Caravan on 02/20/2004 06:35 PM CST
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Anybody ever see this before. (????? eyes tye caravans large wheels nervously and moves away...) (?????? quietly slices the brake rope of the caravan wheel, causing it to seize up and become immobile)
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Re: Caravan on 02/20/2004 08:22 PM CST
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If that happened, it was most likely a script check. Basically, if a GM thinks you're AFK scripting, they cause weird things to happen in the room and expect you to respond to them. Or, they might make your caravan immobile to see if you're at the keyboard to wonder what happened.

Or they trip you in Steelclaw, they send a mouse scurrying across the floor of your house, they appear in your group and follow you trading for a bit, or if you're lucky they do SEND messages (which should always be attached to a sound). Of course, if you're stupid enough to think you can train mech lore for half an hour in your house while you leave the computer to eat dinner, a sound alert won't save you... But I digress.

Lokta
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Re: Caravan on 02/20/2004 08:26 PM CST
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i dont think any amount of sound alerting could save you from a script check because the GMs can just wing it, giving any script check the possibility of being unique and unhighlightable.


~Broker Teloxius
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Caravan Speeds on 02/27/2004 05:26 PM CST
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You tell your driver to speed up the pace but he looks at you and says, "But your four-wheeled caravan is going as fast as it can go already!
You tell your driver to travel slowly.
You tell your driver to slow up the pace.
You tell your driver to slow up the pace.
You tell your driver to slow up the pace.
You tell your driver to slow up the pace.

Has anyone found any use for these lower gears of speed? I was thinking they would be good for when your caravan is following you and you want to do stuff in each room that takes RT, but outside of that I can't imagine what good they are for.

Also, why does it take 5 commands (tell caravan to go slow) to gear down to slowest, yet only 1 command to go from slowest to fastest?

What is the reason for all this? I have asked a similiar question to this in the past (Why can't our caravans just go as fast as possible all the time since we all speed them up to that anyways?) but I'm curious why so many lower speeds.

My assumption is the lower speeds are related to caravan hunger and have no function for a contract runner.

Gidske
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Re: Caravan Speeds on 02/27/2004 05:32 PM CST
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My guess its legacy code from before the join verb came out. Single pack animals are a step or two slower than caravans and you would have to slow down the caravan so the mule could keep up?




http://www.drtraders.net/gallery
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Re: Caravan Speeds on 02/27/2004 05:35 PM CST
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well, one thing I HAVE noticed, as i have a crappy computer that keeps making me get inadvertantly logged.


when you come back from getting disconnected, you alwyays have to tell the caravan twice to follow.

with the hunger thing, i have also noticed the following: If you ever get to the point where it Balks and won't go on following you - after you feed it, you have to tell it again to go fast, because it starts going slow, even if it was going fast before.

---
A scavenger troll arrives, scouring the area.

The scavenger troll exclaims, "I dinks I like da' Moongate!"

The scavenger troll bends over and picks up the Moongate. After appraising it, the troll places the Moongate in its frayed knapsack
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Re: Caravan Speeds on 02/27/2004 05:41 PM CST
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<<when you come back from getting disconnected, you alwyays have to tell the caravan twice to follow.>>

Dont have to tell it twice, but it speeds things up. You have to wait for it to say it was releived that you came back or sumptin. It wont follow till it re-attaches it self to you kinda. once you get that message you can then tell it to follow. If you tell it to follow first it will then give you the relieved you came back message then you can tell it to follow again. Also once you disconect I think it is put back at a lower speed so you have to tell it to go fast again.




http://www.drtraders.net/gallery
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Re: Caravan Speeds on 02/27/2004 06:10 PM CST
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>My assumption is the lower speeds are related to caravan hunger and have no function for a contract runner.

Actually I would assume that the original designers intended to make the lower speeds related to caravan hunger and never got around to it, so basically all they do is annoy contract runners when they realize they accidentally had their caravan going slower than the maximum speed.

Apu
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Re: Caravan Speeds on 02/28/2004 01:08 AM CST
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>Actually I would assume that the original designers intended to make the lower speeds related to caravan hunger and never got around to it, so basically all they do is annoy contract runners when they realize they accidentally had their caravan going slower than the maximum speed.

IIRC, they do slow down whey they get hungry enough.
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Re: Caravan Speeds on 02/28/2004 01:53 AM CST
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>IIRC, they do slow down whey they get hungry enough.

