Mailer: Z-Mail (3.2.0 06sep94) To: Baerrach bonDierne , "Michael B. Martin" Subject: Re: improvement scrolls Cc: crossfire@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 24, 9:32am, Baerrach bonDierne wrote: > There is another cool cheat involving magic. > You bind your keys to invoke instead of cast . > You then set your range to nothing. Now when you press a key you > automatically cast a spell, nothing new. BUT if you keep casting your > spell points suddenly go negative. Instant infinite spell points. > This bug has already been fixed for the next version. > Mind you I used to use this cheat, but with 30 Int and 2 rings of high > magic you have more than enough spell points to do what you want. > > As an aside go up to the toughest monster in the game and cast > transferrence at it and watch it explode :) That has been disabled for quite some time now - it will still create a large fireball, but you will also likely be in the area. It won't kill the monster, however. > > Barrie > > -- > T U M B L E P O P > >-- End of excerpt from Baerrach bonDierne -- --Mark From crossfire-request Tue Oct 24 01:12:41 1995 Return-Path: Received: from zebedee.teaching.cs.adelaide.edu.au (root@zebedee.teaching.cs.adelaide.edu.au [129.127.104.27]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 01:12:39 +0100 Received: from bjtreloa@localhost [127.0.0.1] by zebedee.teaching.cs.adelaide.edu.au (8.6.12/AndrewR-MatthewD-950530-CS) with SMTP id JAA28241; Tue, 24 Oct 1995 09:32:26 +0930 X-Authentic-Sender: bjtreloa@localhost Message-Id: <199510240002.JAA28241@zebedee.teaching.cs.adelaide.edu.au> X-Authentication-Warning: zebedee.teaching.cs.adelaide.edu.au: Host localhost didn't use HELO protocol To: "Michael B. Martin" cc: crossfire@ifi.uio.no Subject: Re: improvement scrolls In-reply-to: Your message of "Mon, 23 Oct 1995 12:12:32 -0400." <199510231612.MAA32690@mbmartin.bevc.blacksburg.va.us> Date: Tue, 24 Oct 1995 09:32:25 +0930 From: Baerrach bonDierne Status: RO "Michael B. Martin" writes: > > Also, how could one get weaponmagic attacks? Sacrifice a bunch of > artifact swords that have it? You can already get weaponmagic weapons. They are called magic hitting + 1 swords etc. They are the best to enchant since they will hit jessy's and other creatures that you would normally need artifact weapons. All you have to do is increase its weapon damage to + 100 and decrease its weapon weight and you have a killer weapon _even_ without stat bonuses. There is another cool cheat involving magic. You bind your keys to invoke instead of cast . You then set your range to nothing. Now when you press a key you automatically cast a spell, nothing new. BUT if you keep casting your spell points suddenly go negative. Instant infinite spell points. Mind you I used to use this cheat, but with 30 Int and 2 rings of high magic you have more than enough spell points to do what you want. As an aside go up to the toughest monster in the game and cast transferrence at it and watch it explode :) Barrie -- T U M B L E P O P From crossfire-request Tue Oct 24 00:53:07 1995 Return-Path: Received: from noc.msc.edu (noc.msc.edu [137.66.12.254]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 00:53:06 +0100 Received: from ww.msc.edu by noc.msc.edu (5.65/MSC/v3.0.1(920324)) id AA18963; Mon, 23 Oct 95 18:52:45 -0500 Received: from localhost (brett@localhost) by ww.msc.edu (8.7.1/8.6.6) with SMTP id SAA11202; Mon, 23 Oct 1995 18:52:45 -0500 (CDT) Message-Id: <199510232352.SAA11202@ww.msc.edu> X-Authentication-Warning: ww.msc.edu: brett owned process doing -bs X-Authentication-Warning: ww.msc.edu: Host brett@localhost didn't use HELO protocol To: "Mark Wedel" Cc: thomas@chaupher.gsfc.nasa.gov (Brian Thomas), crossfire@ifi.uio.no, frits@chemde4.leidenuniv.nl Subject: Re: improvement scrolls In-Reply-To: Your message of "Mon, 23 Oct 1995 15:59:06 PDT." <9510231559.ZM5712@t-rex.eng.pyramid.com> Date: Mon, 23 Oct 1995 18:52:43 -0500 From: Brett Rabe Status: RO > At least one problem is that it seems that fighters almost need to be able to >do this in order to keep up with spell casters. At high levels, the mage >wanders in and casts a dozen icestorms, and can have killed several of the >large dragons. A character with a weapon that does damage+80 can at least get >close to doing something similar - in fact, it seems some monsters are such >that you almost need to be able to ahve such a weapon. So perhaps the answer is to reduce the effectiveness of mages, rather than increase the strength of fighters. I almost always prefer games where I have to scrape to get by. I intensely dislike (I have a theory that I'm in the minority here) games in which I dissolve huge red dragons with barely a glance. Somebody else (sorry, I lost the attribution) suggested that you can never have enough spells. . . . I just wanted to toss in my hearty agreement to that comment. Many, many people I know who enjoy games like Crossfire play it, even as a single player, as a role-playing game. The more opportunities for individuality you offer in such a game, the more people like that will enjoy it, because they will be able to shape their characters that much more uniquely. Brett From crossfire-request Tue Oct 24 00:42:07 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 00:42:06 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA12050; Mon, 23 Oct 95 16:41:33 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA09165; Mon, 23 Oct 95 23:41:30 GMT From: "Mark Wedel" Message-Id: <9510231641.ZM9163@t-rex.eng.pyramid.com> Date: Mon, 23 Oct 1995 16:41:30 -0700 X-Mailer: Z-Mail (3.2.0 06sep94) To: crossfire@ifi.uio.no Subject: New/Old weapon improvement code Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO With all this talk about the relative power of weapon improvement, here is a simple question for those people that are actually running servers: Are any of you actually using the old improve weapon code? If not, it would then suggest that it could be removed safely - in general I would like to try to reduce the number of configurable options, because it makes the code easier to maintain. -- --Mark From crossfire-request Tue Oct 24 00:07:03 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 00:06:56 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA06042; Mon, 23 Oct 95 16:06:24 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA06420; Mon, 23 Oct 95 23:06:22 GMT From: "Mark Wedel" Message-Id: <9510231606.ZM6418@t-rex.eng.pyramid.com> Date: Mon, 23 Oct 1995 16:06:21 -0700 In-Reply-To: roberts@panix.com "Re: improvement scrolls" (Oct 23, 4:15pm) References: <9510232015.AA03249@galileo.line.com> X-Mailer: Z-Mail (3.2.0 06sep94) To: roberts@panix.com, crossfire@ifi.uio.no Subject: Re: improvement scrolls Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 23, 4:15pm, roberts@panix.com wrote: > Subject: Re: improvement scrolls > >>>>> "Michael" == Michael B Martin writes: > Okay, this gives me a chance (as a newbie) to ask the obvious question: > how does one learn what all those "odd" weapons do? That is, the ones > that say "sword of X". Provided X != "Woe", and identify doesn't show > it to be cursed, I've been assuming that the weapons must have some > special property, but I can't find anything in the documentation that > will show what is special about them. I'm still pretty low level (I've > got a couple of 5th level characters), sort of learning how things work. > And I'm reluctant to simply walk around hitting things hoping to learn > something about the weapon, especially since I fear ending up learning > something unpleasant :-( Many of those special weapons have pretty minor differences - some are lighter than normal, some do an extra point of damage or an extra point to hit, etc. If they have been identified, you can compare it to a normal weapon of that type and see what differences there are. In general, they are minor. > Where can I find some documentation on the skills? I had a human > character who had skills in fletching (which I *assume* meant she was > good at firing bows and arrows, not making them), but how can I tell the > difference between using and not using the skill? I've mostly been > wandering around the town hacking and slashing trying to learn without > dying (well, without dying too many times...). In the doc directory there should have been at least some documentation on skills. I am pretty sure fletching allows you to identify bows and arrows- virgin 0.92.0 code didn't add class base skills (like magic use or melee weapons, etc.) > > roland > -- > Roland B Roberts > roberts@panix.com >-- End of excerpt from roberts@panix.com -- --Mark From crossfire-request Tue Oct 24 00:00:16 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 24 Oct 1995 00:00:10 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA04976; Mon, 23 Oct 95 15:59:19 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA05714; Mon, 23 Oct 95 22:59:07 GMT From: "Mark Wedel" Message-Id: <9510231559.ZM5712@t-rex.eng.pyramid.com> Date: Mon, 23 Oct 1995 15:59:06 -0700 In-Reply-To: thomas@chaupher.gsfc.nasa.gov (Brian Thomas) "Re: improvement scrolls" (Oct 23, 5:55pm) References: <9510232155.AA13443@chaupher.lhea664> X-Mailer: Z-Mail (3.2.0 06sep94) To: thomas@chaupher.gsfc.nasa.gov (Brian Thomas), crossfire@ifi.uio.no, frits@chemde4.leidenuniv.nl Subject: Re: improvement scrolls Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Oct 23, 5:55pm, Brian Thomas wrote: > Subject: Re: improvement scrolls > > > frits@chemde4.leidenuniv.nl (Frits Daalmans) writes: > > > > Since I was not very pleased noticing that weapon improvement has been > > severely crippled, I have added a couple of spiffy new scrolls in > > server/apply.c in the new improvement code, and a couple of archetypes > > for them too. With new enchantment code, weapon enchanting is certainly weakened, but before it was way too powerful. The new code probably still is not perfect, but does make a lot more sense. > > Overall, I think the enchanting of weapons throws off > game balance. Consider that now, a 20 level character > can have a +4 weapon that delivers 100+ points of damage > w/ every hit! :P It is true very powerful weapons can be created (note that with the new code, you ahve the disadvantage that the weapon can just be really high hit/damage, old system they could be that plus immunities and other special abilities.) At least one problem is that it seems that fighters almost need to be able to do this in order to keep up with spell casters. At high levels, the mage wanders in and casts a dozen icestorms, and can have killed several of the large dragons. A character with a weapon that does damage+80 can at least get close to doing something similar - in fact, it seems some monsters are such that you almost need to be able to ahve such a weapon. > > My opinion is that enchanting weapons (like above or better) > should be: > > 1) harder to enchant, At high levels, this will probably never be any issue - under the old systems, characters could get tbe thousands of diamonds and other gems needed,and the dozens of potions. Note that the definition of high might vary, but once you are the point where you can kill big dragons, you can get the money to do this relatively easily. > 2) never create weapons better than > "unique" artifacts, or difficult quest items! > Problem here is the how you relate better. At best, under current code, you can create more damage and perhaps more stats, but you certainly won't get the other special abilities (protections, immunities, regeneration, etc.) Many of those can be very useful. > I am not opposed to having more functionality in the game > (heh, I remember one person stated here that there were > "too many spells already in the game". Never!). But I think > your improvement will just carry on a trend -- namely to > unbalance the game more. Someone should revise the enchanting > weapons code to make it more balanced IMHO. > Best way to do this might be to limit the number of enchantments that can be done on an item - instead of basing it on level, perhaps limit it to 10 or 15 - can still get some pretty nice items, but certainly not great items. At some point in the future, I hope to have it so that crossfire reads a config file at startup, to get many of the options/values from. Has the advantage that you don't need to recompile if you just want to change behavior, but also should actually make the code easier to maintain, since it will always be compiled in, just not always executed. > b.t. > > >-- End of excerpt from Brian Thomas -- --Mark From crossfire-request Mon Oct 23 22:55:49 1995 Return-Path: Received: from rosserv.gsfc.nasa.gov (rosserv.gsfc.nasa.gov [128.183.8.43]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 23 Oct 1995 22:55:48 +0100 Received: from chaupher.lhea664 (chaupher.gsfc.nasa.gov [128.183.8.36]) by rosserv.gsfc.nasa.gov (LHEA9504/950407.s1) with SMTP id RAA19497; Mon, 23 Oct 1995 17:55:42 -0400 Received: by chaupher.lhea664 (4.1/SMI-4.1) id AA13443; Mon, 23 Oct 95 17:55:41 EDT Date: Mon, 23 Oct 95 17:55:41 EDT From: thomas@chaupher.gsfc.nasa.gov (Brian Thomas) Message-Id: <9510232155.AA13443@chaupher.lhea664> To: crossfire@ifi.uio.no, frits@chemde4.leidenuniv.nl Subject: Re: improvement scrolls Status: RO > frits@chemde4.leidenuniv.nl (Frits Daalmans) writes: > > Since I was not very pleased noticing that weapon improvement has been > severely crippled, I have added a couple of spiffy new scrolls in > server/apply.c in the new improvement code, and a couple of archetypes > for them too. > They provide for enchanting weapons to be protected from certain attacktypes, > or branded with them, etc. > [snip] (specifics deleted) Overall, I think the enchanting of weapons throws off game balance. Consider that now, a 20 level character can have a +4 weapon that delivers 100+ points of damage w/ every hit! :P