[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.
The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 12:39 AM CST
Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 01:19 AM CST
Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 09:16 AM CST
Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 02:37 PM CST
Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 02:41 PM CST
Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 09:35 PM CST
<<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?
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?
Re: The case of the missing room (Or, when is a canter... not a canter?) on 11/24/2002 11:34 PM CST