From: Jesse F. H. <je...@ph...> - 2010-06-11 03:12:27
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Brendan Lally <bre...@gm...> writes: > Hi Jesse, > > On Thu, 10 Jun 2010 10:28:31 -0400 > "Jesse F. Hughes" <je...@ph...> wrote: > >> Hello. >> >> I submitted some maps back in October and I see that they are still >> unreviewed. Was I supposed to announce these or something? This is >> my first submission. >> >> Thanks. >> >> http://sourceforge.net/tracker/?limit=25&func=&group_id=13833&atid=313833&assignee=&status=&category=&artgroup=&keyword=&submitter=&artifact_id=&assignee=&status=&category=&artgroup=&submitter=&keyword=dark+cave&artifact_id=&submit=Filter > > Firstly I want to say 'thank you' I'd not seen that submission before, > but (speaking from my personal opinion, rather than for the project as > a whole) it looks to be very well thought out and designed. > > My own focus on quest-handling over the last few months has meant that > I immediately see those maps as a target for being tracked by the quest > system, and I don't think it would be particularly hard to do this. > This is by no means a requirement, most maps in the game world don't use > it yet, but if you want to discuss doing this for your maps then get in > contact with me on IRC (#crossfire on freenode, I am 'cavehippo') (I > have been looking for someone to test out the documentation on) I'll try to get in contact with you some time soon. That sounds like a good idea. > However, I just wanted to focus initially on the giant arches, not > least because they look they should be included in the random map > styles too (probably in humanoid levels 11/12) > > First thing though is to update them, It would appear that you have > started from an older version of the archetypes. Probably so. I created these maps at least a year and a half ago and perhaps with already dated archetypes. > In the last couple of years, there has been combat rebalancing, some > changes to the way arches are organised and some other changes with > move types and applying of items. All of these changes were taking > place in 'trunk' and they have been released as part of 1.50 > > You can see what's been going on for the giant.arc file here: > http://crossfire.svn.sourceforge.net/viewvc/crossfire/arch/trunk/monster/giant/giant.arc?view=log Monsters can break down doors and earthwalls? Oh shit. There goes my strategy, but it's just as well. Earthwalls were far too useful. > I have attempted to apply those changes to your giants, so that they > compare with the original giant. > > Taking all of those modifications, and doing a side-by-side diff of the > giant arch and the modified giant chief and giant_leader, we get the > following: > > For the giant chief: > http://pastebin.mozilla.org/733584 > > For the giant leader: > http://pastebin.mozilla.org/733585 > > The lines with '|' in them are the ones that are different to each > other. > > There are quite a few places where you could sensibly want to tweak > those values. > > However, if you are happy with that as it is, then the full arch diff > will be http://pastebin.mozilla.org/733589 Those values look reasonable to me. Thanks for your work! My boy is pushing me to work on our plans for a new map. I'll let you know if I get around to it. We had the idea of a war between two factions in which the player can choose which side he wants to befriend. Getting that to work with the tools at hand might be a bit tricky, of course... (I don't want to do it by making two different but similar maps. In fact, it should be possible for *both* factions to become hostile to the player(s).) Thanks again, Brendan. -- "This page contains information of a type (text/html) that can only be viewed with the appropriate Plug-in. Click OK to download Plugin." --- Netscape 4.7 error message |