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Re: [MUD-Dev] weather
Martin Keegan wrote:
> In a location-based mud, which is most of the text-based ones out there,
> one basically HAS to have a per-location weather-class setting for any
> decent weather system. Weather can be used to great effect to enhance
Why is that? In real life, climate at one location is closely related to
climates at adjacent locations. I don't see a lot of reason to do things
differently in a mud, whether it's room-based or not.
--
http://www.classic-games.com/
Conspiracy theorists mistakenly assume others think before acting.
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