My opinion is that enchanting weapons (like above or better) should be: 1) harder to enchant, 2) never create weapons better than "unique" artifacts, or difficult quest items! I am not opposed to having more functionality in the game (heh, I remember one person stated here that there were "too many spells already in the game". Never!). But I think your improvement will just carry on a trend -- namely to unbalance the game more. Someone should revise the enchanting weapons code to make it more balanced IMHO. b.t. From crossfire-request Mon Oct 23 21:15:27 1995 Return-Path: Received: from panix4.panix.com (panix4.panix.com [198.7.0.5]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 23 Oct 1995 21:15:26 +0100 Received: from galileo.line.com (roberts.dialup.access.net [166.84.193.218]) by panix4.panix.com (8.7/8.7/PanixU1.3) with SMTP id QAA08840 for ; Mon, 23 Oct 1995 16:15:23 -0400 (EDT) Received: by galileo.line.com (4.1/SMI-4.1) id AA03249; Mon, 23 Oct 95 16:15:13 EDT Date: Mon, 23 Oct 95 16:15:13 EDT Message-Id: <9510232015.AA03249@galileo.line.com> From: roberts@panix.com To: crossfire@ifi.uio.no In-Reply-To: <199510231612.MAA32690@mbmartin.bevc.blacksburg.va.us> (martinm@mbmartin.bevc.blacksburg.va.us) Subject: Re: improvement scrolls Status: RO >>>>> "Michael" == Michael B Martin writes: Michael> [...] My 48th level barbarian has a Michael> holy mace +10 which does dam+83 (over 100 damage total with [...] >> - *artifact weapons* must be sacrificed for the scroll to work >> e.g. lightning immunity would cost you only 5 mjoellnirs (now >> where to get 5 mjoellnirs?? :-) Okay, this gives me a chance (as a newbie) to ask the obvious question: how does one learn what all those "odd" weapons do? That is, the ones that say "sword of X". Provided X != "Woe", and identify doesn't show it to be cursed, I've been assuming that the weapons must have some special property, but I can't find anything in the documentation that will show what is special about them. I'm still pretty low level (I've got a couple of 5th level characters), sort of learning how things work. And I'm reluctant to simply walk around hitting things hoping to learn something about the weapon, especially since I fear ending up learning something unpleasant :-( >> BTW the version 0.92.0 is great! very nice that it doesn't crash >> anymore on the skills code and that alchemy works again :-) This >> skill code adds a lot to the game IMHO. Where can I find some documentation on the skills? I had a human character who had skills in fletching (which I *assume* meant she was good at firing bows and arrows, not making them), but how can I tell the difference between using and not using the skill? I've mostly been wandering around the town hacking and slashing trying to learn without dying (well, without dying too many times...). roland -- Roland B Roberts roberts@panix.com From crossfire-request Mon Oct 23 17:11:31 1995 Return-Path: Received: from mbmartin.bevc.blacksburg.va.us (martinm@mbmartin.bevc.blacksburg.va.us [198.82.204.58]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 23 Oct 1995 17:11:30 +0100 Received: (from martinm@localhost) by mbmartin.bevc.blacksburg.va.us (8.6.12/8.6.9) id MAA32690 for crossfire@ifi.uio.no; Mon, 23 Oct 1995 12:12:32 -0400 From: "Michael B. Martin" Message-Id: <199510231612.MAA32690@mbmartin.bevc.blacksburg.va.us> Subject: Re: improvement scrolls To: crossfire@ifi.uio.no Date: Mon, 23 Oct 1995 12:12:32 -0400 (EDT) X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 3789 Status: RO > Since I was not very pleased noticing that weapon improvement has been > severely crippled, I have added a couple of spiffy new scrolls in ^^^^^^^^^^^^^^^^^ I think I would have to disagree with this. I haven't used the old improvement code much, but I think even with the tighter restrictions the new code still allows powerful weapons. My 48th level barbarian has a holy mace +10 which does dam+83 (over 100 damage total with other bonuses), Str/Dex/Con +2. With potions, spells, and magic items I can make myself immune to everything except lightning (got a helm of Uriel for protection from that, though, and my polished shield protects me as long as I don't move), acid (is there anything that gives immunity to acid?), and some of the other rarer ones (like cancellation, death, etc.). Even without any protection from cold, he can practically walk through Chinese dragons (and even red dragons one at a time with only protection from fire). The only thing that still gives me trouble is lightning. If I had immunity to lightning, I could do anything (could finally take Jessy without any trouble :). > Now before you call me a "cheater" or whatever, about game balance: > - each protection is offset by a vulnerability; so if you apply all of the > cold resistance scrolls, you suddenly find yourself vulnerable to fire and > path_denied :-) What about lightning? What would the vulnerability be? Acid, maybe? Also, a general question to all: what if you are using a magic item which gives you a vulnerability (to fire, say) and then drink a potion of (fire) resistance? Which one takes precendence? > - *artifact weapons* must be sacrificed for the scroll to work > e.g. lightning immunity would cost you only 5 mjoellnirs (now where to get > 5 mjoellnirs?? :-) Having said all that above, I would *love* to get immunity to lightning (even if it's only short-term, like the "resistance" potions). :) Actually 5 mjoellnirs might be a bit low (considering just how powerful immunity to lightning would be). Artifacts are not that hard to come by for high-level characters (e.g. the Tower of Demonology has four at the end which my character can get pretty easily). You can go through the gates of Hell pretty easily and get two artifacts at the end (the treasure key can be gotten easily via dimension door without having to fight Jessy). Also, how could one get weaponmagic attacks? Sacrifice a bunch of artifact swords that have it? I like this scheme, as it allows one to make good use of the otherwise "worthless" artifact weapons (my enchanted holy mace does better for me overall than any of them, so I just sell them). > - as long as they don't appear in the treasures file, they don't appear > in the game at all except explicitly (i.e. as high-level quest items) Good idea, IMHO. I happen to really like the idea of quest items (like the dragonbreath and large icestorm spells in the dragon quest cave and the special weapons in the Tower of Demonology). > BTW the version 0.92.0 is great! very nice that it doesn't crash anymore > on the skills code and that alchemy works again :-) > This skill code adds a lot to the game IMHO. Agreed (although my server still crashes more frequently than I would like; my roommate has discovered a way to crash it with certainty by dumping a rather large number of comets into a "director trap" (two opposing directors) and letting a monster walk into it). BTW, for anyone