Just curious as it takes a lot of time to make unique patterns and I would hate if the time is not well spent
[2.0] Queen's Colony
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- Rylec
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- Posts: 178
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- Location: Qeynos Province District
Re: [2.0] Queen's Colony
Hi [mention]Gangrenous[/mention] did you check the shoals and other fish loops I put up on the colony and observed any strange behaviours, or did you mean that comment in general from past experience (perhaps working with random pattern scripts)?
Just curious as it takes a lot of time to make unique patterns and I would hate if the time is not well spent
Just curious as it takes a lot of time to make unique patterns and I would hate if the time is not well spent

- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: [2.0] Queen's Colony
No. The last time I tried to get on the main server it was down. I am saying in general, attack something in the water and then walk back on to land to see what I am referring to.
Resident Dirty Hippy
- Rylec
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- Location: Qeynos Province District
Re: [2.0] Queen's Colony
Ahh, I understand what you mean. Hmm, never tried to attack a fish on the Emu yet - will see what happens. On Live it seems like there is a check to prevent fish to go on land - if we don't have that its something we need to look into at some point. Perhaps a check to kill aggro when a certain altitude for the spawn has been reached (which is the same altitude as the sea surface).

- Gangrenous
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- Rylec
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- Posts: 178
- Joined: Wed Sep 04, 2019 7:48 am
- Location: Qeynos Province District
- Rylec
- Team Member
- Posts: 178
- Joined: Wed Sep 04, 2019 7:48 am
- Location: Qeynos Province District
Re: [2.0] Queen's Colony
Quite a large area of the inner bay has been done (175 scripts added, most hidden in groups associations). On Live each spawn in this area is a PH for a trigger fish, reef turtle, shoal glider, needlefang, sawtooth shark and razortooth shark, but it would seem like there is a bigger chance to spawn a razortooth. I have tried to take this into account.

- Rylec
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Re: [2.0] Queen's Colony
Area 21 is complete. Its a rather small area, but for some reason SoE added 20 spawns here - so it feels a bit like a well stocked fish tank. Each spawn is an associated group with 6 different spawn types (PH).

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neatz09
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Re: [2.0] Queen's Colony
kickin ass in that zone man
- Rylec
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Re: [2.0] Queen's Colony
Area 22 complete. 20 associated groups with a total of 120 scripts. Adjusted the location of the statue that offers a quest. It was free floating in the water column so lowered it so its covered a bit by the sea bed by lowering it. I will check on Live at some point to get the exact same level of sea bed embedment.

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neatz09
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Re: [2.0] Queen's Colony
faction has been set up in zone
- Rylec
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Re: [2.0] Queen's Colony
The final batch of spawn script have been set up in the sea area of Queen's Colony. Next up is a clean up of some of the crabs on the beach and that one rocky island that I already set up. The reason for the clean up is that I tried to copy the way mobs move on Live: when they reach a waypoint the will first turn towards their new WP and then pause. This is not how the Emu does it right now (they don't turn until they start moving towards the new WP). On the Emu you have to set up a second WP just next to the 'real' WP and have the pause at the second WP. If the second WP is set up just right, then the spawn will reach the first WP and immediately move to the second WP, but since its very close it will simply turn around and not actually move.
I used this to great effect on the crabs on the rocky island (long story...), but somehow they don't work any longer. Now they turn around as planned but most will turn back to the heading of the first WP (if that makes sense).
In any case getting the way they act on Live implemented on the Emu is overall a good idea as it will make spawn movement in general look much more familiar to players.
After all this I finally get to move on the main Island of Queens' Colony and add the remainder of the missing spawn movement. It will be great to have a zone that resembles Live as close as possible as zones like these will be the first impression people get of the Emu.
I used this to great effect on the crabs on the rocky island (long story...), but somehow they don't work any longer. Now they turn around as planned but most will turn back to the heading of the first WP (if that makes sense).
In any case getting the way they act on Live implemented on the Emu is overall a good idea as it will make spawn movement in general look much more familiar to players.
After all this I finally get to move on the main Island of Queens' Colony and add the remainder of the missing spawn movement. It will be great to have a zone that resembles Live as close as possible as zones like these will be the first impression people get of the Emu.

