Re: [crossfire] Map Protocol Question

2005-07-05 Thread Mark Wedel
Alex Schultz wrote: Hi, I'm currently making a bot framework with a GUI display similar to a normal client in python. I have managed to impliment handling for the map protocol in a way that works quite well except for a few obscure bugs, one of which I'm wondering if anybody has any idea about.

Re: Re: [crossfire] In-game games

2005-07-05 Thread temitchell
Here is the script I had for Crown card game, it's less worked out than I remembered so there's not much to it but the idea is nice I think. I'd have to make graphics the other red and green suits for the cards...I think I'd just add a stripe of colour on the top and bottom opposing corners - t

Re: Re: [crossfire] Random ideas.

2005-07-05 Thread temitchell
When I started playing, I found it strange that stat potions gave permanent stat increases and that you could find then as low as level 5-6. I seemed to me you could max out your stats pretty quick. I've always thought this was really overkill and that they should give a temporary increase (hour

[crossfire] Map Protocol Question

2005-07-05 Thread Alex Schultz
Hi, I'm currently making a bot framework with a GUI display similar to a normal client in python. I have managed to impliment handling for the map protocol in a way that works quite well except for a few obscure bugs, one of which I'm wondering if anybody has any idea about. I've noticed that oft

[crossfire] Re: Client display issue

2005-07-05 Thread Alex Schultz
Nicolas Weeger <[EMAIL PROTECTED]> writes: > With current CVS GTK client, there's a big display issue with > multiplart images. > Client apparently keeps old parts in memory, and won't erase'em. > Casting spells doesn't change display, but using dimension door (thus > invalidating cache) fixes the

Re: [crossfire] Random ideas.

2005-07-05 Thread Andreas Kirschbaum
Mark Wedel wrote: > Some random ideas I've had: Here is another idea: Currently improvement potions are not very useful because you become "perfect" at level 10 or so. That is, you need at most 30 improvement potions for your character. A solution could be: 1. Make the improvement potions usefu

Re: [crossfire] Random ideas.

2005-07-05 Thread Andreas Kirschbaum
Mark Wedel wrote: > 1) As a dragon player, I find that at some point I just have stat > potions piling up since I have no real use for them (can't make > weapons that are usable). One thought I have would be to allow players > to effectively go beyond max stats, but only rarely (say 1% chance of >

[crossfire] Client display issue

2005-07-05 Thread Nicolas Weeger
Hello. With current CVS GTK client, there's a big display issue with multiplart images. Client apparently keeps old parts in memory, and won't erase'em. Casting spells doesn't change display, but using dimension door (thus invalidating cache) fixes the trouble. So I'd guess it's related to caching

Re: [crossfire] Re: Random ideas. (topic split to resistance caps andinteraction with )

2005-07-05 Thread Yua CaVan
I think stats should be capped. OTOH, it would be kinda like throwing away the stat potions. My opinions on stat potions: 1. very rare -- I know it won't help too much since there are always people willing to give them away to others. :) 2. beyond racial stat cap, the stat potions could hav

[crossfire] Re: Random ideas. (topic split to resistance caps and interaction with )

2005-07-05 Thread Alex Schultz
Mark Wedel <[EMAIL PROTECTED]> writes: > I personally don't have an issue if a character can get straight 30 stats. In my opinion, it does make it more boring if characters with straight 30 stats become too common > Unless the odds are really low, I think that even a cap of 35 would be > reach

Re: [crossfire] Re: Random ideas. (topic split to resistance caps and interaction with )

2005-07-05 Thread Anton Oussik
On 7/5/05, Alex Schultz <[EMAIL PROTECTED]> wrote: > > Yeah, now that I think about it, keeping the the cap at 30 except making an > exception for equipment where equipment can raise the stat up to a higher > value > (I personally thing 35 would be sufficent, 40 or 50 seem too extreme) Although

[crossfire] Re: Random ideas. (topic split to resistance caps and interaction with )

2005-07-05 Thread Alex Schultz
Lalo Martins <[EMAIL PROTECTED]> writes: > > keep the character stat cap at 30 (or raise it to 35 at best), and raise > the cap for (normal stat + equipment) to 40 or 50. That should do the > trick. Yeah, now that I think about it, keeping the the cap at 30 except making an exception for equipm

[crossfire] Re: Random ideas.

2005-07-05 Thread Alex Schultz
Anton Oussik <[EMAIL PROTECTED]> writes: > On 7/5/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > > I'm inclined not to raise the cap. It's basically a never ending max if > > we > > do. > > Raising the cap (or, indeed, removing it alltogeter) would change the > way the game is played. It's an i

Re: [crossfire] RFC: Wild idea to make experience more interesting

2005-07-05 Thread Sebastian Andersson
On Tue, Jul 05, 2005 at 02:46:53PM +0800, Lalo Martins wrote: > There is a general feeling in the mailing list that we want to encourage > two other kinds of gaming experience; the inter-player interaction and > teaming (think mmorpg - to my knowledge crossfire is one of the first > mmorpg! and nev

Re: [crossfire] RFC: Wild idea to make experience more interesting

2005-07-05 Thread Anton Oussik
On 7/5/05, Lalo Martins <[EMAIL PROTECTED]> wrote: > What I thought is, by mass-slaughter, you can, as reported in that > thread, get to level 90 quite fast. This makes it more or less > mechanical for the level-seekers - and a mechanical game gets boring > quick. It also makes it uninteresting f

Re: [crossfire] Re: Random ideas.

2005-07-05 Thread Anton Oussik
On 7/5/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > I'm inclined not to raise the cap. It's basically a never ending max if we > do. Raising the cap (or, indeed, removing it alltogeter) would change the way the game is played. It's an interesting idea, but I feel it would cause more problems t

Re: [crossfire] Random ideas.

2005-07-05 Thread Anton Oussik
> Andrew Fuchs wrote: > > That brings in the question, of if there should be a cartography > > skill, and if map makers should be able to restrict it's use on some > > maps. Thus brings out an interesting idea - map shops. You buy a map set in a shop, and when you enter a map, if a map for it is o

[crossfire] Re: Random ideas. (topic split to resistance caps and interaction with )

2005-07-05 Thread Lalo Martins
keep the character stat cap at 30 (or raise it to 35 at best), and raise the cap for (normal stat + equipment) to 40 or 50. That should do the trick. And so says Mark Wedel on 05/07/05 14:16... > If the stat limit were to be raised, I'd be inclined to do something a > bit more radical that incre