Volume Three Issue Fourteen
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= .............._______ ............./ / THE LEGENDARY TIMES ............/ / .........../ /.....______.._____.....______.._____.......____ ........../ /...../ /./ \.../ /./ \...../ \ ........./ /...../ ___/./ ____/../ ___/./ __. \.../ /\ \ ......../ /...../ /_.../ /....../ /_.../ /..\ >./ /./ / ......./ /...../ __/../ /____../ __/../ /.../ /./ /./ / ....../ /_____/__/__../ \_\ /./ /__../ /.../ /./ /_/ / ...../ / /./ /./ /./ /.../ /./ / ..../ /_/..\______/./_____/./__/.../__/./_______/ MUD .../________________/ running on mud.aus.sig.net 9999 199.1.78.16 9999 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= http://mud.aus.sig.net/ ftp://mud.aus.sig.net/pub =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= VOLUME THREE, ISSUE FOURTEEN October 29, 1996 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FROM THE EDITOR DEPARTMENTAL NEWS AND UPDATES Coding Building Player Relations Administration ARTICLES A Peek Into The Skill Trees Code Base Overseas Correspondent Legendmeet SOCIAL EVENTS Tidings and Tidbits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Please send your responses to articles to the Legendary Times address at [email protected]. Letters to the editor are welcomed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Hi Again, Well most of this issue is devoted to an event of interest to us all: skilltrees, so make sure you take a look. However, there are a few other things here and there as well. We really need more items for Leila's personals column and more on social activities to keep up production at this rate, so if you like these things, send your submissions to me or to Leila or to [email protected]. Thanks, Sabella =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=- DEPARTMENTAL NEWS AND UPDATES CODING - BUG FIX: A small omission in Mrs. O'Leary's acts has been corrected. She has also been made to more closely match her level and experience. Remember to read the rules posted in the inn there. Other bug fixes are going into the skilltrees code as we continue the push to finish it up. - SKILLTREES: The coding department is hard at work on skilltrees. Check out the article below to see what they've accomplished so far and what they are going to be doing. Lots of work ahead. Cheers and good luck to them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BUILDING - IMPROVING QUESTS ON LEGEND: One of the primary concerns I've heard from players is that many quests do not give enough clues. As quests are one of my main concern, I would like to enlist the players of LegendMUD to help in making the quests on Legend better. How would someone go about this? My first stomp at this will take the form of a lot of player input. I request that if you find a quest and you begin the tedious process of looking for mobs to talk to, write down anything you ask a mob that you think is relevant to that quest. If they answer you with a strange look like they don't know what you're saying, let me know! I will try to put reasonable responses in for these. Unfortunately, space is limited, so not every mob in every area will answer general things such as 'help'. But I know for a fact that there are missing keywords that mobs would rationally respond to. I'm more than willing to include some, if not all of these, in currently existing quests. Unfortunately, with the volume of submissions I hope to receive, I will not be able to reward these on an individual basis with treats and/or coupons. I will make an attempt to mention submissions and contributions in the LT or on boards, but I'm hoping that striving for a better gaming experience with the input of players will be a drive to help the builders out on this. Because when it comes down to it, the game really belongs to you, the player. I hope that you will take the time to make LegendMUD a better gaming experience for all. - Rufus, Head Builder =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PLAYER RELATIONS - DIFFERENT GAMES: Some new types of games have gone on around Legend lately. Trivia, our ongoing favorite has continued to run, of course, but Dominic ran a variant recently - MASH Trivia (for those obsessed with the TV show MASH). Everyone had lots of fun, even though it was quickly apparent that Dekker must have been truly obsessed with the show as he knew all the answers. Congrats Dekker. Parrilyn has been considering running a religious trivia variant as well. Check out the trivia board for information on this. On another line, Parrilyn also ran an "I Spy" game recently which was well attended. If anyone else has ideas for games they'd like to see, feel free to send them along. - STORYTELLING: The long delayed chapter of the ongoing story of the Duke's Ranch is planned for Sunday Evening. Everyone show up at Mrs. O'Leary's to hear about the establishment of Duke's ranch, the birth of his children, getting cattle, and Duke's eventual death. This section includes a tragic semi-romance as well. The popular Halloween Scary Tales is planned for Halloween, to be held in the new Graveyard of the OOC so everyone keep an eye out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ADMINISTRATION - CHOCORUA'S BACK Chocorua returned from his week's hiatus this week. More should be upcoming from Administration soon, including the long-awaited Player Code of Conduct. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-= A PEEK INTO THE SKILL TREES CODE BASE YES, THIS STORY COULD HAPPEN TO YOU... You had a habit... it was a bad habit, but it was yours, and you liked it. Every day, as you went to your home in Lima, off of the marketplace, you'd hitch your horse outside and tell it to stay put, you'd walk inside after checking your mail, and then you'd place your cherished orb in your chest. (Andara made it for you, she's quite a nice carpenter--but she's only on the mud really late at night because she lives on the other side of the planet). And now you log into the game, check your chest, and find it empty. Your orb was stolen! You quickly check who is online... nobody you know. Nobody who can help you... No wait--There. Strickland has a WHOIS string that says "Master Detective." Perfect! You ask him to come over, which he does. After paying him his fee, he uses his detective skill and ascertains that only one other person has been in this room recently: your archenemy Gildar. Strickland offers to try to track where Gildar went, for an additional fee, but you can't afford his prices. So you decide to take revenge. Gildar is no easy foe, but you're determined to go it alone. You know he tends to do an XP run through the Seoni jungle, so you decide to go there to wait. You set yourself up in an ambush, but night falls before his usual logon time. You dare not use a light, or he will see the glow from the next room. But your shirt has a weak rune of vision sewn upon it by your clanmate Fred, so you can see the dim red shapes of those who pass through. Suddenly you hear a deep rumbling voice. "Nice try at an ambush, but I saw you..." You can't see who it is, and desperately try to remember what Gildar's voice sounded like. It's too late, though. You realize he must have seen you, circled behind you, and now he's got you in a chokehold. You start to pass out, but try to stab him nonetheless. Then it is that you realize why Gildar is such a deadly opponent--he's incredibly strong. He armwrestles you, and pushes your own dagger into your heart. At least he can't loot my corpse, you think to yourself, as the menu scrolls by. Then you realize that he's proven himself quite adept at stealing already... A "SKILL TREES" OVERVIEW Skill trees are really a misnomer for a major revision to the LegendMUD code base. The changes involved in implementing skill trees are much more wideranging than merely adding new skills, or even grouping them into skill sets. This code upgrade has been in the works for over a year now. wideranging than merely adding new skills, or even grouping them into skill sets. This code upgrade has been in the works for over a year now. There have been several articles and lengthy documents written about skill trees already. If you want to read some of the evolution of skill trees, or get more detail than what is offered here, it is suggested that you try out the following link: http://mud.aus.sig.net/texts.html This location offers the comprehensive "skill trees faq" version 1.1, which does not cover some of the elements to be found in this article, but which does go into far greater detail on many systems than what this article can cover. It is STRONGLY recommended that you read this FAQ before reading the rest of this article. The goal of this article is to update you on additions since the skill trees FAQ was done, provide you with a list of skills that we plan to have in the new code, and discuss things like the new hometowns. trees FAQ was done, provide you with a list of skills that we plan to have in the new code, and discuss things like the new hometowns. WHAT IS PROGRESS AND WHEN WILL IT GO IN? Currently, we estimate a minimum of a month more work, maximum of three more months. There have been several delays related to the addition of new features and Ptah & Kaige's (hellish) work situation. So the best answer we can give is that we don't know for sure. Recently, all the learning and atrophy stuff was finished; you get better at skills more quickly when you are a novice, and it gets harder to progress in them the closer you get to 100% ability. Atrophy is also less likely