Yeah, when they get to the really hungry part they slow down until you tell them to go fast again. I guess I didn't really explain what I meant before but I actually meant to refer to having it so that when the caravan goes fastest it gets hungry alot faster, and doesn't get hungry as fast if it goes slow. (it doesn't work that way now, but Godrich has talked about doing that)

Apu
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Re: Caravan Speeds on 02/28/2004 09:37 AM CST
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What would be nice is if the type of food being fed to caravans affected their speeds. Like the standard grass on the ground would make them go a standard feed, but different grades of premium feed could be purchased from guilds that give them more energy and make them go faster.

~Broker Teloxius
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Re: Caravan Speeds on 02/28/2004 10:27 AM CST
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>>What would be nice is if the type of food being fed to caravans affected their speeds. Like the standard grass on the ground would make them go a standard feed, but different grades of premium feed could be purchased from guilds that give them more energy and make them go faster.

Ooh, and they could have a little sugar rush when I give them apples!
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Re: Caravan Speeds on 02/28/2004 06:11 PM CST
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G'day,

>What would be nice is if the type of food being fed to caravans affected their speeds.

This is sort of in place for kregkeirels on Surlaenis. Different foods releive hunger by different amounts, so weeds provide the least nourishment and grain the best. In working with caravans in DR2, it is possible that a similar system could be implemented for caravans. That would be up to GM Arnimas though.

Regards,

Godrich de'Finchal

"You are like a mouse arguing with an owl. You think the owl is wrong, he thinks you are dinner."

http://webpages.charter.net/plblack/trader.html
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Re: Caravan Speeds on 02/28/2004 07:16 PM CST
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hmmm. starts feeding the yaks chile peppers, now that oughta get 'em goin!


---
A scavenger troll arrives, scouring the area.

The scavenger troll exclaims, "I dinks I like da' Moongate!"

The scavenger troll bends over and picks up the Moongate. After appraising it, the troll places the Moongate in its frayed knapsack
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Re: Caravan Speeds on 02/29/2004 01:27 PM CST
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Sometimes I want my caravan to go slower so I can get a better glance of a room and more time to forage in it without having to stop and before moving on.


______
I came into this world, not chiefly to make this a good place to live in, but to live in it, be it good or bad.
- Henry David Thoreau
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Re: Caravan Speeds on 02/29/2004 01:46 PM CST
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I had to rent a pak animal the other day instead of a caravan, and I actually read all the room descriptions between the Haven ferry and Dirge. I don't know if that's a given for some people or what, but I realized I really do not pay enough attention to that sort of thing.
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Caravans on 04/20/2004 04:54 PM CDT
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Being trampled by a caravan is silly.. Was fighting ogres in the invasion today and got knocked over. Next thing I know, I've been run over, too.
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Re: Caravans on 04/24/2004 10:08 PM CDT
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If you lay on the road in the real world, youd get run over.

Suggestion, dont fall over.......

Play with fire, get burnt.

Muleskinner Elsulose
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Re: Caravans on 04/25/2004 03:58 AM CDT
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<<If you lay on the road in the real world, youd get run over.>>

If you stood in the road in the real world, youd get run over.

Why don't you in dr?

I've already fought this out long ago, the GMs never came up with a reason for why you automatically get run over when lying, but never even have a chance to get run over when standing, sitting or kneeling in the same room.

I'm sure it was probably playability reasons, they wanted to give the caravans actual precense, but not destory playability. In the end it adds up to mechanics that don't make a lot of sense. Especially when you consider the size of some of the rooms.
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Re: Caravans on 04/25/2004 12:21 PM CDT
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You don't 'automatically' get run over.

Godrich posted about it, a long time ago.

Also, it's been changed, so that the caravan runs over you on the way OUT of the room, not in, so you have a moment to get up.

If I remember correctly, it's based on your evasion, reflex, and agility.

PELIC
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Re: Caravans on 04/26/2004 10:59 AM CDT
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>>I've already fought this out long ago, the GMs never came up with a reason for why you automatically get run over when lying, but never even have a chance to get run over when standing, sitting or kneeling in the same room.

Or perhaps you have the ability we don't encode that you see the thing coming and get out of the way. And since, in theory, there are so many of thing things trundling by at any given time (you know, the concerned passerby's brother/uncle/cousin trader passerby who is also trading when the PCs are trading) that you just react and go on with life. Yes, even while kneeling and sitting. You scooch. :)

Well, it's a theory.
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Re: Caravans on 04/26/2004 11:48 AM CDT
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right it's not automatic. And I'd bet your burden/wounds make you more vulnerable too.


