Brendan Lally wrote:
> On 2/1/06, Miguel Ghobangieno <[EMAIL PROTECTED]> wrote:
>> And a setting to show (by default) 1 attack message
>> per second or so (rather then "char punches once, and
>> again, and SUPRISE again!").
>
> I want the rate of attacks to be down to about one (or two at most) a
And so says Miguel Ghobangieno on 02/02/06 01:38...
> What's the status on bigworldized pupland (IE: when is
> it going in?). /me awaits the glorious addittion.
Snapshot is up at http://lalo.revisioncontrol.net/crossfire/
Next in the TODO list:
- Re-do the Nurnberg castle, it's so out of scale i
Brendan Lally wrote:
> On 2/1/06, Mark Wedel <[EMAIL PROTECTED]> wrote:
>> Brendan Lally wrote:
>> actually, I don't think there is anything specific about using 16 colors.
>> I
>> think it was just that 16 colors were used - it could very well be 12 or 25
>> - as
>> far as X is concerned, it
Lalo Martins wrote:
> Which leads to another idea - some transports could be set up to behave
> as pets when unpiloted (behave as pets, not count as pets - killpets
> shouldn't kill them), so that you have 2 horses, you put your stuff on
> one, mount the other, and the "cargo" horse follows you.
>
> Also, how about setting up shipping routes and roads by placing
> directors for transport on them?
Is the point here to have boats automatically sail from point A to B, or to
give players a clue?
If the idea is to give players a clue, I think some other things could be
more
useful -
On 2/1/06, Miguel Ghobangieno <[EMAIL PROTECTED]> wrote:
> And a setting to show (by default) 1 attack message
> per second or so (rather then "char punches once, and
> again, and SUPRISE again!").
I want the rate of attacks to be down to about one (or two at most) a
second - at least for 'normal
I think we should have plots and reputation system in
for 2.0.
And a setting to show (by default) 1 attack message
per second or so (rather then "char punches once, and
again, and SUPRISE again!"). It would also be good if
the int for hp, maxhp, sp, and maxsp (used for alters)
was raised to int 32
What's the status on bigworldized pupland (IE: when is
it going in?). /me awaits the glorious addittion.
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On 01/02/06, Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 2/1/06, Alex Schultz <[EMAIL PROTECTED]> wrote:
> > Well, IMHO this may not add too much for the player to use, but I can
> > see it as something that would add alot of depth to the gameplay. Not
> > sure how worth it it would be to do thou
On 2/1/06, Alex Schultz <[EMAIL PROTECTED]> wrote:
> Well, IMHO this may not add too much for the player to use, but I can
> see it as something that would add alot of depth to the gameplay. Not
> sure how worth it it would be to do though, as it is indeed alot of
> complication, though I would say
Mark Wedel wrote:
>1) I had thought about transports having maps associated with them (map of a
>ship, etc). But that adds a lot of complication - first, you need to somehow
>make those maps unique, update exits, etc. But also, you get issues of actual
>appearance. IMO, when driving around/w
I think a better solution would be to, rather then
show every attack message, only show one every 1
second or so. Friendly fire is setable in the settings
file and can be set low to compensate.
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
> But this is also tied to player speed. Unless you
> make
On 2/1/06, Lalo Martins <[EMAIL PROTECTED]> wrote:
> Me, I'm sticking with Brendan's "indoors square is 1 fathom, outdoors is
> 1 chain" scale. It makes the best sense, even if it makes the
> "continent" ridiculously small.
>
> BTW, I keep referring back to that message, and every time I have to
>
And so says Mark Wedel on 01/02/06 14:44...
> 4) Scale is always an issue. Arguably, players are too big for most stuff in
> the bigworld map (or all buildings must use magic to be bigger on the inside
> than they appear). For that matter, right now, things like the longships
> and
> the lik
On 2/1/06, Mark Wedel <[EMAIL PROTECTED]> wrote:
> Brendan Lally wrote:
> actually, I don't think there is anything specific about using 16 colors. I
> think it was just that 16 colors were used - it could very well be 12 or 25 -
> as
> far as X is concerned, it doesn't care (unless someone onl
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