Architect Archive

Thread: Am I the only one thats noticed this?

Aradith
Fri Aug 08, 2003 10:10 am
#1

I've noticed that while placing my harvesters in the overhead screen that creature spawns affect where we can place structures.


here is what happened:


I double click a medium harvester. I'm looking around at where all I can place it. I was looking for approx. 2 minutes. Then I decide on a spot. I hover it there for about 10 seconds while deciding. As I was about to place it some creatures spawned in the area and the yellow can't build here background spawned with them.


Beforehand there weren't any creatures in the area. I personally believe that this is not cool. Why should we have to wipe out creature lairs just to see where all we can place a harvester. Along with large footprints that make it hard to place harvesters, we also have creatures.


Anyone else notice this?

GrangerAldwin
Fri Aug 08, 2003 10:51 am
#2

Yes, I have noticed this myself. Just whip out that CDEF Carbine and start clearing a path. Someone's gotta bulldoze the land so you can expand. It might as well be you. I'm not a combatant, but I have to do it myself from time to time.

The reason for this, I'm speculating, is that the developers don't want buildings being placed over lairs and vice-versa. This ring around the lair is probably to prevent this.

ArnieTech
Fri Aug 08, 2003 10:52 am
#3

Actually it is not the creatures spawning, it is their lairs/poi. Lairs and settlements as well as PC camps affect the build areas.



Arnie [Unity]
human on Test Center
Master Artisan :Master Architect
Knocky
Fri Aug 08, 2003 10:53 am
#4

It is an excellant feature. It encourages Artisan types to learn how to fight.
Aradith
Fri Aug 08, 2003 10:59 am
#5

Well its not a problem for me but for those artisans that don't have combat skills what are they going to do? What if its one of those harder spawns? I'd like to see an artisan without combat skills take out a spawn of leviasqualls. that would be funny.
Aradith
Fri Aug 08, 2003 11:00 am
#6

doh, where's that edit button again. I guess I just think of it as poor planning. Any casual player that is out in the wilderness at their harvester who doesn't have a bunch of time to get someone to come and clear the spawn for them, well I just don't see it happening.

AndonSage2
Fri Aug 08, 2003 4:09 pm
#7

I suggest anyone placing harvesters needs to have both a weapon (e.g. Pistol) branch and the Exploration branch from scout. You WILL run into critters you'll have to kill, either to place or tend your harvesters. And the Exploration tree is for running away when those Bocatts spawn on you


Kristi Morningstar, Master Architect, Chilastra, Tatooine, near Mos Eisley, House Arcanum


yladar
Fri Aug 08, 2003 4:59 pm
#8

Same thing happened to me. Went to check on some of my harvesters and place an additional one. When I went to place the harvester it was all yellowed out, with my already setup harvesters right in the middle.


As for picking up Pistol and Exploration skills, very good idea. You won't be able to take on anything too strong but will help with cleaning up.






Ekiedre Wiosowovi
Kauri Server - Architect
---------------------------------------------------------------------------------------------------------------------
"If you define cowardice as running at the first sign of danger, screaming and tripping and begging for mercy, then yes, Mr. Brave man, I guess I'm a coward."
CyberDeity
Sat Aug 09, 2003 12:32 am
#9

The problem related to this is that since it's a 'planned spawn area', when you build on it, you risk spawns blending into your structure. I had an imperial installation blend into my house, blocking the door. I couldn't get into my house to pay maintenance, etc. I was not tough enough at the time to take on the 3 red-con imperials, so I had to round up a group in town to take them out. Thank goodness some of my customers then were nice enough to help me out. lol

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