when you have only minor ability, and more likely the closer you are to the peak of ability. The mud tracks the overall frequency of use of all skills, and uses that figure to adjust the learning rates for skills. This means that skills that are used rarely, such as sustained breath, are easy to improve, and skills that are used constantly (such as combat skills) improve at a much slower rate. The result is that overall, the rate of to improve, and skills that are used constantly (such as combat skills) improve at a much slower rate. The result is that overall, the rate of progress in all skills is the same over a given amount of time. On the building side, expansions to Lima have been mostly completed, adding a new marketplace and new mobs, plus a new quest; Arabia has seen the addition of more newbie mobs and more interactivity, including a new quest; and Frisco is all done. A few new rooms have been added thus far to Klein in the process of creating peasant fields and wilderness, as well as newbie quests. There are also changes in progress in all the current hometowns. In addition, many of the generic animals found in the mud are moving to become one standardized template, so that players can expect consistency in the abilities of wolves and bunny rabbits mudwide. NEW FUNCTIONALITY Here's a list of new "stuff" that isn't skills that is going in with the skills tree code. - currency Areas will be able to have different currencies, or use barter as a method of buying and selling. You'll be able to change your money by just depositing it and withdrawing the new currency, as all banks will automatically give you local currency when you withdraw money. In the case of barter, you can use an item and trade it for something you want. There will still be an internal gold standard for everything. - rent cost versus shop cost The rent value of an item will be figured in gp and will be an internal value quite separate from its shop value. This will enable us to make a much more flexible economy with player-made items. - lore The new lore skills will access helpfiles that are tiered by skill level, so that you can get quest hints, information about areas, and info on items. - player housing Players will be able to go to an outdoors room with an exit free and simply type a command to start renting a house on that exit. The house will automatically deduct a set fee per mud day from the player's bank account, whether or not they are logged on. When the bank account runs dry, the house and all contents vanish. This house can be locked, will have a mailbox for getting and sending mail, and will draw from defined room descriptions that fit each area. Players will be able to furnish to taste with player-made items from the carpentry skill. - ownership Ownership locks on items mean that the item in question cannot be gotten, nor items removed from within the item, nor the mob mounted, unless the steal skill is used to transfer ownership, or the item is bought or sold. Owned items and mobs save over reboots, so they are always where you left them. If they are containers, their contents save too--though some thief Owned items and mobs save over reboots, so they are always where you left them. If they are containers, their contents save too--though some thief might loot them. Corpses are always owned by the deceased, so they save over reboots too. Owned mobiles and items can be named by the owner, and owned mobs obey simple command, like follow, guard, stay, flee, and attack. - rent scale The "cushion" on rent is going away, as it mostly served to entrap players into going overrent and losing all their equipment. Instead, the new rent scale uses a sliding scale, where newbies get more rent than they do now, and the amount of rent gained is inversely proportional to your level. Low levels gain more rent at each level than high levels do. - shops Shops will have a fixed amount of gold from which to purchase items, and they will alter the purchase and sale prices of items based on how many they have in stock. They will only produce items up to a certain ceiling, and will not restock instantly, but instead only once per mud day. Builders will be able to define some items are less likely to restock quickly. and will not restock instantly, but instead only once per mud day. Builders will be able to define some items are less likely to restock quickly. Players will be able to engage in trade and commerce by ferrying items between shops where there are surpluses and shortages of items. - herbs, ores, and gems Herbs will become invisible to those who lack the herblore skill, and their location will become more random (though still within predictable ranges of rooms that suit the real life environment for that plant). Those with the appropriate skills