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Messages - Molly

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16
Soft Skills / Cooking and Catering
« on: April 28, 2015, 02:20:12 am »
COOKING AND CATERING
The idea behind this feature is to create a more profitable market for the products that you grow yourself in the Farming Fields and Garden Plots north and west of Olde Yorke. Cooking and Catering involves a bit of legwork, but is also very rewarding, since the customers pay a good price in TOKENS - a lot more than you can get for the undeveloped farming and gardening products.

Some of the ingredients you'll have to collect and develop yourself. For instance; milk from milking cows can be turned into cream, butter and cheese in the Dairy south of Old Yorke, eggs and chicken filets can be procured in Old Sally's Chicken Farm on North Wall Road, and fruits can be picked during autumn in the Orchard south of Olde Yorke. Other ingredients, like various spices, have to be collected all over the realms.

When you have got all the ingredients together, you need to find a KITCHEN somewhere, to COOK the dish of your choice. You'll get help there with the preparations for cooking, but only if you are a legitimate cook, possessing Ma Brown's Recipe Book.

After finished cooking, you can TRADE the dishes to 12 different Taverns, 4 in each dimension. Their prices are generally very good, but will vary up and down a bit, due to the market situation.
You will also get exp for farming, gardening, developing and trading the products.

GETTING STARTED
The person to see to get started is of course Ma Brown herself, who lives at North Trade Road, between Olde Yorke and Osten Ard.
She is a famous cook, with a well established network of of customers, but since she is getting a bit on in age, she's looking for someone to assist her with the job.
When you find her, just say, "I want to become a cook", and she'll take you on as an apprentice. This means that she'll ask for your help with a delivery, but while you are working for her, she'll also teach you the basics of the professions each time you ask for a LESSON.
Once you've proved your valour to her, by delivering all the ingredients she asks for, she'll give you her famous Recipe Book as a graduation present, and you can start your own Cooking and Catering business.
Apart from 8 recipes, this book also provides info about the customers, and where to get some of the ingredients.
 
UTILITIES
There are certain locations around Olde Yorke, that are important for Cooking and Catering, some of those are new, others have been in the game for a long time:
- 8 Farming fields along Norh Wall Road
- 8 Garden Plots, reached from West Trade Road, just outside West Gate.
- The Orchard, reached from South Wall Road
- The Dairy, reached from South Wall Road
- Old Sally's chicken Farm, reached from north Wall Road
- Ma Browns Cottage, reached from North Trade Road
- Cooking has to be done in a KITCHEN, but any kitchen will do.

CUSTOMERS
The Inns and Restaurants listed below, 4 in each Dimension, will trade the dishes you cook for tokens.
They have different preferences, so what they are interested in will be listed on the wall of the Tavern.
The normal price offered is 1 Silver Token for each dish, but it can vary down to 5 Bronze or 20 TP, due to the market situation.

PREHISTORIC DIMENSION:
- Seamen's Tavern, Crete
- The Olive Branch Tavern, Kitimos
- The Golden Times Tavern, Thasos
- House Of The Cat And Moon, Two Sisters in Egypt
MEDIEVAL DIMENSION: 
- The Flying Falcon Tavern, Osten Ard
- The Ancient Mariner, Green Fen
- The Flaming Stake Tavern, Dun-Shivaar
-  Local Pub, Durmandle
OLD WEST DIMENSION:
- The Diner, Dodge City
- Chop Suey's Diner, Tombstone
- A Hunters Tavern, Legend
- The Saloon, Dry Gulch
FUTURE DIMENSION:
- The Food-4-All Delicate Diner, Pleasure Planet
- Mos Eisley Cantina, Tattooine
- The Spacemen's Bar, Grealer CP; Queltorian Sector
- The Local Pub, Martin's Place, Sydney

17
Woodworker / Re: Woodworker discussion
« on: April 25, 2015, 08:42:26 am »
Additional info about the woodworker end products - Cabinets, Figurines,  and Ships:

The cabinet would basically be the equivalent of a crashproof locker, and as such mostly useful for players who haven't yet managed to acquire a house of their own. Having a way of protecting your most valuable objects over crashes, Deathtraps and corpse losses, without having to pay the monthly token fee, or dragging them around on your already overloaded char, should be pretty valuable, in particular for newer players.

There could also be an option to rent out your lockers to other players, competing with the current monthly fee set by the Travel Agency.

Figurines could be either wands or staffs, and it could be possible for the buyer to order their own spell (within reasonable limits, and for an extra price)

The ships would use the new, simpler vehicle code, but basically be equal to existing ships, (but probably with a restriction for anyone but the owner and invited guests to use them, making it safer to temporarily leave some objects inside them).
(On a side note, I am surprised that ships are not used more by in particular low level/remort players, since they provide a way to move about and explore in reasonable safety, without being pestered by aggressive sharks).

Another side note, about the rungs. The buyer of these will mainly be Textileworkers, since they are used for rope ladders, and ropemaking is part of the Textile group.

