Brainybuffoon wrote:
I'm just about at the limit of my creativity. Could someone give me a tip? (Don't give away the whole rule, though; if you do, I'll be angry at you until the end of time.)
That's actually quite scary. Are you trying to intimidate us?
I've been staring at Seventh 3N for several hours now, and I can't figure out how "those nasty things" decide which way to go. Here are some of the things I've considered and disproven:
There are a set of rules about serpent movements, not just one, I believe.
Serpent's head faces Beethro
Well, what's wrong with that? If it is pointing at you, it can "
see"
you, so it will make a direct attack for you.
Serpent's head doesn't face Beethro
That depends. If a serpent doesn't face Beethro directly, but it is close to the general direction, it probably will try to attack you. If it is facing the other way, then it's unlikely to attack you at first, although once it gets room to turn, it almost inevitably will. There is one special situation, however, where you can have full control (to a point) over a serpent by standing in a special place relative to the head. Try playing in the editor to find out.
Eyes open (or closed)
The blinking is just a cosmetic effect. It doesn't affect a monster's movement.
Matching the color of the floor tiles
This doesn't have any effect either.
Serpent's tail faces Beethro (or doesn't)
The tail doesn't have much to do with the movement pattern, except if it happens to be in the way of the head.
Beethro is in a particular quadrant (or octant, etc.) of the serpent's vision
This is quite important, actually. Due to the non-diagonal movement of the serpent, its eyes are also not designed to be very good at diagonal vision. Standing in different places relative to the head could cause it to lose sight of you, and so not attack you.
Spawn countdown or other turn-counting tricks
There is a well-known special type of serpent movement to do with counting and the spawn counter. You can see this most clearly in large, open areas when a serpent is located diagonally opposite from you.
Beethro is aligned in a particular way with the walls
Walls play an important part in the movement only if they are in the way of the serpent's head. You can use walls to encourage serpents to move in certain directions, however.
The best way to try to understand a monster is to create a room in the editor and experiment with it. You can discover all sorts of interesting features of a monster this way.
Are these hints enough, and do they remain cryptic enough to avoid revealing too much about serpents?
[Edited by agaricus5 on 07-29-2004 at 10:15 PM GMT]
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Resident Medic/Mycologist