using the skills code: I would suggest getting Brian's gods patch. It makes all the difference in being able to get your wisdom skills past about 8th or 9th level (at "lower" levels you can gain another level just for using a summoned avatar to kill a lich or demilich). Plus it adds a little more spice to the game. -Michael From crossfire-request Mon Oct 23 14:22:17 1995 Return-Path: Received: from rulway.leidenuniv.nl (rulway.LeidenUniv.nl [132.229.8.6]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 23 Oct 1995 14:22:15 +0100 Received: from chemde4.LeidenUniv.nl by rulway.leidenuniv.nl with SMTP id AA24070 (5.67b/IDA-1.5 for <@RULWAY.LEIDENUNIV.NL:crossfire@ifi.uio.no>); Mon, 23 Oct 1995 14:22:10 +0100 Received: by chemde4.leidenuniv.nl (920330.SGI/920502.SGI) for @RULWAY.LEIDENUNIV.NL:crossfire@ifi.uio.no id AA00162; Mon, 23 Oct 95 15:26:41 +0200 Date: Mon, 23 Oct 95 15:26:41 +0200 From: frits@chemde4.leidenuniv.nl (Frits Daalmans) Message-Id: <9510231326.AA00162@chemde4.leidenuniv.nl> To: crossfire@ifi.uio.no Subject: improvement scrolls Status: RO Since I was not very pleased noticing that weapon improvement has been severely crippled, I have added a couple of spiffy new scrolls in server/apply.c in the new improvement code, and a couple of archetypes for them too. They provide for enchanting weapons to be protected from certain attacktypes, or branded with them, etc. Now before you call me a "cheater" or whatever, about game balance: - each protection is offset by a vulnerability; so if you apply all of the cold resistance scrolls, you suddenly find yourself vulnerable to fire and path_denied :-) - *artifact weapons* must be sacrificed for the scroll to work e.g. lightning immunity would cost you only 5 mjoellnirs (now where to get 5 mjoellnirs?? :-) - as long as they don't appear in the treasures file, they don't appear in the game at all except explicitly (i.e. as high-level quest items) Do you think this is a nice idea? Otherwise, I'll just use them myself at home :-) BTW the version 0.92.0 is great! very nice that it doesn't crash anymore on the skills code and that alchemy works again :-) This skill code adds a lot to the game IMHO. BTW 2: There seemed to be some bug in 0.91.8 with polymorph code, does anybody know whether this is fixed yet? Greetings, and back to work now, Frits Solitary single-user only-at-home crossfire player/programmer (a bit) Frits Daalmans OIO Conformational Analysis Gorlaeus Laboratoria Leiden, The Netherlands E-mail: frits@chemde4.leidenuniv.nl Tel: [+31] (0)71-5274505 From crossfire-request Sun Oct 22 16:28:38 1995 Return-Path: Received: from mail1.sas.upenn.edu (kraybill@MAIL1.SAS.UPENN.EDU [165.123.26.32]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 22 Oct 1995 16:28:37 +0100 Received: (from kraybill@localhost) by mail1.sas.upenn.edu (8.6.11/SAS 8.04) id LAA04623 for crossfire@ifi.uio.no; Sun, 22 Oct 1995 11:28:35 -0400 From: kraybill@sas.upenn.edu (Jeremy A Kraybill) Posted-Date: Sun, 22 Oct 1995 11:28:35 -0400 Message-Id: <199510221528.LAA04623@mail1.sas.upenn.edu> Subject: unsubscribe me, please! To: crossfire@ifi.uio.no Date: Sun, 22 Oct 1995 11:28:34 -0400 (EDT) X-Mailer: ELM [version 2.4 PL23-upenn2.9] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 44 Status: RO Please unsubscribe me from the list. Thanks From crossfire-request Sat Oct 21 05:27:53 1995 Return-Path: Received: from mis.dtek.chalmers.se (d1mag@mis.dtek.chalmers.se [129.16.30.55]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 21 Oct 1995 05:27:53 +0100 Received: (from d1mag@localhost) by mis.dtek.chalmers.se (8.6.9/8.6.9) id FAA16361; Sat, 21 Oct 1995 05:27:45 +0100 From: Christian Magnusson Message-Id: <199510210427.FAA16361@mis.dtek.chalmers.se> Subject: Re: Questions? To: d94-twm@sm.luth.se (Thorbjorn Wikstrom) Date: Sat, 21 Oct 1995 05:27:44 +0100 (MET) Cc: crossfire@ifi.uio.no In-Reply-To: <199510201102.AA28731@jota.sm.luth.se> from "Thorbjorn Wikstrom" at Oct 20, 95 12:02:58 pm MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Content-Length: 458 Status: RO Hi Thorbjorn! > I have some questions. > > 1) Are the servers at Chalmers and Trondheim gone? I can't connect to them. I just wanted to tell you that my server is moved to: gleen.dtek.chalmers.se (SparcStation 5) Hope you like it... Mag -- | Christian 'Mag' Magnusson Computer Science and Engineering | Email: d1mag@dtek.chalmers.se Chalmers University of Technology | GSM: +46 (0)705 380580 | WWW: http://www.dtek.chalmers.se/~d1mag From crossfire-request Sat Oct 21 05:08:29 1995 Return-Path: Received: from mis.dtek.chalmers.se (d1mag@mis.dtek.chalmers.se [129.16.30.55]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 21 Oct 1995 05:08:29 +0100 Received: (from d1mag@localhost) by mis.dtek.chalmers.se (8.6.9/8.6.9) id FAA15655; Sat, 21 Oct 1995 05:08:26 +0100 From: Christian Magnusson Message-Id: <199510210408.FAA15655@mis.dtek.chalmers.se> Subject: Re: Questions? To: d94-twm@sm.luth.se (Thorbjorn Wikstrom) Date: Sat, 21 Oct 1995 05:08:25 +0100 (MET) Cc: crossfire@ifi.uio.no In-Reply-To: <199510201102.AA28731@jota.sm.luth.se> from "Thorbjorn Wikstrom" at Oct 20, 95 12:02:58 pm MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Content-Length: 506 Status: RO Hi.. > I have some questions. > > 1) Are the servers at Chalmers and Trondheim gone? I can't connect to them. I just wanted to tell you that my crossfire server is installed at gleen.dtek.chalmers.se (Sparcstation 5) I hope you could connect to that server without any problems... Mag -- | Christian 'Mag' Magnusson Computer Science and Engineering | Email: d1mag@dtek.chalmers.se Chalmers University of Technology | GSM: +46 (0)705 380580 | WWW: http://www.dtek.chalmers.se/~d1mag From crossfire-request Fri Oct 20 22:25:13 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 20 Oct 1995 22:25:11 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA11699; Fri, 20 Oct 95 14:24:26 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA18889; Fri, 20 Oct 95 21:24:23 GMT From: "Mark Wedel" Message-Id: <9510201424.ZM18887@t-rex.eng.pyramid.com> Date: Fri, 20 Oct 1995 14:24:23 -0700 In-Reply-To: aw@math.uni-sb.de (Arne Wichmann) "Re: Questions?" (Oct 20, 3:02pm) References: <9510201402.AA29676@vieta.math.uni-sb.de> X-Mailer: Z-Mail (3.2.0 06sep94) To: aw@math.uni-sb.de (Arne Wichmann), d94-twm@sm.luth.se (Thorbjorn Wikstrom) Subject: Re: Questions? Cc: crossfire@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO How much cpu time obviously depends on the system and how people are playing it. When crossfire is just weight for connection, it really isn't using any resources. The one here is using about 6 megs of ram (Swap), with only a couple megs resident. I've never really pushed the server here - not sure where the limit would be, being it is on a 4 cpu/384 meg ram system with 6 network interfaces. Note that this system is behind a firewall, so access to it is not possible for people