Quest Digest 10/6/97 From: Joshua Gallagher <Joshua@dial.pipex.com> Date: Tue, 10 Jun 1997 00:00:00 +0000 QUEST_DIGEST 10 June 1997 Quest Digest - Latest Ever Edition UEST_DIGEST_ = EST_DIGEST_Q Welcome to new subscribers to the Digest, and welcome ST_DIGEST_QU back to old ones! Perhaps you thought that this time T_DIGEST_QUE I really _had_ disappeared. But no, the Digest lives _DIGEST_QUES on, I just need kicking in the right places to remind DIGEST_QUEST me to get an issue out. JPG> This month=92s issue is quite big (possibly a factor of how long = it=92s been since the last one!) so don=92t just glance at the size and = delete it - save it for later if you haven=92t got the time! Somewhere = near the end is a message from Steve at KJC with some information on = how to get your KJC Quest turns automatically processed. Essentially = he=92s given a format specification, so if there are any budding Visual = Basic enthusiasts out there, you will let us know when you=92ve created = the inevitable MAPI compliant Quest turn emailer, won=92t you? But = enough of the geek talk. Read on! --------------------------------------------------------------------- Date: Fri, 18 Apr 1997 11:51:16 BST = From: Tom Harberd <T.E.Harberd@uea.ac.uk> = >TH> Why don't KJC implement a quick program which calculates >a rough statistic of how strong each group is, and then = >compares them. = AH> The problem is - how do you calculate a groups strength? Its a lot = harder than you think. = TOM> But KJC could do it since they've got all the code, and = know EXACTLY what equations and functions take place during = combat. --------------------------------------------------------------------- From: PSykes6420@aol.com = Date: Sat, 19 Apr 1997 03:30:32 -0400 (EDT) = PS> I recently sent a note to Kevin Cropper asking if it would be a = good idea if there was a chance of parties being spotted if they = robbed an Alliance HQ, possibly with the chance of being spotted = increasing the more times they robbed the HQ. This is the reply I = received: = << The chance of a group robbing a HQ depends on the security level = you have it at and the skill of the party. If it is at maximum, there = is no chance at all. But, yes, it would be a good idea if there was a = chance that somebody saw who did it. Not every time but sometimes. = Kevin. >> --------------------------------------------------------------------- Date: Fri, 18 Apr 1997 20:38:14 +0200 = From: Dag Kaare Stoeyva <kare.stoyva@ba.no> = DKS> The Flaming star is on the rise in game 18. We will have the best = spell-list, the best headquarter and the best groups. If you fell that = you are worthy of being in such an alliance write to the Ice jarls at = kare.stoyva@ba.no,recruiters of the Flaming star alliance. = --------------------------------------------------------------------- Author: dieterla@pop3.kunsan.af.mil = Date: 21/04/97 07:03 = Hello Everyone, = This is what I received concerning the CURRENT quest software. The = U.K. players have this update running in all of their game. The German = players have some of it. The USA players just received this update. I = am not sure about the Aussie players, a friend of mine that play via = e-mail with the Australians tells me that they must still Investigate = every item in dungeon rooms. But, they do have the envy of all other = Quest games with the city/town/village ownership subroutine that is = unique to their game. I believe that all of the Quest updates listed = below are running is Crasimoff Quest also. = 1) Dead characters are now carried around with the party, until they = rot away or are resurrected at a temple. The cost of resurrection = depends on how good the character was. = 2) Every new player to the game will now receive 19 one-to-two line = hints in the first twenty turns or so. = 3) Character resistance to magic spells has been improved. = 4) No Attack (NA) parties get free resurrection and can have as many = turns as fast as they like for the first 20 turns. = 5) Horses have been added to the game. They can be bought at = blacksmiths/stables or caught in the wild and broken in. They increase movement speed in certain terrains and decrease incumbrance according = to the type of mount. They can be exchanged for chits at stables and = the chits can be exchanged for cash at a "withdraw money bank". There = is a new order: RM mount/dismount = 6) The reward for long distance temple quests has been reduced. = 7) all sales at alliance HQ's is now reported to the treasurer and = shop manager. = 8) Strength skill now costs experience points (100 XP, I believe) = 9) The bank now accepts more gold being deposited. = 10) The engage order now fails if the instigator has a flee factor of = 0 = 11) The "I 474" order now empties the contents of ALL the bags of gold = that a party has ;-) (yes, I checked this out, very nice !!!) = 12) There are better combat