On Mon, 2005-02-07 at 13:34 -0800, Elijah Meeks wrote:
> > Now there's an idea I hadn't thought of! Although I
> > think that, to be
> > realistic, the Corrupted Demon Wizard would have to
> > still have some
> > thief abilities.
>
> I'm glad you think it's interesting. I think it's the
> only way to have a truly living environment for a
> NetHack-ish RPG. (Ya know, I never killed Morgoth,
> but I did kill this crazy cleric who stumbled upon the
> Unholy Marble of Asmodeus and ended up turning some
> town into his own demon-infested land of evil, and I
> swear, as soon as I was done killing the last Type VI,
> I was going to hunt down Morgoth, but then I heard
> some Orc had managed to put together an empire and so,
> well, who can resist killing an Orc Warlord?)
Sounds like I'll have to actually PLAY Angband one of these days!
>
> > * occupant affects...
>
> Baby steps, baby steps.
True, but they are important regardless of their size. I don't think
you could get your "two-handed sword of eternal destruction +6" to work
properly without at least a few of those tables (depending on what the
heck a two-handed sword of eternal destruction +6 is).
> Just think of what can be
> accomplished already:
>
> 1. You can disguise a magic sword as a normal sword,
> by using see-mistake-chance and looks-like. Then you
> 'detonate' an identify scroll and it wrecks-type into
> an identify spell, which has a 0 see-mistake-chance
> for item units (and a 1-turn lifetime). (This implies
> the need for a unit property similar to the one we've
> been discussing with see-always: (remains-identified
> true/false) where when set to true, once the unit is
> properly identified, it always is) We can even create
> priest units, already, that can recognized cursed
> items using this system.
Detonating a scroll seems like an awkward solution, but I guess it *is*
a solution.
>
> 2. You can change units upon possession of a new item
> and with CxP.
I've already been doing this in Knightmare.
>
> 3. You can cast spells (Build them).
I've been working on how to implement a not-quite-so-crude spell system
in Knightmare, although I don't have a working version yet.
>
> So, with that and all the regular game-level stuff
> that XConq can do, we already could have a primitive
> Angband going. The problems are manifold, of course,
> one of which is that the AI would freak out. There
> should be an AI call that has it pick up and try out
> items, keeping things that make it better (With a
> certain bias, so that it doesn't test out the new
> dagger it found when it's holding a two-handed sword
> of eternal destruction +6).
Ever since the Space Civilization project, I've given up on worrying
about AI performance when I write games. I find it to be too much of a
limiting factor.
Some day, we'll have an AI that can adapt to any game we might throw at
it, but that day is not in the foreseeable future.
>
> Once we get the occupant views, I think we should
> start it. However, to keep the game honest, I don't
> want to try to implement features that require
> egregious workarounds. This means no 1000 units when
> those units are normal short sword, cursed short
> sword, blessed short sword, normal short sword +1,
> cursed short sword +1, blessed short sword +1, etc.
> The same with level-1-elf-ranger, level-1-elf-wizard,
> level-1-elf-cleric. An attribute system is slowly
> becoming a glaring necessity (Though, more for
> non-Angband clones than anything else).
I've been thinking that in Knightmare, if I want to implement knights of
multiple races (or simply make it possible to have to fight
tougher-than-average orcs), I'd need to write a script to iterate all of
the different combinations. I'd certainly prefer to be able to use an
attribute system instead!
---
Lincoln Peters
<sa...@sb...>
BOFH excuse #189:
SCSI's too wide.
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