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Tooo fast respawn

Posted: Mon Feb 18, 2002 12:58 am
by Marcus
If the party encountering an opponent, killing them, turn around, go four to ten steps, turn around again and voila the opponent is respawned.
Sometimes this can happen while fighting.
Only because the opponents are no challenge, often the party will survive.
If sometimes the combat-system is fixed, the respawn-rate will be a big problem!

Re: Tooo fast respawn

Posted: Mon Feb 18, 2002 8:24 am
by drcode
Are you playing with a bigger area than 320x200?

Re: Tooo fast respawn

Posted: Mon Feb 18, 2002 9:04 am
by Marcus
Yes, thats right, first i played with 512x384.
After i have read your answer i have tested it now with 300x200 and its the same problem.

Here you can find a savegame where you can test it realtively good: http://www.uogilden.de/exult91bg.sav

Go near the house on the hill where the ladder stands. Than wait a moment until the opponents came out of the house. Go little bit away from house, so that the opponents follows you. Then fight them. After all killed, and you go back to the haouse, the next respawned came out.
Sometimes if you fight to near to the house. After the first fight is over, the next opponents came instantly out of the house.

Re: Tooo fast respawn

Posted: Mon Feb 18, 2002 10:16 am
by drcode
Thanks. I'll try this when I get home tonight. I can also try it with the original U7 after I get the coordinates.

Re: Tooo fast respawn

Posted: Mon Feb 18, 2002 10:50 am
by Pan Sola
Haha, yeah when I was playing SI I get the same problem too.

One instance that's truely memorable is when I first got to the ice
plains, the first or the second cave there was a polar bear cave.

I entered, saw a polar bear, hit 'C' to start attacking, but as I
walk further into the cave, more popped up (yeah, as I walk towards
the spawning egg!). In the end my party won, killing 20+ polar
bears (and I'm not exaggerating, there were literally 20~30 polar
bears there).

And even though I have a super party of 9 (I didn't use the
cheat menu to get them in the party, I use the resurrection
exploit), with the best items I can get w/o cheating (everyone
had magic leggings and boots bought in Moonshade, most have
magic gauntlet, and armor are at least plate from Monitor, if
not better), like 2 or 3 of my party members died (I think an
automaton and Iolo, who was using a ranged weapon).

And when I was fighting those 20+ polar bears, my AMD 600
with 192 mb of RAM was lagging. I did have ICQ and AIM
running in the background, but they don't usually give me a problem,
so I must assume it's due to the sheer number of NPCs trying
to kill each other and trying to pathfind.

that was quite a mess, the cave, after I was done with the bears...

ps. I was playing with a snapshot less than a week old.

Pan Sola
aka notAdragon
aka norApremium

Re: Tooo fast respawn

Posted: Mon Feb 18, 2002 11:10 am
by Pan Sola
... and I read in a walkthrough later, that there was supposed to be
"a polar bear" in the cave. Gosh was I laughing (-:

Pan Sola
aka notAdragon
aka norApremium

Re: Tooo fast respawn

Posted: Tue Feb 19, 2002 1:24 am
by Marcus
Meanwhile i have tested it on 2 other systems, and have figured out the same problems. I have only done this, to make sure its not a one-system problem.

Re: Tooo fast respawn

Posted: Tue Feb 19, 2002 7:58 am
by drcode
I tried going to the same spot in the original U7, and the same thing happens. You just have to walk until the 'treehouse' is off the screen, and the pirate and mage will be there again when you walk back.

Re: Tooo fast respawn

Posted: Tue Feb 19, 2002 9:56 am
by Marcus
In other places same happens.

Do you have an idea of getting it fixed?

Re: Tooo fast respawn

Posted: Tue Feb 19, 2002 11:10 am
by Telemachos
A respawn is really just the triggering of an egg no? (Guessing).

If eggs are split into different classes of eggs you could maybe recognize a spawn egg and set a "lastTriggerTime" on it... and then (hardcode) it to only trigger if it's normal triggering conditions are fulfilled AND a certain amount of time has passed. That should solve that problem in an easy way?

- Telemachos

Re: Tooo fast respawn

Posted: Tue Feb 19, 2002 1:07 pm
by drcode
Telemachos: Yes, that would be the way to solve it. But we're not going to do anything until after release 1.00. There are places in the game, like the Test of Love in FoV, that I'm pretty sure would break: You'd walk away from the golems, then come back to find that they're no longer there. We'd have to check more than just time, like maybe whether the created monsters are hostile.

Re: Tooo fast respawn

Posted: Tue Feb 19, 2002 1:10 pm
by wjp
How about (also) keeping track of the created monsters? If they are killed, wait a while before respawning. If they are just swapped out (ie. you ran away), immediately respawn them.

Re: Tooo fast respawn

Posted: Tue Feb 19, 2002 3:12 pm
by sprodfish
that bug's not bad when you're hunting deer
find a spawn and you have as many deer as you can slaughter :P

Re: Tooo fast respawn

Posted: Wed Feb 20, 2002 6:36 am
by Colourless
Ok, I'm not so sure this is so much of a bug really. There were some cases in Serpent Isle where there were seemingly infinite spawn spots. Exult's egg handling acts virtually the same as the original.

So, what I ask is can someone check the same spot in the original to see if Exult's behaviour is actually different. I swear the polar bear thing is the same with both.

-Colourless Dragon

Re: Tooo fast respawn

Posted: Wed Feb 20, 2002 9:04 am
by drcode
I didn't check that one. But for the 2-3 BG cases I checked, the original also respawned.

It will be nice to fix this, but it will take a lot of testing afterwards to make sure we haven't broken something plot-related. So it will probably wait until after 1.00.

Re: Tooo fast respawn

Posted: Wed Feb 20, 2002 11:14 am
by Cthulu
Hehe why fix it? Bugs make games funner, defying the laws of pyshics is a right bit o' fun, who new there were more polar bears in SI then people!!!

Re: Tooo fast respawn

Posted: Wed Feb 20, 2002 1:48 pm
by SB-X
So if Exult mimics a bug in U7 exactly, it is not considered a bug anymore? :)

Re: Tooo fast respawn

Posted: Wed Feb 20, 2002 3:35 pm
by XxVenomxX
Maybe call it a 'vintange bug' ;)

Re: Tooo fast respawn

Posted: Wed Feb 20, 2002 3:40 pm
by Darke
Nah, it's a 'backwards compatibility feature'. *grin*

Darke
(Who was going to include buzzwords clipped from MSDN to describe it, but that thought felt icky.)

Re: Tooo fast respawn

Posted: Wed Feb 20, 2002 4:32 pm
by suraimu
Goddamnit, what happened to 'Exult is not Ultima'? :P

Re: Tooo fast respawn

Posted: Wed Feb 20, 2002 11:00 pm
by notAdragon
Hmm... perhaps after 1.00 is out, and respawn rate is looked into, then
create (yet another) user-setting where the user can configure the
respawn rate via a slider.

Just trying to complicate life d-:

notAdragon
aka norApremium