Is Smaug right for me?

Posted by Gadush on Sat 04 Sep 2004 03:12 PM — 4 posts, 21,692 views.

#0
Hi everyone. I have been tinkering with Smaug1.4a, using this site as an incredible resource. I have learned some things, and put a few changes in.
But what I hope to achieve seems a long way off. Basically, I want to bring the code more in line with D&D. For example, I would like to remove mana and go with spell memorization. I would like to remove the overpowered levels and slow everything down. The way things are now, a PC levels quickly, and levels up to 100, but why?
My question is, does anyone know of a codebase that might be easier to adapt, or that is already closer to standard D&D? Smaug has so many cool features, like riding, swimming, etc. But the core changes are difficult for me to make. Perhaps it would be easier for me to add in swimming, etc, rather than the other way around.
Just asking for input.
Thanks,
Gadush
USA #1
I don't know. I think SMAUG would probably be the best if you dont want to go from scratch or a small little codebase like SocketMud or TinyMush. You could probably take the alpha version (old) of Shadows of Isildur (from their web site) and use that. Its from Diku and probably has a good deal of stuff added already.
Amended on Tue 07 Sep 2004 11:28 PM by Nick Cash
#2
Heh I think if you can code decently smaug is right for everyone. Thus far out of smaug I have co-coaded a complete dbz mud (dont ask) coaded a japaneese medevil mud mostley anyway, and am currently working on..with damn good progress a modern combat mud with a vehicle system that no one has ever seen before, explosives, complex weapons, a new targeting system, etc. Basicly what I'm saying is next to coading your base from scratch smaug is an excellent place to start.


Spike
USA #3
You might look into the circle mudbase if you want something closer to d&d and slower moving than smaug. Stock is 30 lvls and 4 reasonably well balanced classes - mage, cleric, warrior, thief. Ive seem multiclass and remort added to circle but as I recall it took a hellish amount of coding.