Apart from these opportunities to sell your products to fellow players, we'll also provide an in-game market for the simpler products, where for example woodmillers would buy planks, posts and panels, and farmers would buy fenceposts.

18
Misc / Creating a Market for the Crafted objects
« on: April 20, 2015, 03:52:19 pm »
I think that apart from the player driven market for the more developed items, like high quality weapons and armor, there should also be a NPC market for all the simpler objects, and possibly also for some of the intermediate stages of a product. If you can sell the stuff you make for tokens and/or TP, it will add to the motivation of choosing crafting as one of the options to advance your char.

By crafting those simpler products, you'll be able to raise your crafting skills to a point that is necessary to create more advanced products (weapons and armour with stats and innates), which players will potentially be interested in buying. But also for these advanced products there should be NPCs taking the items off your hands if there are no interested players.

The price will be dependant on the quality of the item, whether the buyer is a player or a NPC. The quality will in turn be dependant on the materials and the skill of the crafter that made each part of an item. But even if the result is not perfect in any or all of the aspects, there will still be a buyer for it, so your work will not be wasted.

Setting up this NPC market should in my opinion be the first step on working with the craftskills, and it has actually already started with some of them.

Textileworker
The existing market for linen thread and cloth will be expanded to also involve wool, silk and cotton thread and cloth, and also finished garments. The customers will mainly be Clothes Shops, Millinaries and Armourers. In addition Wharfs and Ship's Chandlers will be buying hemp twine, sack cloth, ropes, rope ladders and sails.

Leatherworker:
There is an existing market for raw animal skins, prepared skins and tanned leather, where the NPC customers pay more the further developed the object is. This too can be expanded later.
Livery stables and Petshops would buy saddles, bridles and dog collars, various Clothes shops would buy shoes, boots, gloves and furcoats, but the main customers would of course be the numerous Armour shops.

Woodworker:
For instance Lumbermills already buy tree trunks, but would also buy planks, poles and staves, NPC Weaponsmiths could buy bows, arrow and wooden handles, Wharfs could buy rungs for ropeladders, but also boats and ships. Breweries could buy barrels, Furniture shops cabinets,  Artshops wood carvings, and farmers would buy timber and fence poles

Stoneworker:
Forges and Blacksmiths would buy coal, NPC Carpenters, Masoners and Contractors would buy stone blocks, bricks and mortar, armorers would buy roundstones for pommels.
And there would be a huge market for both cut gemstones and glasswork - not just jewellers, but also weaponsmiths, armorers and artshops would buy these.

Metalworker
There are already recipients for ores from the mine, and these would pay a bit better for alloys.
Livery stables, Farriers and Ranchers would buy horseshoes, Carpenters and Contractors nails, Farmers barbed wire. Tailors and seamstresses would buy needles and knitting needles, and some of the tools used for other crafts could also be produced by Metalworkers. But the main product would of course be various kinds of blade weapons, mostly sold to weapon shops
 

19
General Discussions / Re: 4D plugin with mudlet
« on: August 24, 2014, 01:37:24 am »
You really should use the maps, Kvetch. They make building and finding bad links so much easier.

20
General Discussions / Re: 4D plugin with mudlet
« on: August 22, 2014, 02:35:04 am »
KaVir made the plug_in, and also adapted it for 4D.
I don't think any of our coders were involved in it. I made the tiles for the maps myself, working directly with KaVir.
Perhaps you should ask him about it?
His e-mail address is KaVir@t-online.de

Have you tried using the plugin on MUSHClient?
Does it have the same problem there?


21
Suggestions & Ideas / Re: Non standard game commands
« on: July 28, 2014, 01:20:09 pm »
An extra room attached to Mudschool or the Recall area to inform about all our specific commands sounds like a good idea to me. (It could also be done as some kind of info brochure, that you could carry with you, a bit the same idea as the "blind maps").

I'm all for it, as long as someone else makes the room/object with all the extra descs needed, at present I'm all tied up with the oldwest update myself.

It could be done in any zone in 6002, I can easily copy out the specific object/room, renumber it and add it to an existing zone in the game port, once it is finished.

If anyone wants to take on this task, just let other people know, (for instance on this thread), so that several different people don't work on the same feature

22
Suggestions & Ideas / Re: Donations
« on: July 28, 2014, 12:26:10 pm »
As much asd I appreciate any offer to help financially, I am pretty sure that the Circle code won't permit us to accept any donations at all, and that it includes the server costs.

Mordecai used to pay for the server before, at present I am footing the cost, (or rather my aunt is, and she hasn't complained about it so far).

It might be a different matter if any money went directly into the server's account instead of through the admin, but I am really not sure about that either.

Perhaps Mord knows, the server account still is in his name.

23
Building Board / Re: Something New In Building Mobs!!
« on: July 05, 2014, 06:09:34 am »
That's because all your mobs are special. :)

(creepy crawly things...  eeeew...)

24
Building Board / Re: Something New In Building Mobs!!
« on: June 30, 2014, 07:16:27 am »
I like this - particularly useful for animals like snakes, slugs, insects and weird aliens like the Xetans on pleasure Planet.

