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September 17th, 2008


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supaiku
06:11 pm - Looking for a MUD that has a city siege type event
Hey all!

I'm looking for a mud codebase (available for download, not just closed source) that has an event where monsters lay siege to a city and players need to unite to defend it. Preferably one where it doesn't happen 24/7 but rather where monsters build up forces and then attack in waves every few days.

Is there anything like that out there? Or am I the only one who thinks that might be a fun event for a MUD?

If such a thing doesn't exist, is there anything remotely close that may not be too hard to edit/modify/code to make it be what I'd like?

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From:tearsofzorro
Date:September 18th, 2008 09:51 am (UTC)
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Personally, I can't think of anything that would do that right off the top of my head. But I'm sure others who are more experienced on the scene could give some practical ideas. The following are just my 2c:

Now, there is the question of how you want the monsters to behave. If you want, or are willing to put up with a simple kind of independent monster trying to carry out a single task of trying to get into the city with no collaboration, then you could easily do that with a lot of existing codebases. As I'm most familiar (but woefully out of practice with) CirceMud, I'll give a quick rundown of how to do that. You'd basically want to create a new monster-type (i.e. it has a separate and distinct mobID), and then you create a behaviour in spec_proc.cpp and assign it in spec_assign.cpp - this can get as complicated as you want... but it should go without saying that the difficulty of coding it scales (probably more than linearly) with the complexity of the creatures. Another solution is to make simple creatures, and then have a more complex special procedure that just looks at everything and arranges the hoards appropriately - that way you have to program lots of simple behaviours and only one complex one.

After that you're getting into some complex, and ongoing, areas of research - like potentially multi-agent systems (basically having a set of agents situated in the mud as monsters sieging the city) - which might involve starting a mud from complete scratch to run it.
From:(Anonymous)
Date:January 20th, 2009 06:07 am (UTC)

invasions

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Invasions of creatures are pretty easy to code in Merc derivatives...just make some functions to load mobiles at the town's gates, and stick an invasion_update function in update.c

maybe add a mud-wide broadcoast to notify players. It's also fun to code a counter-invasion of city guards i.e. emergency militia responding to the invasion.
From:osagek
Date:February 16th, 2013 06:26 pm (UTC)
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