retreat routines against tough monsters = and there is protection against multiple deaths between turns. = 13) Parties that are up to date with their turns receive an extra turn = every three turns now. = Well, isn't that special !!! = Art Dieterly, aka LORD GENERAL XANDRIL, Commander of the first = American Alliance --------------------------------------------------------------------- Sender: barnaby@waistwear.cix.co.uk = Date: Tue, 22 Apr 1997 20:18 GMT0 = B> I am about to start a group in G18, bit slow on the uptake I know, = how many people are there in the game ATM? I hope there will be enough = space for me! I just want to ask about the game's alliances, I think = it would be great if all the digest readers formed a separate alliance = and kicked all the other players, however, I'm sure most of the Game = 18 players on the digest have different aims for their groups so this = wouldn't work :( = B> So, I'd like to know a bit about the alliances that are around = because I'd like to join one. I have been playing quest for around 4 = years. I used to be a bit of an information gatherer but recently = turned into a bit of a homicidal maniac. I am willing to help with any = aspect of gathering information but am equally prepared to fight it = out as soon as I reach 20 turns. I can't be bothered to try and sell = myself anymore, I'm sure you've got the message :) = Barnaby --------------------------------------------------------------------- From: PSykes6420@aol.com = Date: Sat, 3 May 1997 16:42:04 -0400 (EDT) = PS> A fellow Quest player has told me that he has tried offering 1001 = gold for a new recruit, but was told that his group would only offer = 250 gold due to their lack of experience. He wants to know how much = experience he will need before he can offer 1001 gold? --------------------------------------------------------------------- Author: tommy.macdonald@virgin.net = Date: 06/05/97 13:44 = I have recently decided that the Unseen Foundation alliance in Game 16 = should be closed. This is due to increased money problems, and lack of = time, especially with the exams starting today. I have asked the 2nd = in Command, Steven Swinford, to take over, but should he refuse, I = will throw it over to the members. = I will be continuing my group, and will probably join another = alliance. Thanks to all those who have supported me over the last five = years, and I hope to see you all again, = Tommy MacDonald --------------------------------------------------------------------- Author: tommy.macdonald@virgin.net = Date: 12/05/97 20:12 = T H E U L T I M A T E Q U E S T P A G E = Update 12 May 1997 = ----------------------- = Hello everyone, and thank you for responding to my e-mail regarding = the "Ultimate Quest Page". The response was fantastic, much more than = I had hoped for. = Anyway, before I go further, please note that the URL of the site has = changed to: = http://www.geocities.com/Area51/Cavern/2799/ = This area name tied in more with the nature of the page, and seemed = more suitable. At the old URL you will find a notice directing you to = this new location, and this will be there for 4 weeks before being = removed. Could everyone who has kindly placed a link to the old URL = please change it? I'm sorry for the inconvenience caused. = I have noticed a few problems with the page when viewed with different = browsers. In Microsoft Internet Explorer, everything works fine. = However, using Netscape Navigator, I found a few problems. First of = all the Java (see later paragraph) does not display. It gives an error = message stating that the *.class file can not be found. As this works = fine in IE, I do not understand why this is happening, but I will be = making inquiries to see if anyone knows why this is happening and how = to sort it. Also, the random image selector doesn't always work, it = seems to jam and not allow you to go any further, but this only = happens once in a while. I'll check the script code, there may be an = erroneous line in there. = You may also notice that the counter does not work. This is not a = problem with the code, rather the company who provide it. It is very = unstable, and often jumps, missing out numbers. I have noticed this on = a few occasions. I will be replacing it with another counter, should I = find one small enough (the most probably candidate is the "Count4All" = counter). If anyone knows of any other, please tell me (Before anyone = mentions it, WebTracker has stopped taking in new applications, as has = www.digits.com). = The Guestbook is now availible, as many of you are aware. This allows = users to leave a message regarding the siste, or Quest as general. I = am quite happy to let people leave a game related message here, it = doesn't bother me as to what goes in it, just as long as it is used! = If you drop by the site, please leave a message for all to see, and = thank you to all those who already have. = The main page features a rather cool Java applet. It is simple the = name of the site scrolling, but I am very impressed with this. There = are a variety of options and features, and I will be displaying them = over the next few weeks. = The Game 18 page has been updaed, and now includes a list of alliances = advertised in the Storm Warning (the game Newsletter), a list of Mage = Spells (this now has a few more added) and a downloadable Quest Map, = in QuestMap format. There is also a link to the download site for this = program. If anyone wants to send me any other maps, please get in = contact first, so I can send you the most recent version. = The Game 17 page contains only a complete mage spell list, a big = thanks to Ewan Jones for that. = I have decided that, rather than write all the pages myself (which = would be an impossible task), I will try to appoint an editor for each = of the pages. So far, I have one confirmation, that is Barnaby Jones = for the Game 16 page. I also have someone else from whom I am awaiting = a reply, to edit the Game 9 page. = These editors tasks are simply to provide information regarding the = game. It is generally recent alliance adverts, and possibly maps, and = news regarding the game. They can either design the page and HTML then = selves, or just send it as plain ASCII text and I will write it up = myself. If you are interested in becoming an editor, please get in = touch as soon as possible. = That's all for this time, sorry it's a bit boring! Please continue to = visit the site, and your feedback is always welcome. = Tommy MacDonald = Site Co-ordinator = http://www.geocities.com/Area51/Cavern/2799/ --------------------------------------------------------------------- From: Mark Woolrich markw@sni.co.uk = Date: Wed, 14 May 97 13:16:00 PDT = =2E.. just had a distressing turnsheet from Dynamic (Ozzy) Quest I = thought you could use in the digest. = One of my groups wandered back into town and got this message = We went north using up 2 movement points. We ended up in Follyla. We = entered the city. We are in the south. Scarlet O Gasmeter returned = from his scouting expedition without any hands. . "They're getting = VERY serious about our debt now, so let's pay up before I lose my legs = too! ". "You may as well call me Stumpy from now! " = I grinned at the humour and read on, not much concerned. Until I = reached the group stats. Scarlet's line now reads = ## NAME TYPE GOLD SK TO AW CH EXP LOAD ENERGY HEALTH = 6 Stumpy M EM 0 1 22 48 40 177 22% 100% 1 (22) = That wiped the smile off my face. So at last the money lenders fight = back. Well, I guess it had to happen one day. --------------------------------------------------------------------- Author: tommy.macdonald@virgin.net = Date: 16/05/97 08:24 = Helo everyone, = just a quick message to everyone. I have made a few changes to the = web pages that I run. = First of all, the pages stored in the Virgin Net freespace area have = been rearranged. There is now a front page, from which you choose to = either go to the Highlands and Islands LinkUp area, or the Quest = pages, which are now also stored there. = The Quest pages will also be at geocities, but if you want to see = the latest updates, you should check it out at = http://freespace.virgin.net/tommy.macdonald/ = Please update your bookmarks for both these pages. --------------------------------------------------------------------- Subject: TribeNet = Author: ptravers@flash.net = Date: 20/05/97 22:40 = I just started a game called TribeNet (or TribeVibes) and thought you = might be interested in looking at my web site. It's located at = http://www.flash.net/~ptravers/TribeNet/index.html = I would like to get this info out to as many people as possible. Could = you forward it to the people that you think would be interested? = Thanks in advance, = Patrick --------------------------------------------------------------------- From: Al_Coleman@mon.bbc.co.uk = Date: 30 May 97 18:50:00 EDT = As a matter of interest, does anybody out there keep records = of the most gold in one rob, most kills in one turn and other = trainspotter fact-ettes ? = It's just a matter of curiousity as I'm feeling pretty = chuffed at gaining 1680 gold in one rob, and although this is a fair = amount for one haul, surely someone has done better ? For the record, = the rob was from a bank with a 57 skill thief, with Novala fanatic = priests casting Luck of Novala and Call Spirit. It's a fair cop, guv, = but society's to blame. And I needed the cash too. = --------------------------------------------------------------------- Author: kare.stoyva@ba.no = Date: 08/06/97 07:45 = DKS> One of my groups are chasing a Jinx as a temple quest and as I = have some problems with killing the bugger I was wondering if any of = you could help me kill it. My mage has a skill of 69. I