outside of pyramid. -- --Mark From crossfire-request Fri Oct 20 16:54:22 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 20 Oct 1995 16:54:21 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <19905-0@relay.xlink.net>; Fri, 20 Oct 1995 15:06:32 +0000 Received: from vieta.math.uni-sb.de (aw@vieta.math.uni-sb.de [134.96.32.23]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id PAA08747; Fri, 20 Oct 1995 15:05:17 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA29676; Fri, 20 Oct 95 15:02:42 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9510201402.AA29676@vieta.math.uni-sb.de> Subject: Re: Questions? To: d94-twm@sm.luth.se (Thorbjorn Wikstrom) Date: Fri, 20 Oct 1995 15:02:39 +0100 (MET) Cc: crossfire@ifi.uio.no In-Reply-To: <199510201102.AA28731@jota.sm.luth.se> from "Thorbjorn Wikstrom" at Oct 20, 95 12:02:58 pm X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1327 Status: RO Also sprach Thorbjorn Wikstrom: > X-Mailer: Mozilla 1.1N (X11; I; SunOS 4.1.4 sun4m) Arrgh. Mailing with Netscape. > I have some questions. > > 1) Are the servers at Chalmers and Trondheim gone? I can't connect to them. > > 2) How much CPU time on a unix take a crossfire server. aw 104 1.9 58.4 7789 8844 pp0 S 15:50 0:36 /local/crossfire/bin/cr aw 124 0.0 2.0 112 308 pp0 S 16:21 0:00 fgrep cross aw ~ $ date Fri Oct 20 16:21:38 MET 1995 These are the values four our server over here. aw ~ $ cat /proc/version Linux version 1.3.29 (florian@rw22floh.jura.uni-sb.de) (gcc driver version 2.7.1 snapshot 950826 executing gcc version 2.7.1) #1 Mon Sep 25 12:46:27 MET 1995 aw ~ $ cat /proc/cpuinfo cpu : 486 [...] BogoMips : 24.98 aw ~ $ free total used free shared buffers Mem: 15124 14380 744 7908 2052 -/+ buffers: 12328 2796 Swap: 33228 184 33044 It doesn't use more than a load of 1, so it's bearable. Usually it does that if there are more than 5-6 players are playing actively in the same moment. But then usually the netload is more of a problem. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Fri Oct 20 12:04:27 1995 Return-Path: Received: from jota.sm.luth.se (root@jota.sm.luth.se [130.240.2.4]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 20 Oct 1995 12:04:25 +0100 Received: from d94-twm@jota31 (jota31.sm.luth.se) by jota.sm.luth.se with SMTP (5.67b8/IDA-1.2.8-NS) id AA28731; Fri, 20 Oct 1995 12:02:38 +0100 Message-Id: <199510201102.AA28731@jota.sm.luth.se> Date: Fri, 20 Oct 95 12:02:58 0100 Sender: d94-twm@sm.luth.se From: Thorbjorn Wikstrom X-Mailer: Mozilla 1.1N (X11; I; SunOS 4.1.4 sun4m) Mime-Version: 1.0 To: crossfire@ifi.uio.no Subject: Questions? X-Url: http://gin.obspm.fr/~wacren/crossfire/liste/msg00355.html Content-Transfer-Encoding: 7bit Content-Type: text/plain; charset=us-ascii Status: RO I have some questions. 1) Are the servers at Chalmers and Trondheim gone? I can't connect to them. 2) How much CPU time on a unix take a crossfire server. Thorbjorn From crossfire-request Thu Oct 19 21:43:35 1995 Return-Path: Received: from pc11.hhs.homewood.k12.al.us (jhankins@pc11.hhs.homewood.k12.al.us [199.88.16.12]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 19 Oct 1995 21:43:33 +0100 Received: (from jhankins@localhost) by pc11.hhs.homewood.k12.al.us (8.6.11/8.6.9) id PAA10136; Thu, 19 Oct 1995 15:42:47 -0500 Date: Thu, 19 Oct 1995 15:42:47 -0500 (CDT) From: Jonathan Hankins To: crossfire@ifi.uio.no Subject: Re: Magic shop ripoff In-Reply-To: <9510191359.AA14293@spd.dsccc.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 19 Oct 1995, Brent Rhea wrote: > > I enter the magic shop in town (default map, etc.), I want to identify > > something in my possession. I can't figure out how to drop *just* 20 > > pieces of gold. I have to drop the whole pile I'm carrying. But for > > some reason, even if I only have one unidentified item in my inventory, > > the shop takes 40 pieces from me (if I have it...). type "2" then "0" it should say Count:2 then Count:20 in the dialogue window. Then click on the gold to drop it (or do drop or whatever) and it should drop 20 gold. > Kill the magic shop owner and burn the place to the ground. It won't get > your money back you will feel a lot better. Crossfire isn't much like Nethack--its shop owners can kill low level characters easily :) +----------------------------------------------------------+ |Homewood High School | Jonathan Hankins | |http://199.88.16.12/homewood.html | jhankins@199.88.16.12 | |----------------------------------------------------------| | Do I know you? | +----------------------------------------------------------+ From crossfire-request Thu Oct 19 14:58:03 1995 Return-Path: Received: from relay2.UU.NET (relay2.UU.NET [192.48.96.7]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 19 Oct 1995 14:58:01 +0100 Received: from offramp.dsccc.com by relay2.UU.NET with SMTP id QQzmdb13762; Thu, 19 Oct 1995 09:57:56 -0400 Received: by offramp.dsccc.com (5.67b/SMI-V1.8) id AA24957; Thu, 19 Oct 1995 08:57:40 -0500 Received: from onramp(192.245.102.129) by offramp via smap (V1.3mjr) id sma024934; Thu Oct 19 08:57:15 1995 Received: from spd.dsccc.com (spdmail.spd.dsccc.com [101.25.2.34]) by camelot.dsccc.com (8.6.11/8.6.10) with SMTP id IAA21142; Thu, 19 Oct 1995 08:57:14 -0500 Received: from sun147.spd.dsccc.com by spd.dsccc.com (5.0/SMI-SVR4) id AA14293; Thu, 19 Oct 1995 08:59:45 -0500 Date: Thu, 19 Oct 1995 08:59:45 -0500 From: wrhea@spdmail.spd.dsccc.com (Brent Rhea) Message-Id: <9510191359.AA14293@spd.dsccc.com> To: crossfire@ifi.uio.no, roberts@panix.com Subject: Re: Magic shop ripoff Content-Length: 1082 Status: RO > From crossfire-request@ifi.uio.no Wed Oct 18 22:33 CDT 1995 > Return-Path: > Date: Wed, 18 Oct 95 22:53:09 EDT > From: roberts@panix.com > To: crossfire@ifi.uio.no > Subject: Magic shop ripoff > Reply-To: roberts@panix.com > Content-Type> : > text> > > Okay, I'm new at this so bear with me.... > > crossfire 0.92.0, Sun Sparc SunOS 4.1.4, compiled with gcc 2.7.0. > > I enter the magic shop in town (default map, etc.), I want to identify > something in my possession. I can't figure out how to drop *just* 20 > pieces of gold. I have to drop the whole pile I'm carrying. But for > some reason, even if I only have one unidentified item in my inventory, > the shop takes 40 pieces from me (if I have it...). ....... Kill the magic shop owner and burn the place to the ground. It won't get your money back you will feel a lot better. > roland > -- > Roland B Roberts > roberts@panix.com > -- Replies: | wrhea@spd.dsccc.com | {yawn} (214) 519-3523 | | It's me speaking, not DSC. From crossfire-request Thu Oct 19 03:53:21 1995 Return-Path: Received: from panix4.panix.com (panix4.panix.com [198.7.0.5]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 19 Oct 1995 03:53:20 +0100 Received: from galileo.line.com (roberts.dialup.access.net [166.84.193.218]) by panix4.panix.com (8.7/8.7/PanixU1.3) with SMTP id WAA29387 for ; Wed, 18 Oct 1995 22:53:18 -0400 (EDT) Received: by