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« on: September 10, 2005, 02:49:09 am »
I see your point Rolf, and I think you are mostly right. Deriving from the subject, I was under the impression that the source code for the game is available as binaries. Maybe not for the client? 
Anyway, after some thinking about it, I realized that there is another, more complex problem with my ideea. Graphics. The game doesn\'t know what I am about to invent, nor does it know it\'s future shape/colour et cetera. The only way I can see as a working solution to this and to the problems you have brought up, would be to include automated scripts (yes you are right!) that would be able to generate completly new graphics and !code! extrapolated from the initial ingredients mixed with prediction/probability algorithms. What I mean by this is that if I succesfuly craft something very difficult, for this ex. a sword, out of high quality items, I will prefer the one with huge damage rather than the one with no damage but too heavy to move. The code could be communicated in 2 ways, first to any clients in sight range, or better, if not lag-prone, from any client that has made \"eye contact\" to any other clients this initial client encounters. Yes blahblah malitious code blahblah. Could the clients recieving the new code check against the game server at the recieving moment for a signature?
Sounds to AI era? I guess it is, and now that I re-read everything, I guess it would be far to complicated to implement something with so many variables and unknown factors, even with moderate succes.
It was worth a brainstorm over it though.

Anyway, after some thinking about it, I realized that there is another, more complex problem with my ideea. Graphics. The game doesn\'t know what I am about to invent, nor does it know it\'s future shape/colour et cetera. The only way I can see as a working solution to this and to the problems you have brought up, would be to include automated scripts (yes you are right!) that would be able to generate completly new graphics and !code! extrapolated from the initial ingredients mixed with prediction/probability algorithms. What I mean by this is that if I succesfuly craft something very difficult, for this ex. a sword, out of high quality items, I will prefer the one with huge damage rather than the one with no damage but too heavy to move. The code could be communicated in 2 ways, first to any clients in sight range, or better, if not lag-prone, from any client that has made \"eye contact\" to any other clients this initial client encounters. Yes blahblah malitious code blahblah. Could the clients recieving the new code check against the game server at the recieving moment for a signature?
Sounds to AI era? I guess it is, and now that I re-read everything, I guess it would be far to complicated to implement something with so many variables and unknown factors, even with moderate succes.
It was worth a brainstorm over it though.
). But inventing should not be limited to war items. I think it would be pretty cool to invent a water mill (I understand there are torrents of water, somebody was whishing for a spell to calm torrents), and use it to make semi-automated thinks like wooden doors or whatever (if the game engine allows it, that is).