will be able to mine ores and gems,and gather herbs, for use in trade or in skills. - lights Lights will be lit with the 'light' command and extinguished with the 'douse' command, permitting you to drop lights in rooms to illuminate them. The wear position becomes irrelevant, so you can wear lights anywhere that they fit. We hope to make it so that you can see lights approaching from a room away. - whois High prestige and high levels of ability in a skill will result in automatic whois strings appearing, such as "Master Carpenter." - moods Everyone will get moods access. - voices Players will be able to choose voices while in character generation, and these voices will be used whenever you cannot see the individual (yells, blindness, facing away, etc) as well as in the sing skill. - positional combat Described at more length in the FAQ, this enables circling behind opponents, rushing in and out, and makes the attack range and weapon size matter much more. It makes retreating possible, and opens up possibilities for many new skill behaviors in combat. These commands and abilities will matter much more. It makes retreating possible, and opens up possibilities for many new skill behaviors in combat. These commands and abilities will be available to everyone. - balancing fighting stats Hitroll, damroll, and hit points will be balanced, making strength, con, and dex fighters even for the first time. This includes redoing the hit table, increasing the effect of AC, and making combat more skill-based based on your proficiencies. - stats Stats will change gradually when you wear a piece of equipment, and gradually when you remove it. This includes when you die, so that you do not return utterly helpless after death. This reduces spamming for stats so that people do not gain mastery of multiple skill sets by switching a few pieces of clothing around. Hit points, mana, and move points will be on your current stats, so that removing all your con gear means that your maximum hit points slowly slides down. This means that Con fighters will have high hit points, but other types will not gain permanent advantage maximum hit points slowly slides down. This means that Con fighters will have high hit points, but other types will not gain permanent advantage from levelling equipment. - new XP scale A new XP scale will be implemented which changes the value of a single point of experience, adds in a much gentler curve, makes life easier for newbies and smooths out the problems that exist in the current scale. Although there is not enough room here to go into many details, you can see a comparison of the current and the new scales at: http://mud.aus.sig.net/xpscale.html with graphs and everything. Remember, in comparing the two using this text-only version, that the value of an XP point in the new system is not the same as the value of an XP point in the old system! Current XP Scale Level CurrentXP CurrMobXp Leveldiff Killstolevel 1 0 50 750 15 2 750 95 1250 13 3 2000 139 3000 22 4 5000 181 7000 39 5 12000 222 12000 54 6 24000 260 20000 77* 7 44000 297 14000 47 8 58000 333 16000 48 9 74000 367 18000 49 10 92000 400 20000 50 11 112000 431 22000 51 12 134000 461 24000 52 13 158000 490 26000 53 14 184000 518 28000 54 15 212000 547 30100 55 16 242100 573 32100 56 15 212000 547 30100 55 16 242100 573 32100 56 17 274200 600 34200 57 18 308400 625 36300 58 19 344700 650 38400 59 20 383100 675 40500 60 21 423600 701 42800 61 22 466400 727 45100 62 23 511500 753 47500 63 24 559000 782 50100 64 25 609100 813 52900 65 26 662000 848 56000 66 27 718000 888 59500 67 28 777500 933 63500 68 29 841000 991 68400 69 30 909400 1061 74300 70 31 983700 1150 81700 71 32 1065400 1265 91100 72 33 1156500 1415 103300 73 32 1065400 1265 91100 72 33 1156500 1415 103300 73 34 1259800 1613 119400 74 35 1379200 1876 140700 75 36 1519900 2227 169300 76 37 1689200 2700 207900 77 38 1897100 3335 260200 78 39 2157300 4194 331400 79 40 2488700 5358 428700 80 41 2917400 6934 561700 81 42 3479100 9073 744000 82 43 4223100 11977 994100 83 44 5217200 15921 1337400 84 45 6554600 21281 1808900 85 46 8363500 28569 2457000 86 47 10820500 38480 3347800 87 48 14168300 51962 4572700 88 49 18741000 70325 6259000 89 50 25000000 111111 or greater 49 18741000 70325 6259000 89 50 25000000 111111 or greater New Xp Scale Level New Xp XP to Lvl New Mob Xp Kills of same Level Min level to level 1 0 0 62 26 2 1600 1600 141 27 3 5400 3800 264 28 4 12800 7400 421 29 5 25000 12200 607 30 6 43200 18200 819 31 7 68600 25400 1056 32 8 102400 33800 1315 33 9 145800 43400 1594 34 10 200000 54200 1891 35 11 266200 66200 2206 36 12 345600 79400 2535 37 11 266200 66200 2206 36 12 345600 79400 2535 37 13 439400 93800 2879 38 14 548800 109400 3236 39 15 675000 126200 3605 40 16 819200 144200 3985 41 17 982600 