Alex Schultz wrote:
Nicolas Weeger wrote:
One thing that I also thought would be needed is to add some slow decay
factor to most all flesh items like there are for a few special ones
(demon ichor). You shouldn't be able to carry around the orc corpse for
3 months and expect it to still be
Please no hacks.
If something needs to be added to the all the food
archtypes it is not terrible hard to do. This should
be done correctly.
I would suggest that the ?hp? (the nutrition value
field, whatever it is) decreases depending on what
kind of food, time, heat (if near a fire will decay
One thing that I also thought would be needed is to add some slow decay
factor to most all flesh items like there are for a few special ones
(demon ichor). You shouldn't be able to carry around the orc corpse for
3 months and expect it to still be edible.
That wouldn't be hard to do, but
One thing that I also thought would be needed is to add some slow decay
factor to most all flesh items like there are for a few special ones
(demon ichor). You shouldn't be able to carry around the orc corpse for
3 months and expect it to still be edible.
That wouldn't be hard to do, but
Nicolas Weeger wrote:
One thing that I also thought would be needed is to add some slow decay
factor to most all flesh items like there are for a few special ones
(demon ichor). You shouldn't be able to carry around the orc corpse for
3 months and expect it to still be edible.
That wouldn't be
Yes, in the short run this is a much better idea. However, a
long term goal of a self-supporting economy based on
inter-player interaction (where government-owned shops do not
exist except to maybe provide some very basic food and weapons
at time of war/famine/natural disaster) is IMO desirable.
Hello, I talk only of alchemy. About other farming skills and
such.. remember the onions.. let's start with alchemy and then see if
we can go a step lower later (just want to keep the thing on topic...
since it is spreading too fast in other directions and focus on alchemy
is more important IMHO,
Anton Oussik wrote:
Yes, in the short run this is a much better idea. However, a long term
goal of a self-supporting economy based on inter-player interaction
(where government-owned shops do not exist except to maybe provide
some very basic food and weapons at time of war/famine/natural
On 04/12/05, Andrew Fuchs [EMAIL PROTECTED] wrote:
On 12/4/05, Nicolas Weeger [EMAIL PROTECTED] wrote:
Hello.
I'd like to extend alchemy-like skills, probably with a 'cooking' skill.
Aaronf0 said he would work on a more dynamic alchemy system, however,
I have no idea if he has even
As far as alchemy is concerned, an easy first pass would be to extend the
general store (maybe rename it grocery store or something) to include raw food
items, eg, wheat, milk, hunks of meat, etc. That still requires graphics, but
but doesn't a whole set of farms, etc, where one can go and
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