galileo.line.com (4.1/SMI-4.1) id AA11482; Wed, 18 Oct 95 22:53:09 EDT Date: Wed, 18 Oct 95 22:53:09 EDT Message-Id: <9510190253.AA11482@galileo.line.com> From: roberts@panix.com To: crossfire@ifi.uio.no Subject: Magic shop ripoff Reply-To: roberts@panix.com Status: RO Okay, I'm new at this so bear with me.... crossfire 0.92.0, Sun Sparc SunOS 4.1.4, compiled with gcc 2.7.0. I enter the magic shop in town (default map, etc.), I want to identify something in my possession. I can't figure out how to drop *just* 20 pieces of gold. I have to drop the whole pile I'm carrying. But for some reason, even if I only have one unidentified item in my inventory, the shop takes 40 pieces from me (if I have it...). For example, if I have, say, 35 pieces of gold and what to identify the something, I drop it on the table and end up with 15. That's fine. Now I have 67 pieces of gold and want to identify something. I drop it on the table and end up with 27 pieces even though I dropped everything I was carrying except the one unidentified object. roland -- Roland B Roberts roberts@panix.com From crossfire-request Wed Oct 18 22:11:54 1995 Return-Path: Received: from mailgate.ericsson.se (mailgate.ericsson.se [130.100.2.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 18 Oct 1995 22:11:53 +0100 Received: from chapelle.eed.ericsson.se (chapelle.eed.ericsson.se [164.48.132.130]) by mailgate.ericsson.se (8.6.11/1.0) with ESMTP id WAA19386; Wed, 18 Oct 1995 22:11:47 +0100 Received: (from eedraq@localhost) by chapelle.eed.ericsson.se (8.7.1/8.7.1) id WAA19658; Wed, 18 Oct 1995 22:11:44 +0100 (MET) Date: Wed, 18 Oct 1995 22:11:44 +0100 (MET) Message-Id: <199510182111.WAA19658@chapelle.eed.ericsson.se> To: roberts@panix.com Subject: Re: Where are the .au files? Cc: crossfire@ifi.uio.no From: Raphael.Quinet@eed.ericsson.se Status: RO > The configuration file says they "are available on the ftp site" but I > don't see them.... On ftp.ifi.uio.no, look in /pub/crossfire/incoming for the file sound-files-0.89.3.tar.Z (and maybe crossfire-0.89.2-sound-files.tar.Z). These are the files in which I distributed the sound files when I wrote the first sound code for CrossFire. Some new sound effects have been added since then, so you will have to get some .au files separately from other ftp sites (maybe ftp.luth.se?). -Raphael From crossfire-request Wed Oct 18 21:12:57 1995 Return-Path: Received: from panix4.panix.com (panix4.panix.com [198.7.0.5]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 18 Oct 1995 21:12:53 +0100 Received: from galileo.line.com (roberts.dialup.access.net [166.84.193.218]) by panix4.panix.com (8.7/8.7/PanixU1.3) with SMTP id QAA23872 for ; Wed, 18 Oct 1995 16:12:51 -0400 (EDT) Received: by galileo.line.com (4.1/SMI-4.1) id AA09673; Wed, 18 Oct 95 16:12:43 EDT Date: Wed, 18 Oct 95 16:12:43 EDT Message-Id: <9510182012.AA09673@galileo.line.com> From: roberts@panix.com To: crossfire@ifi.uio.no Subject: Where are the .au files? Reply-To: roberts@panix.com Status: RO The configuration file says they "are available on the ftp site" but I don't see them.... roland -- Roland B Roberts roberts@panix.com From crossfire-request Mon Oct 9 00:11:32 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 9 Oct 1995 00:11:29 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA23740; Sun, 8 Oct 95 16:10:55 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA17340; Sun, 8 Oct 95 23:10:54 GMT Date: Sun, 8 Oct 95 23:10:54 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9510082310.AA17340@trex.eng.pyramid.com> To: martinm@mbmartin.bevc.blacksburg.va.us Subject: Re: Container bug in 0.92.0 (and earlier) Cc: crossfire@ifi.uio.no Status: RO IT looks like I spoke a little early on the container bug. I found the problem, and fixed it. IT seems that insert_ob_in_ob (which is used for putting items into a container or even into the players inventory) would not add the weight properly if it is merging items together. I.e.: player has 3 foods in inventory. He picks up 5 more. The weight he is carrying is unchanged. However, when you drop these, the full weight (of all 5) is then subtracted. This is how weights en up getting so messed up. I have fixed this for the next version. I will say that it seems if you save your character and the reload, it will fix weights for all the containers. So if you do hae an item with such a problem, you don't have to throw it out. --Mark From crossfire-request Sun Oct 8 10:24:55 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 8 Oct 1995 10:24:54 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA05577; Sun, 8 Oct 95 02:24:22 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA02678; Sun, 8 Oct 95 09:24:21 GMT Date: Sun, 8 Oct 95 09:24:21 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9510080924.AA02678@trex.eng.pyramid.com> To: crossfire@ifi.uio.no Subject: Re: Container bug in 0.92.0 (and earlier) Status: RO Can someone give me a sure fire way to reproduce this bug? I have not been able to get negative weights in 0.92.0 (in fact, special code to make sure this could not happen was put in place.) If this is still happening, I would like to fix it, but need a more definitive method on how. I did notice a bug with container code in that it sees if the weight will fit before splitting the object. So lets say you have 10 swords grouped together, and all 10 will not fit in the sack. Even if you only specify to drop 5 into the sack, the initial code to see if it fits checks to see if all 10 would fit in the sack - if they don't, none get put in. IF they will, it then will split them up properly. I'll hvae to fix this for the next version. --Mark From crossfire-request Sun Oct 8 10:06:12 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 8 Oct 1995 10:06:09 +0100 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA03402; Sun, 8 Oct 95 02:04:20 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA28554; Sun, 8 Oct 95 09:04:14 GMT Date: Sun, 8 Oct 95 09:04:14 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9510080904.AA28554@trex.eng.pyramid.com> To: crossfire@ifi.uio.no, martinm@mbmartin.bevc.blacksburg.va.us Subject: Re: Strangeness with with weapon enchantments Status: RO > My roommate has come across some unexpected (by my >understanding of what the game is supposed to do) behavior and I was >wondering if someone could clue me in. (For reference, I am running >0.92.0 with Brian's exp9 skills patches.) This has to do with >enchanting weapons. It started when he tried to enchant a weapon with >his mage. First, he had his weapon as the first item in his inventory >and tried to use a 'Prepare Weapon' scroll (with the appropriate >sacrifice of diamonds) and it told him that the first item in his >inventory wasn't a weapon (despite the fact that it was listed first >and we checked to verify that the inventory display was set to display >all items, not just magical, applied, etc.) He found that he was only >able to get it to