The newsboy wakes up and changes his position. "Invasion Rumors. Ain't
that something?" he remarks to no one in particular, and goes back to sleep.
Grishnok says, "Grishnok say already, Grishnok no forget. Grishnok do what asked."
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Lost Caravan on 10/08/2004 05:34 AM CDT
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Ok I lost my caravan on the lava fields going to Dirge. I tried going to the Canvasary but I cant get into the gate that leads to the stables. Am I even at the right place? Is there a way to check where your caravan is?

Bordaar
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Re: Lost Caravan on 10/08/2004 08:47 AM CDT
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There is no way to check where it might be. You can try the stables at Stone Clan or the barn a few steps east of the West Gate in Crossing. (You can't miss the pile of manure) There is a bit of a fee to get it back. Not sure what it is. Also make sure it's still around and didn't die in the interim.

Couri
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Re: Lost Caravan on 10/08/2004 12:29 PM CDT
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The Dirge stable is not at the Caravansary, that might be your problem. You want to look for the livery stables inside Dirge, which I believe are all the way to the east at the long west-east road past the bank.
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Re: Lost Caravan on 10/08/2004 01:02 PM CDT
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Muspar..........Caravansary
Hvaral..........Hvaral Outpost (go entrance or go door)
Fornstead.......NONE
Theren Keep.....NONE
Lang............From Exchange s,s,w, go stock pen, go barn
Riverhaven......Guild (go door)
Dirge...........Caravansary
Stone...........Stone outpost (go stable)
Arthe...........From Outpost e, s, s, e, go stable
Crossing........3 east of west gate look for manure
Tiger...........Manor House Great Barn
Wolf............Barn (From the outpost: w, go barn)
Leth Deriel.....Rest of Ages Inn
Fayrins Rest....At outpost (go stable)
SCC.............None
Shard...........NONE (Appropriated)




Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away, and you have their shoes.


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Lost Caravan going to Riverhaven on 11/02/2004 03:42 PM CST
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Was headed to Riverhaven was right at the Lava flow and I got booted logged right back in and now no caravan. What stable should I look in?
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Re: Lost Caravan going to Riverhaven on 11/02/2004 05:50 PM CST
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Stable in Dirge.

For directions, see post 405 in this folder.

Gidske
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Re: Lost Caravan going to Riverhaven on 11/02/2004 06:46 PM CST
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Thanks found it after all think it was playing room tag with me. LOL
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Question on Lost Caravans on 03/21/2005 10:04 PM CST
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Hello! I've recently created a trader character to fiddle around with. Most people pointed towards Shard, saying how good this place was for novices, so I took their advice. I'm wishing I hadn't. I'm constantly getting stuck in the mud by Darkling Wood. I know to dig my way out, but it's hard to concentrate on digging while I have rock trolls and jackals trying their best to eat me. Shard's people are extremely friendly and with their help, I made it back to Crossing! Of course, my scatter brain self forgot that I'd lost a caravan in doing so. And of course, that caravan is in Darkling Wood.

My question is, is there anyway I can do contracts without having to travel back to Shard and risk my little trader's head yet again?



Fedron says, "Sneeze and you'll step on somebody's toes, and there's no question they'll complain about it."

Fedron exclaims, "They're infringing on our superior sneezing ability!"
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Re: Question on Lost Caravans on 03/22/2005 07:06 AM CST
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<<My question is, is there anyway I can do contracts without having to travel back to Shard and risk my little trader's head yet again?

You can start by doing contracts in any province. Lots of traders have done well in Zoluren and Therengia while starting out. Play where you have fun otherwise its just work. Zoluren is fine for starting out and doing contracts even though you may loose a little money taking the ferry to leth if you have safe money practices you should do fine.




"All animals are equal but some animals are more equal than others." ~~ G.O.


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Re: Question on Lost Caravans on 03/22/2005 07:27 AM CST
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Greetings!

Have you tried renting a caravan again? If you haven't go ahead and try. It depends on how you lost it..by death if you stayed in game long enough after losing it, or by stabling if you logged out in time. If it says you have one stabled, you will have to go back down there to get it, unfortunately. I would just get it, return it and then wander back to where you want to trade. If they rent you a caravan it died and you will need to pay a fine but then can go about trading in whichever province you pick.

Couri
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Re: Question on Lost Caravans on 03/22/2005 09:55 AM CST
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>Lots of traders have done well in Zoluren and Therengia while starting out.

