Imbuements

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Draugor
Myth
Posts: 1815
Joined: 06 Mar 2012 00:14

Re: Imbuements

Post by Draugor » 07 Jan 2015 20:22

Icarus wrote:
Cherek wrote:Sorry Icarus, your last post got removed by accident.:( I was attempting to remove my own post but accidentally hit the "X" on the post above. The dangers of being a moderator I guess... heh

Feel free to repost it. Sorry again!
Removing two posts too, good job ;)

I was just saying that if they want to fix this problem from happening (draconian's death results) from killing/wimping captain, either make them (or at least the ones who can get in contact with draconians) immune to the various damages from the draconians. Problem exists with the cook on Icewall too, a lightning cloud enters she panics, she won't be selling anymore, nor will she return to the kitchen, and she can't be killed.

Or better yet, lets just remove all the draconians, heck, remove the whining dragonarmies all together, it'll solve more than one problem :D
Or remove the triggerhunting Calians? :P Mebbe remove the people that use game mechanics to kill ship captains, sounds like a plan

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Snowrose
Rising Hero
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Joined: 09 Mar 2012 22:04
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Re: Imbuements

Post by Snowrose » 08 Jan 2015 09:11

workaround for the newport ship breakdown:
1. try one of the circle routes
2. go to faerie there is a portal directly to solace not far from the docks
so even if somone desided to kill every ship to krynn you can still get there from faerie the elf town south of sparkle. last i checked you cant kill portal captians.

i have noticed that genesis has a few back doors into important questing zones even if they removed a lot of the shiplines
:) happy questing!

Icarus
Veteran
Posts: 244
Joined: 04 Dec 2012 20:54

Re: Imbuements

Post by Icarus » 08 Jan 2015 12:32

Cherek wrote:
Icarus wrote:
Cherek wrote:Sorry Icarus, your last post got removed by accident.:( I was attempting to remove my own post but accidentally hit the "X" on the post above. The dangers of being a moderator I guess... heh

Feel free to repost it. Sorry again!
Removing two posts too, good job ;)

I was just saying that if they want to fix this problem from happening (draconian's death results) from killing/wimping captain, either make them (or at least the ones who can get in contact with draconians) immune to the various damages from the draconians. Problem exists with the cook on Icewall too, a lightning cloud enters she panics, she won't be selling anymore, nor will she return to the kitchen, and she can't be killed.

Or better yet, lets just remove all the draconians, heck, remove the whining dragonarmies all together, it'll solve more than one problem :D
Uh yeah totally my mistake. Two even? I was hoping it was only my own and one of your, but guess I got two of yours. Well I have now learned which "X" goes with which post the hard way.:)

And yes, there should of course be some type of code stopping accidental things like the ones you describe from happening. The room does have code that should stop troops from spawning there though... so the original coder does seem to have thought about it. I wonder how the draconians got there. I suppose the war and ship systems have been redone a few times since they were originally coded though so... something unexpected obviously happened.
Oh, they do not spawn there, Cherek, but they wander. I would say that the captains frequenting Newports by now have so much experience in the presence of dragonarmy troops that, hey, lets go talk to a WoHS or an alchemist, and have something (nonstealable) that will protect them from the fear of dragons and damage from the magic that draconians have, not to mention giving them divine protection versus attacks.
Draugor wrote:Or remove the triggerhunting Calians? :P Mebbe remove the people that use game mechanics to kill ship captains, sounds like a plan
Actually, Draugor, if you didn't notice, we didn't kill the captain, by the time the captain was damaged, we were on the boat, unaware of what happened with your troops at the pier. The fact that game mechanics can ruin your day is a bonus, but far from intentional.
Flee you fools!

Draugor
Myth
Posts: 1815
Joined: 06 Mar 2012 00:14

Re: Imbuements

Post by Draugor » 08 Jan 2015 16:22

Icarus wrote: Actually, Draugor, if you didn't notice, we didn't kill the captain, by the time the captain was damaged, we were on the boat, unaware of what happened with your troops at the pier. The fact that game mechanics can ruin your day is a bonus, but far from intentional.

Someone claimed to have been part of the team, lemme guess, det a bunch of dracs into the room, kill then and let the captain die in the fires and crap? :P

Icarus
Veteran
Posts: 244
Joined: 04 Dec 2012 20:54

Re: Imbuements

Post by Icarus » 08 Jan 2015 17:22

Draugor wrote:
Icarus wrote: Actually, Draugor, if you didn't notice, we didn't kill the captain, by the time the captain was damaged, we were on the boat, unaware of what happened with your troops at the pier. The fact that game mechanics can ruin your day is a bonus, but far from intentional.

Someone claimed to have been part of the team, lemme guess, det a bunch of dracs into the room, kill then and let the captain die in the fires and crap? :P
Actually, there were no sivaks or auraks in the team, so what actually killed this captain, or made him leave the room so he couldn't board (I'm not sure which, as we were on the boat by then) were ACID from the kapaks... Now there's a brave captain. I sincerely believe, however, that a captain who frequents Newports, and have done so for as many years as these have, would have learned some form of divine protection against such things, and if not, I suggest some deity should consider praying for these poor souls and provide some sort of immunity to them.

As I said, we did not want nor intend for this to happen, as it inconvenienced us as well.
Flee you fools!

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