The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 12:39 AM CST
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[Leth Deriel, Elder Bark Circle]
The deobars here sport large patches...
Obvious paths: north, southeast.
>signal horse to walk
You signal your dark bay horse to walk.
>se
You squeeze the horse's sides with both your legs to signal the animal to walk southeast. (1)

[Leth Deriel, Elder Bark Circle]
Fiddlehead ferns and low growing shrubs...
Obvious paths: southeast, northwest.
>se
You squeeze the horse's sides with both your legs to signal the animal to walk southeast. (2)

[Leth Deriel, Elder Bark Circle]
A sudden snap in the deobars overhead...
Obvious paths: southeast, northwest.
>se
You squeeze the horse's sides with both your legs to signal the animal to walk southeast. (3)

[Leth Deriel, Elder Bark Circle]
A break in the living barricade forms...
Obvious paths: northeast, southeast, southwest, northwest.
You point southwest.
You say, "Deobar Gate."
>se
You squeeze the horse's sides with both your legs to signal the animal to walk southeast. (4)

[Leth Deriel, Elder Bark Circle]
Gradually, imperceptibly, the defensive stands...
Obvious paths: southeast, northwest.
>se
You squeeze the horse's sides with both your legs to signal the animal to walk southeast. (5)

[Leth Deriel, Elder Bark Circle]
A shallow pond north of the path is surrounded...
Obvious paths: southeast, northwest.
>se
You squeeze the horse's sides with both your legs to signal the animal to walk southeast. (6)

[Leth Deriel, Elder Bark Circle]
The sharp, cedar-like scent of the deobar...
Obvious paths: east, northwest.

(Note that it took 6 'walks' to get here)

>signal horse to gallop
You signal your dark bay horse to gallop.
>nw
You squeeze the horse's sides with both your legs to signal the animal to gallop northwest.
A dark bay horse accelerates into a fleet gallop.
You pause for a moment to give your horse a breather.
[Leth Deriel, Elder Bark Circle]
The deobars here sport large patches...
Obvious paths: north, southeast.

(I'm back where I started...gallop is supposed to be 5 rooms, I went 6.)

>signal horse to canter
You signal your dark bay horse to canter.
>se
You squeeze the horse's sides with both your legs to signal the animal to canter southeast.
A dark bay horse lopes into a ground devouring canter.
You pause for a moment to give your horse a breather.

[Leth Deriel, Elder Bark Circle]
Gradually, imperceptibly, the defensive stands...
Obvious paths: southeast, northwest.
>peer nw
You peer northwest and see ...

[Leth Deriel, Elder Bark Circle]
A break in the living barricade forms...
Obvious paths: northeast, southeast, southwest, northwest.

(Canter is supposed to be 3 rooms, I went 4.)

Is there something special about this area, or is this a bug? Looks like a bug to me.
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Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 01:19 AM CST
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This same thing happens on each of the four sides of Leth. And also, I think, at another spot a little ways down the STR south of Leth. Not certain of that last one as it's pretty late, or early however you want to look at it, and I'm a little too tired to check it out again.
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Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 09:16 AM CST
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Actually just the other day I noticed Rachai cantered four rooms instead of three.. and I was in Crossing, not Leth.

I thought I'd just remembered the room distances wrong. :babble:


~Donte's Loon
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Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 02:37 PM CST
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Walk and Prance have always been 1 room.
Trot 2 rooms.
Canter 4 rooms.
Gallop 6 rooms.

Not sure where you heard otherwise.

Candidus
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Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 02:41 PM CST
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Weird. I could have sworn it was 3, 4.. but then, it's been a year since I figured it out and made my horse scripts. I have a very poor memory. ;)

~Donte's Loon
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Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 09:35 PM CST
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<<Walk and Prance have always been 1 room.
Trot 2 rooms.
Canter 4 rooms.
Gallop 6 rooms.

Not sure where you heard otherwise.>>

I suppose I should have known better than to take what was listed on the DR website under the horse system info as gospel. Here is what it says there:

Movement:

Horses have four speeds: walk, trot, canter and gallop. Walk moves your horse at the same speed that your character moves, one room at a time. Trot, canter, and gallop move two, three and four rooms at a time, provided that there are enough rooms in a row in that specific direction. If you gallop north and there are only three rooms with a northern exit, the horse will travel three rooms north and then stop to see which way you want to go next.

I guess that's where the real 'bug' is located. Perhaps someone could fix that so it's more accurate?
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Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 11:34 PM CST
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>>I guess that's where the real 'bug' is located.

Ooh I bet that's where I got the idea. :babble: Thank you, thought I was nuts. ;P


~Donte's Loon
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