163400 4376 42 18 1166400 183800 4777 43 19 1371800 205400 5186 44 20 1600000 228200 5604 45 21 1852200 252200 6030 46 22 2129600 277400 6464 47 23 2433400 303800 6904 48 24 2764800 331400 7351 49 25 3125000 360200 7804 50 26 3515200 390200 8263 51 27 3936600 421400 8727 52 28 4390400 453800 9196 53 29 4877800 487400 9670 54 28 4390400 453800 9196 53 29 4877800 487400 9670 54 30 5400000 522200 10149 55 31 5958200 558200 10632 56 32 6553600 595400 11119 57 33 7187400 633800 11610 58 34 7860800 673400 12105 59 35 8575000 714200 12603 60 36 9331200 756200 13105 61 37 10130600 799400 13610 62 38 10974400 843800 14117 63 39 11863800 889400 14628 64 40 12800000 936200 15142 65 41 13784200 984200 15658 66 42 14817600 1033400 16176 67 43 15901400 1083800 16697 68 44 17036800 1135400 17220 69 45 18225000 1188200 17746 70 46 19467200 1242200 18273 71 45 18225000 1188200 17746 70 46 19467200 1242200 18273 71 47 20764600 1297400 18803 72 48 22118400 1353800 19334 73 49 23529800 1411400 19868 74 50 25000000 1470200 20403 75 NEW SKILLS What follows is a lengthy list that covers all the skills that we hope to have in the installed version of skill trees. Many are familiar to you, and some have notes with them giving a brief explanation of any changes. Note that this list is NOT FINAL, and is subject to change! Advanced Swordsmanship Advanced Fencing Advanced Arms Training Aggravate - lets you anger an enemy and get them to attack someone else Ambush - like hide, with a backstab-like attack when your target appears Aggravate - lets you anger an enemy and get them to attack someone else Ambush - like hide, with a backstab-like attack when your target appears Anatomy Animal Lore - gives you info about the animal Appraise Archer Armorer Armslore Armwrestling - gains the ability to make your opponent stab himself Auctioneer - lets you use the auction system Augment Backstab Balance Bandage Bash(Str) Basic Arms training Basic Swordsmanship Basic Fencing Beserking(Con) - an uncontrolled rage that invokes automatically Basic Fencing Beserking(Con) - an uncontrolled rage that invokes automatically Bodyslam(Str) Bowman Bowyer Breakdoor Brew Calm Camping - lets you rent out in the wilderness Carpenter - lets you make "owned" items like furniture and chests Case Chant Chivalry - a skill to let horses fight with you Choke Climb Clothmaking - unsure whether this one will make the cut Conductor - lets you conduct groups of bards Cover Tracks - removes your tracks from a room--also fingerprints Cultivate - lets you grow herbs from one existing one Dash Deadeye Detect Trap Detective - lets you search for fingerprints, identify killers of corpses Disarm - part of the Master level prof. Disarm Trap Disguise - lets you change your apparent desc, based on existing areas Disinfect Distract - costs opponent a round of fighting Dodge Dowsing - lets you find drinkable water in the wilderness Draw Dress Wound Dry Herb - extends timers on herbs Eloquence - adds the ability to create your own moods, and mimic voices Enchant Entangle - uses herbs to make barriers, or thorns Entice Entrance Expert Prof Falconry - lets you tame birds (own them) Fascinate - convinces a mob to assist you in combat Fence - lets you auction with no visible name Field Surgery Filch - steal for just money First Aid Flavor Flip - combat skill Forage - like the spell, for rangers Forge/Smelt - and engrave/etch too, to personalize Foul Furrier - clothing from animal fur Gunplay Gunsmithing Gunplay Gunsmithing Haggling Headbutt(con) Herblore Hide Hiking - reduce move cost for a time Hunt - will use tracks left in rooms Inscribe - put spells on scrolls Inspire Jeweler - put gems on armor and weapons and such, giving stat boosts Judge Kick(Dex) Listen Locate Object - a thiefly thing that gives rumors on proximity Locate Plant - gives impressions of its location Lore - bardic skill for accessing hidden helpfiles on areas/items Lullaby Lumberjack - lets you get wood from trees Make Amulet Make Bandage Make Oil - new uses for herbs Make Staff Marksman Master of Arms - give additional ability in weapons plus disarming Master of the Duel Master Swordsman Medicate - use drugs on people Mending Mesmerize - lets you give one command to a victim Minerology - like herblore for ores and gems Mining - lets you get gems and ores Peek Perform - can net you gold with singing/playing/etc Pharmacology - like herblore for drugs Pick Lock Pin(Con) - combat skill Plant Talk Play Poisoning Poulitice Powder Praise Prestidigitation - an invisible put/get/give/drop Purify Rage(Con) Repair Rescue Ride - becomes a newbie level skill, and horses will be common Root Runery - lets you use runes in embroidery for stat boosts on clothing Sample - lets you try to determine herbs in a potion Satire Scan Set Trap - yes, players