Re: [crossfire] Tweaking alchemy

2005-12-11 Thread Mark Wedel
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

Re: [crossfire] Tweaking alchemy

2005-12-10 Thread Mitch Obrian
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

Re: [crossfire] Tweaking alchemy

2005-12-09 Thread Nicolas Weeger
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

Re: [crossfire] Tweaking alchemy

2005-12-09 Thread Nicolas Weeger
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

Re: [crossfire] Tweaking alchemy

2005-12-09 Thread Alex Schultz
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

Re: [crossfire] Tweaking alchemy

2005-12-05 Thread Nicolas Weeger
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.

Re: [crossfire] Tweaking alchemy

2005-12-05 Thread Gabriele Dini Ciacci
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,

Re: [crossfire] Tweaking alchemy

2005-12-05 Thread Mark Wedel
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

Re: [crossfire] Tweaking alchemy

2005-12-04 Thread Anton Oussik
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

Re: [crossfire] Tweaking alchemy

2005-12-04 Thread Mark Wedel
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