- premierio015
- Posts: 10
- Joined: Tue Mar 24, 2020 10:28 am
Re: [2.0] Queen's Colony
I ask to change status of quests from "Done" to "Needs Work"
-"Tainted" - needs work, critical crash at moment when "Direspike" should spawn and item "A Parchment Scrap" and "Piece of Parchment" should be deleted from Inventory.
-"Joining the Forward Ranks - needs work, "Cleric Mara'Vaen" should use a spell on 3 "lost scouts" to complete quest step , atm she's do nothing.
-"Tainted" - needs work, critical crash at moment when "Direspike" should spawn and item "A Parchment Scrap" and "Piece of Parchment" should be deleted from Inventory.
-"Joining the Forward Ranks - needs work, "Cleric Mara'Vaen" should use a spell on 3 "lost scouts" to complete quest step , atm she's do nothing.
Last edited by premierio015 on Sun Apr 12, 2020 2:20 pm, edited 1 time in total.
- Rylec
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Re: [2.0] Queen's Colony
Done.premierio015 wrote: Thu Apr 09, 2020 4:36 am I ask to change status of quests from "Done" to "Needs Work"
-"Tainted" - needs work, critical crash at moment when "Direspike" should spawn and item "A Parchment Scrap" and "Piece of Parchment" should be deleted from Inventory.
-"Source of Evil" - needs work, "Cleric Mara'Vaen" should use a spell on 3 "lost scouts" to complete quest step , atm she's do nothing.

- Rylec
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Re: [2.0] Queen's Colony
Clean up of the beaches and the first rock island in the bay is done and 30 spawn scripts added to the final two rock islands (3 Giant Crabs on each island - each crab is associated group with 5 members to add variation). These crabs are a pain to set up btw, if in doubt (long story - ask me later if interested).

- Rylec
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Re: [2.0] Queen's Colony
premierio015 has added a lot of emotes, say and voiceovers to all the npcs. He also managed to fix the quest Tainted, so it doesn't crash the server anymore.
The area with the barricade got a spring clean:
- overall number of spawns has been aligned to match the numbers found on Live for each type of spawn
- Seaside falcons have movement now based on patterns collected from Live server
- grove deer movement has been changed from random movement to patterns collected from Live server (the random patterns create issues when you have obstacles in the area). Grove deers have also been made attackable. I also slightly reduced the size of the spawn type as we had really big deers on the Emu...
- missing spawn types have been added: tainted falcon, tainted grove deer and defiled grove deer. These are uncommon spawns in the lower part of this area on Live but were missing on the Emu. I have tried to emulate the frequency spawn with with on Live, but I suspect they spawn a bit more frequently during night time - I did not emulate this behavior on the Emu as I am not 100% sure (I would have to collect much more data than I felt this small issue warranted)
- tainted sapswill grunts behind trees have had more locations added (from Live) and spawn variation has been created by use of spawn association.
- tainted sapswill standing on stones in corner have also received more variation by collecting data from Live and implementing it using association on the Emu.
- dead soldiers locations have been added to align with Live and variation by use of association. premierio015 solved the issue with only female soldiers spawning on the Emu by checking the random gender option - I thought it was more complicated and would have involved another spawn type since the visual between the genders was so different on Live, but sometimes the solution is easier than expected
- tainted sapswill invaders have not been touched as they seem to work well. The spawn rate also seems similar to Live.
The area with the barricade got a spring clean:
- overall number of spawns has been aligned to match the numbers found on Live for each type of spawn
- Seaside falcons have movement now based on patterns collected from Live server
- grove deer movement has been changed from random movement to patterns collected from Live server (the random patterns create issues when you have obstacles in the area). Grove deers have also been made attackable. I also slightly reduced the size of the spawn type as we had really big deers on the Emu...
- missing spawn types have been added: tainted falcon, tainted grove deer and defiled grove deer. These are uncommon spawns in the lower part of this area on Live but were missing on the Emu. I have tried to emulate the frequency spawn with with on Live, but I suspect they spawn a bit more frequently during night time - I did not emulate this behavior on the Emu as I am not 100% sure (I would have to collect much more data than I felt this small issue warranted)
- tainted sapswill grunts behind trees have had more locations added (from Live) and spawn variation has been created by use of spawn association.
- tainted sapswill standing on stones in corner have also received more variation by collecting data from Live and implementing it using association on the Emu.
- dead soldiers locations have been added to align with Live and variation by use of association. premierio015 solved the issue with only female soldiers spawning on the Emu by checking the random gender option - I thought it was more complicated and would have involved another spawn type since the visual between the genders was so different on Live, but sometimes the solution is easier than expected
- tainted sapswill invaders have not been touched as they seem to work well. The spawn rate also seems similar to Live.

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