Not for everyday use, but definiely a cool thing for special mobs.

According to Thotter, $n also shows up as Someone, if the mob is invisible to you.

25
Scripting Board / Re: Impossible script?
« on: May 14, 2014, 12:31:54 am »
Hmm, it should be an act or command trigger, with a name check. Could you post what you have on some closed imm board, that would make it easier to contemplate?

I assume Caly doesn't want everyone to view her ring script. If she agrees, you could of course post it here, more chance for help from other scriptors then. (Or maybe you could just strip what you are posting down to the bare essentials)

26
Suggestions & Ideas / Re: Blind Players
« on: May 11, 2014, 04:13:15 pm »
The following maps are already in the game:

Old Carthage
Greek Mainland
Greek Islands
River Nile 
       
NorthRealms of Medieval
WestRealms of Medieval
EastRealms of Medieval
SouthRealms of Medieval
Olde Yorke         

Old West   
Dodge City         
Dry Gulch
         
Space Port         
Fun Fair     

A couple of more are in the builport,   not yet copied over, (for iinstance an overall map of the space in Future, and the Recall area).
We'll probably make verbal maps for all the bigger cities  and planets too, but all in all I think we have a pretty good set already, that should be useful for all players.

Thanks Loria and Rynald for all the dedicated work you put into those maps! :)

If there are any particular zones that you'd like to see a map over, please let us know.

27
General Discussions / Re: Forgotten passwords
« on: March 17, 2014, 10:05:32 am »
The easiest way is to log in with an alt (or create a new char if you cannot access your alts either), and  then mail or note me about it, giving me your email adress, which I haven't got at present.

Then I can linkload your char and set a new password for it, and mail that password to  you.
After you log on again, you should change the temporary password immediately, to something that you choose yourself.

28
Scripting Board / Re: Trigger of the .... something
« on: March 07, 2014, 02:14:26 am »
Here it is:
(There is a mob somewhere to teach the subskill softmining, of course)

Name: 'dip pan water',  VNum: [30973], RNum: [ 6335]
Trigger Intended Assignment: Rooms
Trigger Type: Command, Numeric Arg: 100, Arg list: dip
Commands:
if !%actor.is_pc%
  halt
end
set sa %send% %actor%
set se %echoaround% %actor%
set object %actor.inventory(30911)%
if !%object%
  %sa% With What??!?
  halt
end
if (!%actor.subskill(softmining)%)
  %sa% You don't know how to do that!
  halt
end
if %object.vnum(30911)%
  if %actor.varexists(ilana_muffs)%
    wait 5s
    %sa% You dip a tin pan into the water, scraping it along the bottom of the bed.
    wait 5s
    %se% %actor.name% dips a tin pan into the water, scraping it along the bottom of the bed.
    wait 5s
    %sa% You begin to swish the pan as Old Jack demonstrated, slopping some water over the sides.
    wait 5s
    if (%actor.subskill(softmining)% >= %random.700%)
      %sa% Pretty soon, all that remains is a bit of silt and a few pieces of shiny flakes on the bottom of the pan.
      wait 2s
      %force% %actor% whistle
      %load% obj 30992 %actor%
      eval am (%actor.level%*(%actor.subskill(softmining)%+1500+%random.200%))
      nop %actor.exp(%am%)%
      wait 1s
      %sa% You've successfully collected a few flakes of an undetermined substance!
    else
      %sa% Pretty soon, all that remains is a bit of silt on the bottom of the pan.
      wait 2s
      %force% %actor% frown
      wait 1s
      %sa% You look and look in the bottom of the pan, but nary a fleck of gold can be seen!
      wait 2s
      %sa% You were unsuccessful! Try again!
    end
  else
    %sa% You don't know what you are doing!
  end
else
  %sa% You can't do it with that!
end

29
Scripting Board / Re: Trigger of the .... something
« on: March 07, 2014, 02:04:01 am »
** This would be an interesting script for an area in the Old West – if we don't already have it **

Well, we do, of course. Who said we didn't have pirates - I mean everything? :)

There is goldpanning in one of the Sutter zones, I forgot which one.
Probably set up in a different way, but still goldpanning.

30
Suggestions & Ideas / Re: Blind Players
« on: March 07, 2014, 01:58:43 am »
So the medieval maps are in now, thanks to Loria and Rynald, who did the work.

What we have is a map over the entrance zone Olde Yorke, and then one map for each cardinaql direction from that point, north, east, south and west. The Olde Yorke map will be sold by the bartender south of Recall, the other medieval maps in the Cartography shop in Olde Yorke.

Coming up next are maps over the Prehistoric Dimensions, starting with the Aegean Island and Greek Mainland. These are more tricky, sine the entire Meditteranean area is set up as one large grid, but the maps witjj goa from the Timewarp starting points, Islands of Kea and Carpathos, Cape Aulis and Harbour of Mycenae.

Later we will also have maps of the Nile, leading to Egypt, the Land of Kush and the Land of Punt.

We'd like some input from the visually impaired of course. If you would like the maps set up inm a different way, now is the time to let us know.

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