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BatMUD Forums > Guilds.sailor > Re: npc ship fixes

 
 
#1
07 Mar 2008 09:07
 
 
1) 'cruise compass' If it's not been coded.

2) Weaken the damn crew. It's fine with me that they flip, habotanks get
enough gravy as it is. But their hit points are absolutely crazy. They have
the hit points of monsters that AREN'T SUPPOSED TO BE KILLED.

 
Rating:
7
Votes:
13
 
 
Presence
325d, 17h, 10m, 38s old
Level:
56
 
 
#2
22 Mar 2008 15:23
 
 
Presence wrote:
1) 'cruise compass' If it's not been coded.

2) Weaken the damn crew. It's fine with me that they flip, habotanks get
enough gravy as it is. But their hit points are absolutely crazy. They have
the hit points of monsters that AREN'T SUPPOSED TO BE KILLED.
I'm definitely working on (2), although the bug is eluding me. So far (since
it is easier to test for), I've made it so that crew won't get those insane
cold/phys resistances anymore.

That change will be effective for any npc ships loaded from now on.

Melemkor

 
Rating:
1
Votes:
1
 
 
Melemkor
A r c h w i z a r d
32y, 187d, 13h, 55m, 32s old
Level:
200 [Wizard]
 
 
#3
22 Mar 2008 15:54
 
 
Melemkor wrote:
Presence wrote:
1) 'cruise compass' If it's not been coded.

2) Weaken the damn crew. It's fine with me that they flip, habotanks get
enough gravy as it is. But their hit points are absolutely crazy. They have
the hit points of monsters that AREN'T SUPPOSED TO BE KILLED.
I'm definitely working on (2), although the bug is eluding me. So far (since
it is easier to test for), I've made it so that crew won't get those insane
cold/phys resistances anymore.

That change will be effective for any npc ships loaded from now on.

Melemkor

NPC crew levels have now been reduced; keep me informed on the challenge
level. Also, keep in mind that if a compass has 3 gems for a class 2 ship...
well, that might be a sign of the difficulty level of the crew as well.

Melemkor

 
 
 
Melemkor
A r c h w i z a r d
32y, 187d, 13h, 55m, 32s old
Level:
200 [Wizard]