The Overland Travel Map

Ideas and suggestions for game mechanics and rules.
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NESchampion
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The Overland Travel Map

Post by NESchampion »

Zelk suggested a small adjustment that would help immensely with this setup. Currently when you go to the overland travel area, if you have a party of more than four people often times the leader will get blocked in by the now invisible characters following him and be unable to continue. This often requires the party to be split up, which is a poor choice as well in terms of time taken to travel and character safety when triggering encounters on the road.

To help resolve this issue, making it so invisible characters in the party have cutsceneghost effects or are otherwise not blocking the lead character from traveling through them, like with the new emotes.

Thoughts?
Current PC: Olaf - The Silver Marches
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AcadiusLost
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Re: The Overland Travel Map

Post by AcadiusLost »

The followers /should/ be flagged as collision-disabled while on the travel map. It is possible this is not happening in some contexts, as there are a number of tricky conditions in the scripting. I'll see about a review/upgrade of some of those scripts in the near future, since AFAIK the bardic inspiration thing still causes crashes there anyway.
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NESchampion
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Re: The Overland Travel Map

Post by NESchampion »

AcadiusLost wrote:The followers /should/ be flagged as collision-disabled while on the travel map. It is possible this is not happening in some contexts, as there are a number of tricky conditions in the scripting. I'll see about a review/upgrade of some of those scripts in the near future, since AFAIK the bardic inspiration thing still causes crashes there anyway.
For as long as I've played on TSM followers cause collisions in all situations on the overland map, often trapping the party on the road as the number of people increases. Mouse clicking won't let you past and keyboard movement stalls out when you bump into their invisible avatars as well.
Current PC: Olaf - The Silver Marches
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CloudDancing
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Re: The Overland Travel Map

Post by CloudDancing »

With the various issues with the travel map (bardic crashing, crashings, getting ported back miles and miles away from your destination, getting ported to the wrong road encounter, pets getting removed from play, and locking peoples movement speed on their bic), the complicated mass of scripting that is, perhaps it might be better to switch into the stand alone campaign format.

This is where there are icons presented on a cutscene map, the player/party leader clicks where they are going, and the appropriate die is rolled for encounter possibilities.
Exodus's travel map works as tsms does, but has more elements of the click and AT map, but oddly I have not seen their travel map have any issues as above ever.
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