I've almost exclusively stuck to Zorluen, even though I was around before Darkling Wood and all the muck. Tried Shard and just didn't make the same kind of money. You see Zorluen has two advantages over Shard. 7 outposts and far greater margins because of the distances. With only 4 outposts (it was worse when I was trading there with 3) you can't really get the same kind of massive loads going the way you can with 7, and money in cargo is money thieves can't touch. Also, if you are rotating cargos with at least 2-3 on your caravan at all times, you're dropping off a load and getting a new one about as often as a Shard trader, which means you get the bigger margins of Zorluen and the frequency of Shard. Pretty good deal if you ask me.

Also, even the nasty swarming goblins out the west gate and reavers are nowhere near as nasty trail companions as steeds.

Particularly at low circle, where your loading fees eat most if not all of your profits, Illithi just doesn't make sense. Even more when you look at the magnifying effects of the dokoras/kronar exchange rate. Outposts charge 50 copper to load a caravan, no matter what kind of coppers. 50 copper dokoras is worth 62.5 kronar. With a trader, every single one of those coppers counts. That's just the nature of the beast. Ouch
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Re: Question on Lost Caravans on 03/22/2005 01:13 PM CST
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nope, you'll pay a coinage penalty for the loss of the caravan, but you won't have to risk life and limb. Trade in crossing for the time being until you have some defeneses worked up a bit. Shard unfortunately is not the "newbie trader" spot any more, ever since they put in the darkling woods outpost.

What you also might plan on,for the long term - go up to the area near dirge & the volcano, and practice digging yourself out there, until you learn some escaping. THeres no critters there <except during invasions>, so it will give you some practice in that skill so as when you DO go down to Shard, at least the escaping thing won't kill ya.

Also, purely a mechanical issue, but if theres alot of lag, don't trade down there, cause the steeds will be on you before you get out of RT between the climbing and waitingfor the caravan to arrive, following you...

bags/greeddy.


---
A scavenger troll arrives, scouring the area.

The scavenger troll exclaims, "I dinks I like da' Moongate!"

The scavenger troll bends over and picks up the Moongate. After appraising it, the troll places the Moongate in its frayed knapsack
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Re: Question on Lost Caravans on 03/22/2005 02:18 PM CST
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Hope you made it ok.
I sometimes think it's time for people to stop advising novice traders to go the Ilithi. When Darkling Wood was opened Godrich said it was possible to run contracts from the get-go, but it's certainly no cakewalk down there any more. To be safe in the mud I'd advise sitting in an escaping class for about ten lessons, and then being ready to retreat at an instant's notice in the steeds - imagine what it'd be like being kicked in the head by a horse IRL :)
Also making friendly to a few people in the area first helps, but that's a general rule anywhere.

Good trading.

Balshin
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Re: Question on Lost Caravans on 03/22/2005 02:20 PM CST
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Yep, what Bags said... :)
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Re: Question on Lost Caravans on 03/24/2005 01:14 AM CST
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Thanks for the advice everyone! I've been zooming around Zoluren with a new caravan. I'm working on escaping and combats, but I don't plan on going back to Shard anytime soon. There's a severe lack of drama in that place. There's nothing like doing contracts while listening to Crossing's thoughts. <snicker>



Fedron says, "Sneeze and you'll step on somebody's toes, and there's no question they'll complain about it."

Fedron exclaims, "They're infringing on our superior sneezing ability!"
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Re: Question on Lost Caravans on 03/24/2005 10:33 AM CST
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>There's nothing like doing contracts while listening to Crossing's thoughts.

Now there's the truth! <snicker> If you have a sense of humor, the Crossing gweth traffic is hysterical. There have been quite a few times I've laughed myself silly over the nonsense on the Crossing gweth.

I think its different as a trader though. Sorta like watching a Punch and Judy show. You're not really involved in it, so the insanity is funny. If you're involved and take it seriously, well, that's just pathetic.
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Re: Question on Lost Caravans on 08/04/2005 10:32 PM CDT
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I know this was a few months ago. Just wanted to say that one of the evil steeds killed me yesterday, and I was too terrified to go back down to south of Shard and look for my sithannik. Lo and behold, when wandering around Stone Clan later that day (later that real Earth day, I should say), long after the contract had expired, there was my sithannik at the Stone Clan stable.

I am not sure how it wandered up there, and maybe that's just for animals and not for caravans, but I was pretty pleased not to have to go back down to Illithi and only have to pay my 2000 K fee to get the little animal back...
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Stabled Caravans on 08/14/2005 11:56 PM CDT
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Is there any way to look up which stable I put my caravan? Thought it was at Crossin's stable... but it aint
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