Ranger Archive

Thread: Oh trap...

agent156
Wed Jul 20, 2005 2:48 pm
#14

Oh ya I just remembered some hing. The first time I saw this, and lots of other people did at the same time, was the first day PopTarts went sticky during the CU test. So when they where bugging up the AI vs. PopTarts... and most of the other traps at the same time... they might have introduced this problem.
Calculus_Entropy
Wed Jul 20, 2005 3:40 pm
#15

So, BioEngine, were the 0(0) critters in the no build zone as well? Maybe we have nailed the bug(s) down?



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BioEngine
Wed Jul 20, 2005 3:48 pm
#16






Calculus_Entropy wrote:
So, BioEngine, were the 0(0) critters in the no build zone as well? Maybe we have nailed the bug(s) down?




Heck, how am I supposed to know where the no-build zones are?



Do you mean outside the cities? Because I've encountered it out on a mission lair when the waypoint moves and a lair clones itself, giving one lair as the no-trapping no-harvesting group on Naboo missions from Player Cities.





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Zaene1
Wed Jul 20, 2005 4:06 pm
#17

The creatures I encountered with this problem was just outside Theed but still within the no build zone.





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LastEE
Wed Jul 20, 2005 5:40 pm
#18

Happened to me with Krayts then all the critters around me after they broke while working on the krayt and had to do a retreat of my own and come back and try again (pop-tart perma-root broke for no good reason, but this was one of my first times trying it with a major spawn). It was indeed an area where the spawns were coming and going willy-nilly and may have been considered a no-build zone because of proxmity to a number of PvP(?) bases (no NPCs in the faction bases). This was a couple of publishes ago.



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Calculus_Entropy
Wed Jul 20, 2005 9:13 pm
#19



BioEngine wrote:


Calculus_Entropy wrote:
So, BioEngine, were the 0(0) critters in the no build zone as well? Maybe we have nailed the bug(s) down?

Heck, how am I supposed to know where the no-build zones are?

Do you mean outside the cities? Because I've encountered it out on a mission lair when the waypoint moves and a lair clones itself, giving one lair as the no-trapping no-harvesting group on Naboo missions from Player Cities.




Yes, bascially outside of cities (anywhere that you CAN'T build a camp). I think mission lairs only occur outside no build zones (right?), so that may kill that theory.



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Almagill
Thu Jul 21, 2005 9:13 am
#20



BioEngine wrote:


Calculus_Entropy wrote:
So, BioEngine, were the 0(0) critters in the no build zone as well? Maybe we have nailed the bug(s) down?

Heck, how am I supposed to know where the no-build zones are?

Do you mean outside the cities? Because I've encountered it out on a mission lair when the waypoint moves and a lair clones itself, giving one lair as the no-trapping no-harvesting group on Naboo missions from Player Cities.






From the edge of town, where you get the "You're now leaving Mos Diddley" to 'about' 500m out where the player houses astart to appear again.


I went back out this afternoon, on WH, Bria and Infinity, and checked in the same area I was having the problem in tother day and....
nada. All was normal. All creatures had stats, were trappable, etc.

Well, apart from on WH where there were no wild spawns at all in the NBZ round Espa, but then again it was just after server up, so maybe things hadn't started popping yet.



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RenshaGrangle
Thu Jul 21, 2005 11:47 am
#21


I'm pretty sure it's not a build zone problem. I had this many times 2 nights ago. And one of those times I was on a spot with 2 lairs very close together and the beasts were intermingled. I didn't move a step, but one kind of beast was trappable and the other gave the error message.



Maybe one lair was in and one was out? I dunno.




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