Re: Armadillo Area Update on 05/31/2010 01:45 PM CDT
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Crossposting.

>hunt
You take note of all the tracks in the area, so that you can hunt anything nearby down.

To the west:
1) an elder desert armadillo

To the west, southwest:
2) a juvenile desert armadillo
3) an elder desert armadillo

To the west, southwest, southeast:
4) a juvenile desert armadillo
5) a juvenile desert armadillo
6) a juvenile desert armadillo
7) a juvenile desert armadillo

To the west, southwest, southeast, down:
8) Maximhus
9) a juvenile desert armadillo
10) a juvenile desert armadillo
11) a juvenile desert armadillo
12) a juvenile desert armadillo

Roundtime: 8 sec.
R>
You feel slightly more able to voice your readiness for battle.
R>
An elder desert armadillo shuffles in, staring at the ground for insects.
R>
* Driving in like the irresistable force of a cyclone, a juvenile desert armadillo slashes fiercely at you. You fend off the sharp claws with a severely curved steel scythe with a twisted ironwood haft.
[You're solidly balanced with opponent in good position.]
R>
[script paused, Esc to continue]
You notice a juvenile desert armadillo as it stealthily closes to pole weapon range on you.
You point at a juvenile desert armadillo, ruining its attempt to advance unnoticed.
R>ret
...wait 1 seconds.
R>ret
...wait 1 seconds.
R>ret
You retreat back to pole range.
>l
[Hidisharon Desert, Sandy Trail]
Dry, brown grasses struggle to survive in the nooks and crevices of the surrounding stones. You also see an elder desert armadillo, a juvenile desert armadillo and a juvenile desert armadillo.
Obvious paths: west, northwest.
>ret
You retreat from combat.
>ret
The desert armadillo begins to advance on you!
The desert armadillo is still a distance away from you and is closing steadily.
>
You are already as far away as you can get!
>nw
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Re: Armadillo Area Update on 05/31/2010 03:00 PM CDT
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I've been leaving the area when they show up until they despawn or someone else kills them, it's faster than trying to kill them myself.

If anyone who hunts these hasn't already, you should probably take warhorn usage out of your script.



http://en.wikipedia.org/wiki/Downing_effect
http://en.wikipedia.org/wiki/Dunning_kruger_effect
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Re: Armadillo Area Update on 06/01/2010 04:35 AM CDT
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OK, its a bug. We will wait for a fix. I just thought it would be fun standing just inside the thicket in peccary and having my warhorn summon peccary, hunters, trecks and caracals into the room. Or stand on the other side and have peccary come out that.


______
Kertig Heart Magdar Bluefletch, Legendary Barbarian of M'Riss
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Re: Armadillo Area Update on 06/01/2010 03:52 PM CDT
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Or standing in vines and creepers and summoning sky giants. That'd be pretty sweet and a great addition to the game.
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Re: Armadillo Area Update on 06/02/2010 12:03 AM CDT
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I've used the warhorn multiple times in adult armadillos and elders never show up there. I've ran into a few of them in juvies, though. Should be fixed.





Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Armadillo Area Update on 06/02/2010 10:46 AM CDT
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Can you send me a cut and paste of the rooms that the dillos are traveling to where they shouldn't be? We're trying to track down exactly what's happening so the more info you can give us the better.

Thanks!


GM Alvy
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Re: Armadillo Area Update on 06/02/2010 11:27 AM CDT
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I pretty much always hunt in this room, for no particular reason:

[Hidisharon Desert, Sandy Trail]
Ripples of sand, curled not unlike discarded snake skins, fill the horizon to the south, sight beyond blurred by the shimmering air rising from the desert, night or day. Somewhere beyond the dunes are the peaks of the Undogoz mountain chain, their presence masked by distance and the waves of dancing heat so perfectly that one might wonder if the mountains are there at all.
Obvious paths: northeast, southeast.

In addition to that I've been attacked in the room to the southeast:

[Hidisharon Desert, Dune's Edge]
Arched as though bitten by some giant mouth, a crescent-shaped depression dips into the dunes below, swallowing stones, rocks, and anything else too close to the flowing sand along its edge. When the wind blows, the wash of debris down its gullet actively hisses as it slides, falling silent again as the breezes cease. A weathered sign leans near the edge of the pit, only the thickness of its post keeping it stable.
Obvious paths: northwest, down.

I've also seen them wandering all over the ditch area via normal critter wandering mechanics.

I'm not actually sure if warhorn use in these particular rooms draws them out of their area or not - it could be someone else pulling them into the juvie area, then normal critter wandering or my own warhorn use that brings them into the ditch. I assume there has to be someone in the elder area to cause them to spawn either way.

That's the best I can do with the info I have, hope it helps.



http://en.wikipedia.org/wiki/Downing_effect
http://en.wikipedia.org/wiki/Dunning_kruger_effect
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Re: Armadillo Area Update on 06/02/2010 02:21 PM CDT
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All info helps, the more the better!

Thanks Vashir!


GM Alvy
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Re: Armadillo Area Update on 06/02/2010 05:30 PM CDT
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http://elanthipedia.com/wiki/RanikMap110

Between the "Go Ditch/Go Road" and the "Go down to Dunes of Despair"
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