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[MUD-Dev] Ultima Online/Generalized AI
On Thursday, July 31, 1997 2:16 PM, Adam
Wiggins[SMTP:nightfall#user2,inficad.com] wrote:
> Well, as you yourself have said, you have to replace the mechanisms
> which are normally served by area resets, admin intervention, or
hard-coded
> quests. I'm curious as to how possible and then what the general
> mechanics are for common examples such as:
>
> * Dragon arrives, takes up residence in nearby mountain. Begins
terrorizing
> local town. Heros arrive to take on the dragon..
A dragon is defined as a creature that eats large amount of meat,
prefers mountain habitat, lairs in caves, defends his territory, and
is fairly aggressive; plus he likes gold. Oh yeah, and he can fly.
Plus you toss on the usual bunch of stats and stuff. But the important
part is defining those characteristics: what does he eat? Where does
he live? What does he like and dislike?
Given a spawn system, doesn't matter what it is, you'll get a dragon.
- Thread context:
- Re: [MUD-Dev] Reputation, was butthead features, (continued)
- Re: [MUD-Dev] Reputation, was butthead features,
Jeff Kesselman jeffk#tenetwork,com, Wed 06 Aug 1997, 09:41 GMT
- RE: [MUD-Dev] Reputation, was butthead features,
Koster, Kristen kkoster#origin,ea.com, Wed 06 Aug 1997, 21:30 GMT
- [MUD-Dev] Ultima Online/Generalized AI,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 02:13 GMT
- RE: [MUD-Dev] Graphic MUDS/perspectives,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 01:58 GMT
- Re: [MUD-Dev] Sparse Arrays and co-ordinate based worlds,
Cynbe ru Taren cynbe#laurel,actlab.utexas.edu, Wed 06 Aug 1997, 00:26 GMT
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