Character Speed

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AuthorTopic: Character Speed
Apprentice
Member # 5604
Profile #0
I am playing Geneforge 3 and the main character and my creations go super-duper wholy moly speed but Greta and Alwan go the normal slow speed. Why are my characters going so fast and how can I stop them?
Posts: 32 | Registered: Friday, March 18 2005 08:00
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Member # 869
Profile Homepage #1
Did you install an editor?

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Apprentice
Member # 5604
Profile #2
Yes, I think I did.
Posts: 32 | Registered: Friday, March 18 2005 08:00
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Member # 869
Profile Homepage #3
Uninstall it.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Apprentice
Member # 5604
Profile #4
Still not working.
Posts: 32 | Registered: Friday, March 18 2005 08:00
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Member # 869
Profile Homepage #5
Did you remember to replace the edited gf3itemschars.txt with the original? That's the file where monster walking speeds are stored.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Apprentice
Member # 5604
Profile #6
Yes I did. But if the speed is stored in there, I can change it. What is the normal walking speed?
Posts: 32 | Registered: Friday, March 18 2005 08:00
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Member # 869
Profile Homepage #7
For most creatures, it's 24.

Exceptions:
Ornks are 12.
Serviles are 14.
All immobile creatures (spawners, turrets, etc.) are 0.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Apprentice
Member # 7407
Profile #8
But what would happen if sprawners could move? :(

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Posts: 22 | Registered: Monday, August 21 2006 07:00
Agent
Member # 5814
Profile #9
They'd probably not move anyway because they probably don't have any directions to move. On the off chance that Jeff simply copied his code again (!), it would probably chase after you and crap out a creation every few turns.

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quote:
Originally written by Kelandon
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Posts: 1115 | Registered: Sunday, May 15 2005 07:00
Agent
Member # 1934
Profile Homepage #10
I can't imagine what having pylons chasing you around would be like.

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Posts: 1169 | Registered: Monday, September 23 2002 07:00
Councilor
Member # 6600
Profile Homepage #11
Like spawners, pylons have their own script. They don't move (at least in G1) when their walking speed is changed.

However, Dikiyoba did get some turrets to chase Dikiyoba's character around, and that was an amusing experience.
Posts: 4346 | Registered: Friday, December 23 2005 08:00
Shock Trooper
Member # 3513
Profile Homepage #12
quote:
Originally written by Dikiyoba:

However, Dikiyoba did get some turrets to chase Dikiyoba's character around, and that was an amusing experience.
That sounds both amusing and terrifying.

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Nobody appreciates me. It's all "Igor! Fetch some wine!" "Igor! Clean up this experiment!" or "Igor! Bury this in the garden, we're leaving town in 10 minutes!"

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Posts: 301 | Registered: Thursday, October 2 2003 07:00
Law Bringer
Member # 6785
Profile #13
Mobile turrets would be more fun. Now that might have made Avernum 4 more interesting. No more sitting outside of attack range and blasting them.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Agent
Member # 2820
Profile #14
Admittedly the turrets are an awfully weak junior version of pylons, but they're an OK substitute for active guards or defenses when the terrain is constructed to their advantage.

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Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Agent
Member # 2759
Profile Homepage #15
Except in A4 they're a useless form of defense, since they have a shorter attack range than the player does.

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"I can't read this thread with that image. But then, that's not a complaint." -Scorpius

Geneforge 4 stuff. Also, everything I know about Avernum | Avernum 2 | Avernum 3 | Avernum 4
Posts: 1104 | Registered: Monday, March 10 2003 08:00