work when he used the rotate keys to until it >specifically said that the weapon was at the top of his inventory. >(I'm not positive about this part, but I think even then he couldn't >get it to work with his mage, but he created a barbarian character for >whom it did work.) My guess is that this may have something to do >with the fact that (according to Brian's docs) skills are listed as >invisible objects in the inventory (at the top?) and were somehow >interfering (any comments, Brian?). Well, it could potentially be more than just skills - there can be several invisible objects at the top of a players inventory. (things like spell effects.). I have modified the code so that it will skip over invisible objects. In theory, the code could just skip over until it finds the first acceptable item, but that might not be desirable (could cause some mistakes..) > Also, I thought already magical weapons were not supposed to >be able to be further enchanted (I've even looked briefly at this >portion of the source a while back to figure out just which magical >items couldn't be enchanted). In particular, weapons with magical >bonuses (e.g. sword+2). Yet he was able to use a Prepare Weapon >scroll on a sword +4 which he'd found (and he's successfully put extra >improvements into it). This has changed if you use NEW_IMPROVE_WEAPON (which I believe is the default). This allows you to enchant weapons with actual +'s (ie, sword +3), but not allow you to enchant weapons that grant protections, immunities, regeneration, etc (this is pretty much reversed with the old system - note that the new system changed a lot more than just that.) The idea being that before, you pick up a darkblade or other very nice artifact, find a rust monster (or cancellation spell) to make it +0, and then you prepare it (and the weapon might already be granting you strength, immunities, etc.) My idea is that being able to enchant a weapon with such immunities makes for a much more powerful weapon than one that is already +4. IT is sort of tradeoff - you cuold make it so the weapon can not be magical it all, but allowign magic weapons does make it such that you still want to find a good weapon, just to decrease the number of enchantments. And the last thing is related: my >understanding is when you enchant a weapon, it is given your name >(e.g. "Gorf's holy mace +10" (this is a real example :)) and cannot be >used by any other character. But my roommate's character was able to >wield a sword enchanted by another character. Am I correct in >thinking that something is wrong? This is an interesting bug/feature (I just tried it out). IF the only thing that has been done to the weapon is to prepare it, other characters can still wield it. Once it has actually been enchanted, then other characters can not use it. I decided to change this, just to be a little more consistent (once it has been prepared, it can not be used by anyone.) Not that it makes that much of a difference. > > And one more thing (which should probably be in a separate >message): there is a bug in the handling of some map transitions which >causes a charater to end up in the "ocean" (an all-water map) when >going from one world map to another. I think it is repeatable, so I >could try to gather some more specific information if someone would >like to fix this. > IF you could track it down, it would be great (as far as I know, there are no water only maps, but you could be far enough out that all you see is you are actually on.) First, however, check and make sure that PROCESS_WHILE_LOADING has not been selected in the config.h file - that is one of the bugs that happens. >-Michael > > --Mark From crossfire-request Fri Oct 6 19:13:16 1995 Return-Path: Received: from mbmartin.bevc.blacksburg.va.us (martinm@mbmartin.bevc.blacksburg.va.us [198.82.204.58]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 6 Oct 1995 19:13:12 +0100 Received: (from martinm@localhost) by mbmartin.bevc.blacksburg.va.us (8.6.12/8.6.9) id OAA00252 for crossfire@ifi.uio.no; Fri, 6 Oct 1995 14:14:05 -0400 From: "Michael B. Martin" Message-Id: <199510061814.OAA00252@mbmartin.bevc.blacksburg.va.us> Subject: Strangeness with with weapon enchantments To: crossfire@ifi.uio.no Date: Fri, 6 Oct 1995 14:14:05 -0400 (EDT) X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 2372 Status: RO My roommate has come across some unexpected (by my understanding of what the game is supposed to do) behavior and I was wondering if someone could clue me in. (For reference, I am running 0.92.0 with Brian's exp9 skills patches.) This has to do with enchanting weapons. It started when he tried to enchant a weapon with his mage. First, he had his weapon as the first item in his inventory and tried to use a 'Prepare Weapon' scroll (with the appropriate sacrifice of diamonds) and it told him that the first item in his inventory wasn't a weapon (despite the fact that it was listed first and we checked to verify that the inventory display was set to display all items, not just magical, applied, etc.) He found that he was only able to get it to work when he used the rotate keys to until it specifically said that the weapon was at the top of his inventory. (I'm not positive about this part, but I think even then he couldn't get it to work with his mage, but he created a barbarian character for whom it did work.) My guess is that this may have something to do with the fact that (according to Brian's docs) skills are listed as invisible objects in the inventory (at the top?) and were somehow interfering (any comments, Brian?). Also, I thought already magical weapons were not supposed to be able to be further enchanted (I've even looked briefly at this portion of the source a while back to figure out just which magical items couldn't be enchanted). In particular, weapons with magical bonuses (e.g. sword+2). Yet he was able to use a Prepare Weapon scroll on a sword +4 which he'd found (and he's successfully put extra improvements into it). And the last thing is related: my understanding is when you enchant a weapon, it is given your name (e.g. "Gorf's holy mace +10" (this is a real example :)) and cannot be used by any other character. But my roommate's character was able to wield a sword enchanted by another character. Am I correct in thinking that something is wrong? And one more thing (which should probably be in a separate message): there is a bug in the handling of some map transitions which causes a charater to end up in the "ocean" (an all-water map) when going from one world map to another. I think it is repeatable, so I could try to gather some more specific information if someone would like to fix this. -Michael From crossfire-request Tue Oct 3 21:25:14 1995 Return-Path: Received: from main.1234net.com (onyx.1234net.com [204.213.255.129]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 3 Oct 1995 21:25:13 +0100 Message-Id: <199510032025.VAA01349@ifi.uio.no> Received: from 1234net.com by main.1234net.com (NTMail Server 2.11.25 - ntmail@net-shopper.co.uk) id aa000534 Tue, 3 Oct 95 16:25:58 -0100 (EDT) Comments: Authenticated sender is From: "Guy Williams" Organization: 123-4-NET To: crossfire@ifi.uio.no Date: Tue, 3 Oct 1995 16:25:58 -0500 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: Skills Patch and newest client Reply-to: GuyW@1234net.com Priority: normal X-mailer: Pegasus Mail for Windows (v2.10) X-Info: Evaluation version at main.1234net.com Status: RO Can anyone tell me where I can download the new skills patch. Also are there any features in it that are not in the documentation with it? A while ago I tried the cfclient. Where is the newest one. Is it anywhere near completion? I've looked on ftp.i.net and menja.ifi.uio.no but couldn't find them. Thanks, Guy. From crossfire-request Mon Oct 2 19:05:40 1995 Return-Path: Received: from main.1234net.com (onyx.1234net.com [204.213.255.129]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 2 Oct 1995 19:05:33 +0100 Message-Id: <199510021805.TAA07686@ifi.uio.no> Received: from 1234net.com by main.1234net.com (NTMail Server 2.11.25 - ntmail@net-shopper.co.uk) id aa000509 Mon, 2 Oct 95 14:06:15 -0100 (EDT) Comments: Authenticated sender is From: "Guy Williams" Organization: 123-4-NET To: crossfire@ifi.uio.no Date: Mon, 2 Oct 1995 14:06:15 -0500 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: Re: New public Server Reply-to: GuyW@1234net.com Priority: normal X-mailer: Pegasus Mail for Windows (v2.10) X-Info: Evaluation version at main.1234net.com Status: RO > From: "Michael B. Martin" > Subject: Re: New public Server > To: crossfire@ifi.uio.no > Date: Mon, 2 Oct 1995 12:23:09 -0400 (EDT) > Where is this server located (physically)? (I tried traceroute from > my site, but it lost me in the sprintlink stuff.) [SNIP] > -Michael > It is located in Connecticut, but I have a 256K line directly onto the sprint backbone so it shouldn't matter where your coming from. Mine is a DX2/66. :( From crossfire-request Mon Oct 2 17:22:21 1995 Return-Path: Received: from mbmartin.bevc.blacksburg.va.us (martinm@mbmartin.bevc.blacksburg.va.us [198.82.204.58]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 2 Oct 1995 17:22:19 +0100 Received: (from martinm@localhost) by mbmartin.bevc.blacksburg.va.us (8.6.12/8.6.9) id MAA05189 for crossfire@ifi.uio.no; Mon, 2 Oct 1995 12:23:09 -0400 From: "Michael B. Martin" Message-Id: <199510021623.MAA05189@mbmartin.bevc.blacksburg.va.us> Subject: Re: New public Server To: crossfire@ifi.uio.no Date: Mon, 2 Oct 1995 12:23:09 -0400 (EDT) X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1932 Status: RO > > From: "Guy Williams" > > Subject: New public Server > > > I am putting my server up for public use. It works well > > with two people, I haven't tested it with more. It is a > > 486DX2/66 with 16MB Ram running Linux 1.2.13. It is > > connected through a 256K Fractional T1 soon to be a full > > T1. The Crossfire release is 0.92.0. Does anyone know how > > many players 16MB will carry? Come and test it. Thanks. > > > The address is crossfire.1234net.com! Where is this server located (physically)? (I tried traceroute from my site, but it lost me in the sprintlink stuff.) Those on the East coast (of the US) might be intereseted to know that I am now running a crossfire server as well. I am running 0.92.0 with Brian Thomas's great skills patches. The server is a Pentium 90 with 16 MB RAM running Linux 1.2.10 on an Ethernet line (which goes into Virginia Tech's Internet connection). Brian has tested it and reports that the connection speed is ok (he said it was better than the Berkeley server, but that's not saying much). Tentatively, I have no time-of-day restrictions and I hope to keep it that way. (International players are welcome to try my server, but crossfire is rather sensitive to network lags so it may not be worth the trouble.) The address is mbmartin.bevc.blacksburg.va.us (yeah, it's pretty long, but I don't get any choice). I would appreciate play-testers and comments. If the server crashes on you (somewhat often when using certain magic, like summoned elementals), let me know (e-mail root at the above address). And be nice to Wiz the mage (my roommate) and Gorf the barbarian (myself). :) Enjoy! And a note to Guy: this is not intended as a "my-server-is-better-yours" type of post. (I've been meaning to make this announcement for a week or so but have been too busy playing crossfire to get to my mail program. :) -Michael From crossfire-request Mon Oct 2 15:54:37 1995 Return-Path: Received: from main.1234net.com (onyx.1234net.com [204.213.255.129]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 2 Oct 1995 15:54:33 +0100 Message-Id: <199510021454.PAA21215@ifi.uio.no> Received: from 1234net.com by main.1234net.com (NTMail Server 2.11.25 - ntmail@net-shopper.co.uk) id aa000505 Mon, 2 Oct 95 10:55:11 -0100 (EDT) Comments: Authenticated sender is From: "Guy Williams" Organization: 123-4-NET To: crossfire@ifi.uio.no Date: Mon, 2 Oct 1995 10:55:11 -0500 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: Re: New public Server Reply-to: GuyW@1234net.com Priority: normal X-mailer: Pegasus Mail for Windows (v2.10) X-Info: Evaluation version at main.1234net.com Status: RO > From: "Guy Williams" > Organization: 123-4-NET > To: crossfire@ifi.uio.no > Date: Mon, 2 Oct 1995 09:17:06 -0500 > Subject: New public Server > Reply-to: GuyW@1234net.com > Priority: normal > I am putting my server up for public use. It works well > with two people, I haven't tested it with more. It is a > 486DX2/66 with 16MB Ram running Linux 1.2.13. It is > connected through a 256K Fractional T1 soon to be a full > T1. The Crossfire release is 0.92.0. Does anyone know how > many players 16MB will carry? Come and test it. Thanks. The address is crossfire.1234net.com! From crossfire-request Mon Oct 2 14:16:35 1995 Return-Path: Received: from main.1234net.com (onyx.1234net.com [204.213.255.129]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 2 Oct 1995 14:16:32 +0100 Message-Id: <199510021316.OAA10390@ifi.uio.no> Received: from 1234net.com by main.1234net.com (NTMail Server 2.11.25 - ntmail@net-shopper.co.uk) id aa000503 Mon, 2 Oct 95 09:17:06 -0100 (EDT) Comments: Authenticated sender is From: "Guy Williams" Organization: 123-4-NET To: crossfire@ifi.uio.no Date: Mon, 2 Oct 1995 09:17:06 -0500 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: New public Server Reply-to: GuyW@1234net.com Priority: normal X-mailer: Pegasus Mail for Windows (v2.10) X-Info: Evaluation version at main.1234net.com Status: RO I am putting my server up for public use. It works well with two people, I haven't tested it with more. It is a 486DX2/66 with 16MB Ram running Linux 1.2.13. It is connected through a 256K Fractional T1 soon to be a full T1. The Crossfire release is 0.92.0. Does anyone know how many players 16MB will carry? Come and test it. Thanks.