Changing the value of the metal coins isn't doable as silver has a set weight to value ratio...
Perhapse it is best to forget about copper coins. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > Miguel Ghobangieno wrote: > > > I suggest an addum to the mappers handbook "don't > put > > jade and amber coins in you duengons as rewards". > Then > > will come the question "why have them then!" Well > then > > why have most of the things we have in CF? We > could > > probably chuck most of our archtypes.. why even > have > > CF? CF isn't needed in the world etc. > > Updating the map guide could be done. I just > wonder how many people read it > :). That said, the map check scripts could be > modified to look for unauthorized > arches also - some cases may be acceptable, but > noting that jade coin appears in > map xyz coudl still be useful. > > > > > I'd also like copper coins, this will require > value to > > have decemal points. > > Could we do that? > > IMO, no. There will always need to be a minimum > value, and keeping that > minimum 1 to me makes perfect sense. Adding > decimalization adds a fair amount > of complication, and as is, a value 1 object really > isn't worth anything. > > I'd much rather go the approach of revalueing the > existing money. Make the > new copper coin worth 1. Make silver coins worth 5. > If gold (10) and platinum > (50) coins keep the same value, such a change in > valuation isn't likely to > affect things very much (unless players make huge > piles of silver to anticipate > that change). > > Or perhaps one that seems like more a hack but > wouldn't have that problem - > create 'new' coin - new copper, new silver, new > gold, new platinum, etc coins as > new archetypes. Put whatever valuation you want in > them. Update treasure lists > (and perhaps maps, but I'm not sure how many maps > actually have coins piled on > them) Maybe change the existing coins to be 'old' > coins or 'ancient' coins. > > Thus, all new coinage that shows up should be > these new coins with new > valuation. However, those old coins still exist and > can still be used with no > inflation in value, so a player that has stockpiled > piles of them doesn't get > anything more from them (and if they find them in > maps or something, not a big > deal - old coins sitting in a dungeon wouldn't be > that odd). > > I say all this because, as I've said before, at > some level, you need a minimum > value on objects. You can't use floats to store > value because the precision for > high/low values isn't there, and you'll get into all > sorts of errors. So the > only way to do this is what Brendan (I think it was) > described, which is to > multiply and divide internally. But even then, you > are still stuck with some > minimum, based on the multiply/divide values that > are set up (if for example it > is 100, then your minimum value is .01 - anything > less is lost). > > But really, it comes down to the fact (to me) that > a value 1 object is pretty > nearly worthless, and I can't see need to have stuff > worth less than that. So > this really becomes a matter of a new coin standard, > and that can be done with > just archetype changes, which to me seems like the > much better way to go. > > > _______________________________________________ > crossfire mailing list > crossfire@metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________ Yahoo! for Good - Make a difference this year. http://brand.yahoo.com/cybergivingweek2005/ _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire