That script certainly works.
However, it will advance and kill your hunting partner's creatures once you kill yours. I wish there was a way to disable the auto-advance feature from melee attacks.
Re: Super Celpeze Expansion on 10/30/2009 07:27 PM CDT
Re: Super Celpeze Expansion on 10/30/2009 08:03 PM CDT
Re: Super Celpeze Expansion on 10/30/2009 08:55 PM CDT
<<If some of the aggravation were removed, I might give it a try, but the rt penalties for attempting to skin or search someone's kill, the inability to target roars, and the scroll involved make group hunting a "no go" for me.>>
If you are in a group, you don't get additional roundtime for looting or skinning another person in your group's kills. Why would you want to target roars with group hunting?
<<Group hunting also "breaks my script" and while I know I can adjust, I don't want to.>>
Lazy slacker ;)
<<Hunting time is for hunting, not RP or social interaction.>>
And this is why you play TF, which is cool for you. But, I'm not sure that holds true for most people in Prime. If they could RP via social interaction of other people, it would help break the monotony which is one of the biggest positive aspects of group hunting.
For someone who may be AFK, I can absolutely see that aspect as being pointless.
- Simon
If you are in a group, you don't get additional roundtime for looting or skinning another person in your group's kills. Why would you want to target roars with group hunting?
<<Group hunting also "breaks my script" and while I know I can adjust, I don't want to.>>
Lazy slacker ;)
<<Hunting time is for hunting, not RP or social interaction.>>
And this is why you play TF, which is cool for you. But, I'm not sure that holds true for most people in Prime. If they could RP via social interaction of other people, it would help break the monotony which is one of the biggest positive aspects of group hunting.
For someone who may be AFK, I can absolutely see that aspect as being pointless.
- Simon
Re: Super Celpeze Expansion on 11/03/2009 01:48 AM CST
When I tore apart the celpeze area I wasn't sure how popular the super celps (as the player's have named them) would be since they're close to dillos. I mainly wanted to utilize an underused area we had to offer some better training for everyone. For the most part, it seems to be a success and as I said, if the population grows and stabilizes I'll expand the super celp rooms to handle the increase.
Like all critters, celps have to fit the landscape and since they're a sea lizard they really only work on the islands. A new critter with similar training skills could always be made for the mainland.
Now that the fest is in full swing and I have more time I can take a look at the caracal gen in the trees but they've always genned differently in some trees than in others. This was intended in the original design to give people options.
GM Alvy
Like all critters, celps have to fit the landscape and since they're a sea lizard they really only work on the islands. A new critter with similar training skills could always be made for the mainland.
Now that the fest is in full swing and I have more time I can take a look at the caracal gen in the trees but they've always genned differently in some trees than in others. This was intended in the original design to give people options.
GM Alvy
Re: Super Celpeze Expansion on 11/03/2009 04:18 AM CST
The super celpeze are awesome. Too bad they can't be on the mainland but I'd love to see something set up like them, their swarming abilities, their training. We've the trail to malchata in Shard, how about at that spot an alternative, take the trail or take.. a gate into clipped winged Wyverns!
Re: Super Celpeze Expansion on 11/03/2009 06:05 AM CST
Re: Super Celpeze Expansion on 11/03/2009 06:17 AM CST
<<GM - Alvy, A new critter with similar training skills could always be made for the mainland.
Seconded or whatever it is up to.
Player of Drevid and Jhaval
http://www.phiiskeep.homestead.com/Barbarian.html
Cylons... why debugging matters.
Seconded or whatever it is up to.
Player of Drevid and Jhaval
http://www.phiiskeep.homestead.com/Barbarian.html
Cylons... why debugging matters.
Re: Super Celpeze Expansion on 11/03/2009 08:03 AM CST
Re: Super Celpeze Expansion on 11/03/2009 08:10 AM CST
>>Also if you reduce or stop elder armadillos from wondering over to juvie area that would make that area huntable. Right now way to many wonder over making it more of a bother then it is worth.<<
This. The elders/adults can either enter or spawn in hiding up there and will ambush the juvie hunters. It's like getting attacked by a Marauder in vines, but worse because the difficulty difference between Juvies and Adults/Elders is higher, and they're ambushing.
Even if moving into the ditch from the south just brought things out of hiding, I think that would help.
- Mazrian
The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
This. The elders/adults can either enter or spawn in hiding up there and will ambush the juvie hunters. It's like getting attacked by a Marauder in vines, but worse because the difficulty difference between Juvies and Adults/Elders is higher, and they're ambushing.
Even if moving into the ditch from the south just brought things out of hiding, I think that would help.
- Mazrian
The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
Re: Super Celpeze Expansion on 11/03/2009 08:11 AM CST
>>This. The elders/adults can either enter or spawn in hiding up there and will ambush the juvie hunters. It's like getting attacked by a Marauder in vines, but worse because the difficulty difference between Juvies and Adults/Elders is higher, and they're ambushing.
I could be wrong but I don't think they gen in there, the exit to the ditch from elders is East without any kind of barricade so I think they just wander over.
I could be wrong but I don't think they gen in there, the exit to the ditch from elders is East without any kind of barricade so I think they just wander over.
Re: Super Celpeze Expansion on 11/03/2009 08:13 AM CST
>>I could be wrong but I don't think they gen in there, the exit to the ditch from elders is East without any kind of barricade so I think they just wander over. <<
You could be right. I don't know whether they spawn or not.
I just know they ninjapwned me the last time I was up there. =(
- Mazrian
The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
You could be right. I don't know whether they spawn or not.
I just know they ninjapwned me the last time I was up there. =(
- Mazrian
The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
Re: Super Celpeze Expansion on 11/03/2009 07:40 PM CST
Re: Super Celpeze Expansion on 11/05/2009 01:07 PM CST
Re: Super Celpeze Expansion on 11/05/2009 03:22 PM CST
Re: Super Celpeze Expansion on 12/13/2009 12:18 PM CST
>>When I tore apart the celpeze area I wasn't sure how popular the super celps (as the player's have named them) would be since they're close to dillos. I mainly wanted to utilize an underused area we had to offer some better training for everyone. For the most part, it seems to be a success and as I said, if the population grows and stabilizes I'll expand the super celp rooms to handle the increase.
Like all critters, celps have to fit the landscape and since they're a sea lizard they really only work on the islands. A new critter with similar training skills could always be made for the mainland.
Now that the fest is in full swing and I have more time I can take a look at the caracal gen in the trees but they've always genned differently in some trees than in others. This was intended in the original design to give people options.<<
Yeah we really don't care if it's celps or something that is exactly like them in teaching and spawn rate. Just something on the mainland, an expanded area on Kresh, or both(preferable) would be great.
Like all critters, celps have to fit the landscape and since they're a sea lizard they really only work on the islands. A new critter with similar training skills could always be made for the mainland.
Now that the fest is in full swing and I have more time I can take a look at the caracal gen in the trees but they've always genned differently in some trees than in others. This was intended in the original design to give people options.<<
Yeah we really don't care if it's celps or something that is exactly like them in teaching and spawn rate. Just something on the mainland, an expanded area on Kresh, or both(preferable) would be great.