can booby trap items and doors Sharpshooter Shipbuilding - includes repairing ships Sing Smithy - lets you make weapons & armor--GOOD ones, with quality ratings Sneak Sniper Soothe - like calm for animals Speeddraw Stalk - an invisible follow (use with sneak) Steal Tackle(Str) - combat skill Tailor Tame Animal - tame animals stay over reboots and rents Tanning Track - smaller version of hunt Trance (was Meditate) Trip - new combat skill Tumble Two-Gun - use two guns at once Unseat - for jousting Vanish - throw down a cloud of smoke... a stage magic skill Ventriloquism - throw your voice Warcry Woodscraft - better carving, salting meat, making campfires Wrestle - new combat skill =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OVERSEAS CORRESPONDENT Another Letter From Triangleman Hello once more Legend, its time for the halftime report from Legend MUD's sea going reporter, TriangleMan. We have a little less than 3 months to go till we get home, halfway there! Let me bring you up to date on the goings on out here. At the end of August we pulled into Trieste, Italy for a 5 day stay. Trieste is a nice little city on the border of Italy and Serbia. There were quite a bit of old Roman and Venitian ruins. It was a nice city. >From Trieste we sailed around Italy, dropping off half of the squadron in Sigonella, Sicily. Unfortunately I was not one of them, seeing as how I was one of the lucky ones to take a foray into the Black Sea. So I stayed on the ship traveling to Toulon, France where we spent 2 weeks doing repairs to the ship and fixing the helicopters. The only good thing about pulling into Toulon was being able to talk to Sandra right after hurricane Fran hit. Toulon is a French Naval port, and unfortunately looks like any navy port in the world, real dirty. It was nice, but I wouldn't go on vacation there. The whole time we were in port in Toulon I kept looking for the rude Frenchman. I never did find one, no matter how hard I looked. After our longish stay in Toulon we sailed around Italy again, picking up the half of the squadron we had left in Sicily, and made our way to the "box" (sitting off the coast of Bosnia going around in little circles). We had lots of speculation about if we were going to the Gulf or not, but when the USS Enterprise went there we were the largest ship in the Med so we were the ones to sit in the "box". We stayed in the "box" for 2 weeks, then pulled into Izmir, Turkey for a 3 day stay. Not much I can say about Izmir, dirty, lots of people and it seemed like everyone of them wanted to sell something for a dollar. It was a little overwhelming to have 6 people all tugging on you trying to sell postcards, fake leather jackets, rugs, chicklets, beanie caps and any other item that could be carried. I did have a great local dinner of something that I couldn't figure out. Funny, I don't recall seeing any dogs there... hmmmmmm *ack* Once we left Izmir we cruised up the coast of Turkey and are now right in the middle of an exersise with the Turkish navy and army doing amphibious landings and troop insertions with helicopters. We are supposed to be going to Souda Bay, Crete the third week in October for a few days, then possibly to Malta. Time has started to drag, and attitudes on the ship have started to drag a little, but we have made it halfway so hopefully it'll start going by a little quicker now. Sandra sent me the September LT's and it seems that the MUD is going full speed, its just to bad I'm not there to enjoy it with everyone. I think I'll be the highest level newbie when I return. Ah, that should be fun! I would like to end this with a congratulations to Hunter_Rose and Katya on their marriage (why am I always the last to know about these things). Peace!! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEGENDMEET Ok... it's that time of year again! Ryssa and I need to know what date is best to hold the LegendMUD meet in Austin, Texas this year.. We have heard from many that Late March to mid-April is best due to spring break. Well, we need to know who you the best Fri/Sat/Sun to hold this. Please append to the welcome board and/or let us know asap as people come from far and wide and need dates and places to stay for these such events :) Thank you, Northstar =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Legendary Times is published by the gods of LegendMUD. Please send all replies/additions to to our address at [email protected] for inclusion in the next edition. We, however, reserve the right to moderate this discussion, and may object to some submissions. If you feel we have wrongly omitted one of your messages, please talk to Rusalka online or through EMail and see if she did indeed receive it in the first place. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=