On 2016-04-02 19:50, Robert Brockway wrote:
> Actually I've always liked the idea of having the potential for
> monsters to fight each other. Just because they are against the
> player doesn't mean skeletons and orcs should always get on.
This of course already happens when you charm monsters
On 04/ 2/16 11:27 PM, Robert Brockway wrote:
One of the main issues is that to open such files, a popen (instead of fopen)
was necessary, so this littered the code with checks based on if the file was
compressed, it had to record if the file was compressed (so when it saved it,
it saved it as
On Sat, 2 Apr 2016, Mark Wedel wrote:
I would hope that there are not any such assumptions (the relevant sections
of code could just look at the maps and see how big they are), but that of
It was several months ago that I had a look at a lot of that code. I
thought I saw potential issues
On 04/ 2/16 09:49 PM, Robert Brockway wrote:
On Sat, 2 Apr 2016, Mark Wedel wrote:
I presume the 1000x1000 maps are 50 (or some other size) spaces/side? Or is
each map 1000x1000, but you have some smaller set of maps being tiled together?
Yes I'm using 1000x1000 maps, with each map being
On Sat, 2 Apr 2016, Mark Wedel wrote:
I presume the 1000x1000 maps are 50 (or some other size) spaces/side? Or is
each map 1000x1000, but you have some smaller set of maps being tiled
together?
Yes I'm using 1000x1000 maps, with each map being 50x50. While I'd been
reading C and Python
I presume the 1000x1000 maps are 50 (or some other size) spaces/side? Or is
each map 1000x1000, but you have some smaller set of maps being tiled together?
With map tiling, things can move to adjacent maps even if players don't move
to them. The game doesn't really distinguish between
I hope no one minds me inline replying. I'm oldskool :p
On Sat, 2 Apr 2016, Matthew Giassa wrote:
It would be pretty cool. Reminds me of the AliceBot experiment
(http://blogs.discovermagazine.com/80beats/2011/05/05/nice-robots-finish-first-simulation-shows-how-altruism-can-evolve/).
It would be pretty cool. Reminds me of the AliceBot experiment
(http://blogs.discovermagazine.com/80beats/2011/05/05/nice-robots-finish-first-simulation-shows-how-altruism-can-evolve/).
Altruistic mice help anyone, regardless. Aggressive mice attack anyone.
Tribalism-oriented mice attack
On Fri, 1 Apr 2016, Kevin Zheng wrote:
Sounds interesting. Any chance your server is online so I can take a
look at your new maps? I'd love to hear more about your 'interesting'
game dynamics with a big world (and lots of mice).
I am looking at opening it up. I was considering relocating it
On 04/01/2016 19:20, Robert Brockway wrote:
> Anyway I've been having fun building a new world over the last few
> months. I modified the 'land' utility a little and have played a lot
> with different land forms. My modified version is called 'bigland' and
> allows for the creation of quite large
If you have multiple types of mice (ie: altruistic, aggressive,
tribalism-oriented, etc), you could have a pretty entertaining
simulation play out.
Matthew Giassa, MASc, BASc, EIT
Security and Embedded Systems Specialist
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