From nicolas.weeger at laposte.net Wed Mar 2 12:18:18 2011 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Wed, 2 Mar 2011 19:18:18 +0100 Subject: [crossfire] Skill thoughts In-Reply-To: <4D68B198.3080105@sonic.net> References: <4D43B2F1.1070100@sonic.net> <4D636211.5000002@sonic.net> <4D68B198.3080105@sonic.net> Message-ID: <201103021918.22425.nicolas.weeger@laposte.net> > I've updated: > > http://wiki.metalforge.net/doku.php/user:mwedel:skills > > I've added a more detailed skill section, going through the skills and > combining some and adding notes about the others. > > I've also added a section on resistances - I'm not sure how I feel about > that - it add more work, but the counter is it reduces the number of > attacktypes/resistances from 26 to 11, which in theory means it should be > easier to balance these (fewer variables). Sounds good to me. I guess in a few weeks implementation can start :) Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 490 bytes Desc: This is a digitally signed message part. URL: From nicolas.weeger at laposte.net Sat Mar 5 05:45:27 2011 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Sat, 5 Mar 2011 12:45:27 +0100 Subject: [crossfire] Combat simulator Message-ID: <201103051245.31513.nicolas.weeger@laposte.net> Hello. I just added to CRE a basic combat simulator (Tools -> Combat simulator). Select the 2 monsters to fight, and just see the result. For now it's only in HTH combat, without taking into account any skill or equipment, maybe not even any modifier. Plans include improving and extending that, so it's easier to check balance issues with players and such. As usual suggestions and comments welcome. Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 490 bytes Desc: This is a digitally signed message part. URL: From nicolas.weeger at laposte.net Sat Mar 5 16:40:20 2011 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Sat, 5 Mar 2011 23:40:20 +0100 Subject: [crossfire] Combat simulator In-Reply-To: <201103051245.31513.nicolas.weeger@laposte.net> References: <201103051245.31513.nicolas.weeger@laposte.net> Message-ID: <201103052340.23949.nicolas.weeger@laposte.net> Hello. I've added a "player versus monster" basic simulator to CRE, to check what happens in "real" fight conditions. It's available from "Reports" -> "Player vs monsters". WARNING: do NOT use this command before the background map parsing has finished (when "finished browsing maps" appears on the status bar, then it's ok ; or as long as there is something at bottom right, then it's NOT ok). The reason is that the simulator will load or create maps, if the background process loads maps too, there can be data corruption (Crossfire's code is not thread-safe for that). WARNING: the simulation takes quite some time to run. There is no way to pause or stop it. There is no progress indication except your CPU working. You have been warned. Some results are visible at http://nicolas.weeger.org/monsters-hth.html The player is a dwarf without any special equipment, low stats, so results are probably wrong. This will be improved someday maybe (even if that means more processing time). Comments and suggestions welcome, of course :) Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 490 bytes Desc: This is a digitally signed message part. URL: From kbulgrien at att.net Sat Mar 12 23:05:20 2011 From: kbulgrien at att.net (Kevin R. Bulgrien) Date: Sat, 12 Mar 2011 23:05:20 -0600 Subject: [crossfire] 1.60.0 Client RPMs built and uploaded to SourceForge FRS. Message-ID: <201103122305.20176.kbulgrien@att.net> FYI I pulled out my build scripts and uploaded a source rpm and i586 binary RPMs to SourceForge tonight. Kevin R. Bulgrien From nicolas.weeger at laposte.net Tue Mar 15 14:58:11 2011 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Tue, 15 Mar 2011 20:58:11 +0100 Subject: [crossfire] 1.60.0 Client RPMs built and uploaded to SourceForge FRS. In-Reply-To: <201103122305.20176.kbulgrien@att.net> References: <201103122305.20176.kbulgrien@att.net> Message-ID: <201103152058.11986.nicolas.weeger@laposte.net> Hello. > I pulled out my build scripts and uploaded a source rpm and i586 binary > RPMs to SourceForge tonight. Nice, thanks! Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 490 bytes Desc: This is a digitally signed message part. URL: From nicolas.weeger at laposte.net Wed Mar 16 17:48:47 2011 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Wed, 16 Mar 2011 23:48:47 +0100 Subject: [crossfire] Make start maps unique Message-ID: <201103162348.51225.nicolas.weeger@laposte.net> Hello. Unless someone gives a good counter-argument, I'll make the /start/newbieshouse a unique map (from the Nexus). The rationale is that there are things to do, books to read, monsters to kill, traps to find, so it's logical the map is always ready for new characters (and no, fast reset times don't count IMO). I'll also add it to the map choice in the character creation (this'll require changing the mechanism to handle unique maps), maybe replacing the "Nexus" map - since Scorn and Navar can be reached from the starting map choice. Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 490 bytes Desc: This is a digitally signed message part. URL: From mwedel at sonic.net Wed Mar 16 23:32:39 2011 From: mwedel at sonic.net (Mark Wedel) Date: Wed, 16 Mar 2011 21:32:39 -0700 Subject: [crossfire] Make start maps unique In-Reply-To: <201103162348.51225.nicolas.weeger@laposte.net> References: <201103162348.51225.nicolas.weeger@laposte.net> Message-ID: <4D818EE7.6080803@sonic.net> On 03/16/11 03:48 PM, Nicolas Weeger wrote: > Hello. > > > Unless someone gives a good counter-argument, I'll make the > /start/newbieshouse a unique map (from the Nexus). > > The rationale is that there are things to do, books to read, monsters to kill, > traps to find, so it's logical the map is always ready for new characters (and > no, fast reset times don't count IMO). That seems completely reasonable. > > I'll also add it to the map choice in the character creation (this'll require > changing the mechanism to handle unique maps), maybe replacing the "Nexus" map > - since Scorn and Navar can be reached from the starting map choice. I wonder if some hook/plugin should be used to delete that unique map once the players leave it. The problem with the unique maps right now is they sit around forever (unique & permanent) - but for something like the newbiehouse, probably no reason for that to be true (I'm not even sure if one can get back to it after really starting play) That said, for modern systems, the amount of space those unique maps would take would be pretty trivial, so probably not that big an issue.