OOoooo! I like it! Although you should still allow one mob to kill himself on a random chance somehow... you could have an insane orc in town square. hehe What about allowing players to give orders to mob followers? You could have armys against armys controlled by players. -----Original Message----- From: Circle Discussion List [mailto:CIRCLE@post.queensu.ca]On Behalf Of Larry and Debbie-Lyn Robinson Sent: Saturday, March 04, 2000 12:50 PM To: CIRCLE@post.queensu.ca Subject: [CIRCLE] Interesting Situation Hello all, Just thought I would pass on an interesting error to you all. Probably a no brainer, but ... A couple of friends and I have recently setup (and are modifying) a copy of Circle30bpl17, and with one of our first changes found an interesting situation to avoid. If (like us) you wish to add a bit of flavour to the MUD by allowing mobs to attack mobs (such as evil mobs attacking good, or barbarians attacking the city, et cetera) MAKE SURE YOU LIMIT WHAT THEY WILL ATTACK. With the simple change that mobs can attack mobs, our MUD crashed due to teh number of simultaneous combats that broke out as soon as the world initialized. (One combat happened to be an Orc Hunter beating himself to death, at which point the world core dumped, probably due to trying to award EXP to a mob that did not exist.) So we changed it so a mob couldn't attack itself (duh), and that still left too many combats. (Same Orc Hunter, only this time killing another Orc Hunter.) Third fix was to make it so only mobs with a AGGR_MOB bit set (which we added) would attack other mobs, and then it would do so according to the regular AGGR* bits (AGGR_EVIL + AGGR_MOB means the mob will attack any evil mob it encounters). This appears to work quite well, and allows scenarios were a PC (or group) can find themselves in the middle of a mob-vs-mob fight, or a defend the city type battle with the city guardsmen actually helping by attacking the "evil" barbarians, without having to worry about overloading the MUD. This change goes with our addition of a leader and follower flag in the zone files allowing you to specify leaders and their followers so you can easily setup such scenarios as the Captain leading Lieutenants, leading Sergeants, leading Corporals, leading Privates. Give the Captain a special like the Mayor of Midgaard, and you have an army that will follow a specific plan of battle. If members of hte army start dying it breaks the "chain of command" causing the cut off sections to revert to normal mob behaviour. (kill the Captain, and the whole thing breaks down :) Anyway, just thought I would share these ideas and results with the list. Larry Robinson@visi.net Aspiring Galactic Overlord and SphereMUD developer/alt. coder http://users.visi.net/~robinson/ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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