[crossfire] Proposal to fix experience inflation due to random maps

Todd Mitchell temitchell at sympatico.ca
Fri Jun 3 19:44:52 CDT 2005


On Fri, 2005-03-06 at 14:33 -0500, ERACC wrote:
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      On Tuesday 31 May 2005 09:32 pm
     
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      Todd Mitchell wrote:
     
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      > monster density - I think part of the problem with the monster density 
     
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      > is that terrain is either blocked or not. [...]
     
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      I am looking at the Valriel random map settings (within the map
     
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      /scorn/temples/valriel3) in anticipation of reducing the number of
     
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      levels, reducing monster density, adding some "new", tougher monsters
     
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      called "saints" using existing NPC arches and making the random maps
     
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      larger. One question I have but haven't been able to resolve: is
     
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      random map monster density determined by /styles/monsterstyles/* or
     
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      is it elsewhere? I asked this on IRC this morning (here) but
     
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      apparently everyone is dead there today. :-)
     
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I believe it is determined by the monsterstyles but not sure how it
functions.

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      > Boss monsters - good idea
     
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      This would mean making a final map (like the one for Titan Quest) and
     
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      adding these boss monsters. Maybe for the Valriel one have one fight
     
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      the Avatar of Valriel (a customized Arch Angel perhaps). Should these
     
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      bosses drop or guard some sort of special treasure or is the
     
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      experience gained reward enough?
     
     
Well the final map is one thing but Boss monsters would have to be done
in the code I think - something to figure out what monsters are being
placed and then constructing a suped up version for that level.  Like if
the map is placing many giants, adding a custom giant of higher level
with more hp and xp as a boss.

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      > One point - the random map styles are very ripe for development and 
     
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      > adjustment.  This alone would really improve the random maps and allow 
     
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      > more control - especially with the difficulty stepping code that was 
     
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      > recently added.
     
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      Well, I am looking in the map /styles directory for information on
     
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      how to work on these. Is there somewhere else I should be looking as
     
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      well? If it is a code problem then I'm not the one that can fix that.
     
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      If it is all handled with map settings then I just need to know what
     
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      to tweak. How does one use the "difficulty stepping code" in defining
     
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      random maps or is that automagical?
     
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      Gene
     
     
There's a document on random maps in the server package which gives you
info on the paramaters.
Just making new monsterstyles which give good progression would be a
great start.


-- 
Todd Mitchell <
     
     temitchell at sympatico.ca
     
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