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RE: [MUD-Dev] Generalized AI last try!
Last try, I swear. :)
On Tuesday, August 05, 1997 3:47 PM, Koster, Raph wrote:
> 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] Spellcaster, or Waving Hands, (continued)
- Interview with Richard Bartle,
clawrenc clawrenc#cup,hp.com, Thu 07 Aug 1997, 01:00 GMT
- Mud Languages,
Greg Munt greg#uni-corn,demon.co.uk, Thu 07 Aug 1997, 00:46 GMT
- RE: [MUD-Dev] Generalized AI last try!,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 22:50 GMT
- RE: [MUD-Dev] PirateMUD and CSL,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 22:13 GMT
- [MUD-Dev] Generalized AI Resend,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 22:00 GMT
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