have tried = several Black void spells, without any success. I then tried casting = Enchant weapons II on my best fighters and whacked it good and = properly, but since then the Jinx has started running away before it = comes to melee. I would be very grateful if someone could give me some = advice on how to kill the Jinx ast, as I've spent four turns chasing = it around the countryside. = --------------------------------------------------------------------- Subject: Quest Emails = Author: kjc@kjcgames.com = Date: 10/06/97 08:45 = QUEST EMAIL TURNS = We are now in the process of automating the processing of Emailed = Quest Turns. (Currently we just print them out and input them as = normal) To enable us to do this a Quest turn should now be Emailed in = the following format: = The Email should be just a plain text message, without using any = options to Include / Attach / Encode files such as MIME. = The subject of the message must contain the letters Quest Turn or = Quest Order. = The text of the turn must begin with the word Turn. Our translation = routines will ignore any text before the first word Turn. This is = followed by (each on a separate line), your game number, party number = and account number in that order. Followed by up to 15 orders, each on = a separate line. Optionally followed by the words Chat List and 1-4 = chat list entries on the next lines Optionally followed by the word = Special and any codes you'd normally enter in the special orders box. = At the end you must put the words End Turn. Again our translation = routines will ignore any text after the words End Turn (Email = Signatures, etc.) Blank lines are ignored, as is the case of the = letters. e.g. = To: Orders@KJCGames.com = Subject: Quest turn for game 1 position 1357 = TURN = 1 = 1357 = 12345 = P 0 = I 0 = h 99 0 464 = b 1 0 101 = CHAT LIST = WEATHER = special = se 3 = End Turn = This will mean that your orders are entered quicker, so printed = sooner, and are exactly as you sent them in. N.B. Do not send a second = turn for automated input for the same party via Email before the first = has been processed, as there is no way to tell in which order the = turns should be processed. Orders which stray from the guidelines = above will be manually entered as before. = Steve --------------------------------------------------------------------- Subject: Re: Quest Digest = Author: INTERNET:p6mpr63@cicrp.jussieu.fr at CSERVE = Date: 10/06/97 11:03 = There are many "strange" things in Quest. What about correcting and = improving existing features, instead of adding new ones? For exemple, = have you ever wondered how characters manage to protect themselves in = combat with a large shield and use a two-handed great sword or a bow = at the same time? I assume it would be pretty simple to check whether = characters using bows or two-handed weapons are also equipped with = shields. = It is also quite irritating to see mages try to Disintegrate a rat's = equipment or cast Total Death at an elemental or undead. Spell-casters = don't cast "Kill undead" or "Destroy undead" at living beings. Why do = they cast Total Death at dead things? = One last thing: imagine you're sending your thief with another = character as look-out to rob a shop. Your thief has no luck (or she's = blind) and she kicks some empty boxes, which result in the militia = arresting her (and maybe your look-out). Now, what happens? Your whole = party gets kicked out of town. Never wondered how the militia managed = to locate your other party members? Or why they don't take all these = gold pieces your thief robbed from other shops just ten minutes = before? = I think there are a few simple ways to improve it: First of all, the = militia should not be able to do anything to other party members, most = of the time at least. Characters caught while robbing shops should = loose their equipment and gold, get injured, get in jail or get = killed, = depending on the city, the judge's mood or whatever. As it is now, a = character can be diseased, poisoned, petrified or dead. Why not add a = new character status "IN JAIL"? The party would have to pay a given = amount to get the character back... It would make robbing a lot more = interesting, and it would look more realistic. = There are many things that could be improved, I think. I look forward = to see more improvement ideas or comments on the above in QD. = Yours, = Erwan Legrand --------------------------------------------------------------------- JPG> Well, that=92s your lot! I always like to hear about improvements = in the game, be they at KJC, Dynamic Games or elsewhere. In my = opinion the improvements more than anything add enjoyment to the game; = they=92re something new to play about with, to look forward to, etc. = Keep up the coding, I say! JPG> Much strength to your sword arm, until the next time we meet! >>-Josh-> Referenced By Up