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BatMUD Forums > Castle > Re: module exits

 
 
#1
15 Dec 2003 21:06
 
 

Could someone please address the issue of exits in pcity modules? At the
moment, there is no way to tell what possible exits it has until after you
build it.

For example, if one decides to build a Library, and then tries to create an
entrance from below, you get the resulting message, "Room in up can't have
down exit." This makes city planning nearly impossible.

A simple fix would be to give access to all conceivable exits
(N,S,E,W,Up,Dwn) from all of the city modules. The sole exception I can think
of would be the bridge module, which wouldn't have an 'up' exit. A more
complex fix would be to write a help file which lists pertinent information
about the modules, including their use (and available exits). Ideally, both
could be done, although the simple fix would suffice.



 
 
 
Chaste
174d, 12h, 11m, 35s old
Level:
48
 
 
#2
24 Dec 2003 07:45
 
 
Chaste wrote:
Could someone please address the issue of exits in pcity modules? At the
moment, there is no way to tell what possible exits it has until after you
build it.

For example, if one decides to build a Library, and then tries to create an
entrance from below, you get the resulting message, "Room in up can't have
down exit." This makes city planning nearly impossible.

A simple fix would be to give access to all conceivable exits
(N,S,E,W,Up,Dwn) from all of the city modules. The sole exception I can think
of would be the bridge module, which wouldn't have an 'up' exit. A more
complex fix would be to write a help file which lists pertinent information
about the modules, including their use (and available exits). Ideally, both
could be done, although the simple fix would suffice.

Exits for ne, sw, se, nw would also be nice 8P

Sir the Master Merchant
For Pricing Information - "finger sir"


Sir the Master Merchant
For Pricing Information - "finger sir"

 
 
 
Sir
1y, 71d, 23h, 45m, 18s old
Level:
92
 
 
#3
27 Dec 2003 21:16
 
 
Sir wrote:
Exits for ne, sw, se, nw would also be nice 8P
I first thought that it would weaken the security of many cities to have
extra exits, but that isn't the case if the exits are not automatically
added. Outdoor rooms already have all possible exits automatically.
The only problems I see:
- Increases the disk space taken by all cities
- Enables to create even worse mazes than we
already probably have in some cities :)


 
 
 
Bisqwit
169d, 9h, 31m, 52s old
Level:
53
 
 
#4
27 Dec 2003 22:57
 
 
You should have replied to BS or something, where did you get those
"problems" as you call them? It just does not make sense that exits need to be
checked by building a tester module before planning anything, or maybe just
plan it on the fly and hope the exits fit before you see it's all fucked and
you have to purge. The result is horribly expensive or looks bad and really
takes away the freedom of designing a nice city from the council.

Disk space? Gimmeabreak. Mazes? I believe this (or one of the many many other
really annoying limitations in pcities) may be one of the reasons some people
have these "mazes" or whatever you call them. I think it could be because no
immortal hand seems to be willing to touch the old and (this is an
assumptation judging on how pcitys function) messy code for such reasons,
they'll rather add emotes or chew mortals..
This newsgroup is a joke anyways, when was the last time someone changed
anything.. besides adding modules, maybe the (oh yes so lovely but still not
itemized) stock command. Or do everyone think player cities work fine as they
are?


disclaimer: impoliteness unintentional. you shall not be offended.

 
 
 
Blnk
202d, 18h, 49m, 26s old
Level:
80
 
 
#5
10 Jan 2004 20:40
 
 
All indoor modules should now have n,e,s,w,ne,se,sw,nw,u and d as possible
exits. Feel free to report me if some module doesn't have this exit set.

This change is effective immediately for newly built rooms. For existing rooms
this is effective after boot.

Gront

 
 
 
Gront
A r c h w i z a r d
31y, 135d, 8h, 56m, 32s old
Level:
600 [Wizard]