Search found 15 matches
- Fri Jul 27, 2018 6:07 pm
- Forum: Bug reports
- Topic: "Find Corpse" permanent job command broken.
- Replies: 9
- Views: 3672
Re: "Find Corpse" permanent job command broken.
Also make sure your coroners aren't in the HOLD mode. And don't get angry, it's easy to miss, and i don't think you've stated anything on that matter, so just like Ocram said, we're checking all the possible scenarios :) I really don´t want be rude... and I still remember, that you already helped m...
- Thu Jul 26, 2018 8:17 pm
- Forum: Bug reports
- Topic: "Find Corpse" permanent job command broken.
- Replies: 9
- Views: 3672
Re: "Find Corpse" permanent job command broken.
I have encountered no problems either. Things need to be truly dead before they are picked up. You know what?!? Answers like this are making me angry! Do you think I´m stupid?!? If you would have read my opening thread, you could have noticed: Only when I manually pick up a corpse, they incinerate ...
- Thu Jul 26, 2018 7:57 pm
- Forum: Bug reports
- Topic: "Find Corpse" permanent job command broken.
- Replies: 9
- Views: 3672
Re: "Find Corpse" permanent job command broken.
It is working for me, did you try ctrl+shift+f11? Sorry, Ctrl+shift+F11 doesn´t do anything for me, except taking screenshots... And "No", I´m not that kind of idiot! I did understand that things must be dead... My recruits are just not executing the "Find Corpse" command. I do ...
- Sun Jul 22, 2018 10:10 am
- Forum: Bug reports
- Topic: "Find Corpse" permanent job command broken.
- Replies: 9
- Views: 3672
"Find Corpse" permanent job command broken.
Simple as it sounds, the permanent job to use my corpse disposals isn´t working anymore since the last update (19th july 2018). Especially the "Find Corpse" command won´t work. My Recruits can literally stand inside a pile of corpses, doing nothing. Only when I manually pick up a corpse, t...
- Sat Jul 21, 2018 10:25 am
- Forum: Bug reports
- Topic: More awful AI behavior (please review)
- Replies: 9
- Views: 2876
Re: More awful AI behavior (please review)
And you have the answer to avoiding this which is putting the food in any non-food-specific container. The AI when looking for things will only look in containers intended to hold that specific thing. At least this point is not 100% correct, as the AI does ideed look into non specific containers. I...
- Thu Jul 19, 2018 6:51 pm
- Forum: Bug reports
- Topic: More awful AI behavior (please review)
- Replies: 9
- Views: 2876
Re: More awful AI behavior (please review)
Thanks for that hint!Sol Lignum wrote: ↑Thu Jul 19, 2018 6:22 amI'd suggest you to build a shopcounter, they doesn't seem to be eating from there.
This is an acceptable workaround.
Changed the chest to a shopcounter, now my recruits do ignore it!
I can live with that, but still, I think that behaviour should be reworked.
Thanks!
- Thu Jul 19, 2018 6:04 pm
- Forum: Bug reports
- Topic: More awful AI behavior (please review)
- Replies: 9
- Views: 2876
Re: More awful AI behavior (please review)
Why can't you craft foodcubes though? Some kind of self-limitation, or i've missed something? :lol: I can´t, cause I can´t grow veggies or wheat in "The Swamps" The buggy AI happens to my turret guards. Everyone else is going into the kitchen for food. All other turret guards are walking ...
- Wed Jul 18, 2018 7:49 pm
- Forum: Bug reports
- Topic: More awful AI behavior (please review)
- Replies: 9
- Views: 2876
More awful AI behavior (please review)
I found another REALLY annoying ai problem! This time I do hope it gets a fix fast! In my gameplay, I have to BUY "Foodcubes" and "Ration Packs" I don´t have the possibility to create them. So I really, really REALLY want to spare them for long travels... That´s why I put them in...
- Wed Jul 18, 2018 4:38 pm
- Forum: Bug reports
- Topic: Bad AI on Slaver Boss
- Replies: 0
- Views: 1205
Bad AI on Slaver Boss
I only want to report this little issue: I was beating up some Swamp Ninjas near the Slave Markets. Then a few "Slave Hunters" attacked me. (You know these guys with the face mask and the worn out shorts) So I beat them up, too. I thought, I´d give them some of there own medicine. So I pic...
- Tue Jul 10, 2018 6:22 pm
- Forum: Modding
- Topic: I´d like to know, how to set NPCs weaponary to be more variable.
- Replies: 4
- Views: 1748
Re: I´d like to know, how to set NPCs weaponary to be more variable.
Oh! This just leads to another question! I want to add some hats to starving bandits. But just with a chance of 20% to added. The FCS says "If val 1 is < 0 then that will count as a possible [no item]..." but sadly, I can´t set val 1 to < 0. It´s just not possible... How do I do that?
- Sun Jul 08, 2018 11:24 am
- Forum: Modding
- Topic: I´d like to know, how to set NPCs weaponary to be more variable.
- Replies: 4
- Views: 1748
Re: I´d like to know, how to set NPCs weaponary to be more variable.
Yeah!
Seems to work just fine now!
Thanks for your explanation!
Seems to work just fine now!
Thanks for your explanation!
- Sun Jul 08, 2018 9:39 am
- Forum: Modding
- Topic: I´d like to know, how to set NPCs weaponary to be more variable.
- Replies: 4
- Views: 1748
I´d like to know, how to set NPCs weaponary to be more variable.
Hi everybody! I´m still trying to set the Variables correctly. As a simple example, I added longswords to the weapon tab of the Red Sabres. The FCS help say´s "Val0 is quantity, val1 is slot, val3 is chance..." But it seems that it has no effect, how I set the values, the Red Sabres ALWAYS...
- Sun Jul 08, 2018 9:33 am
- Forum: Bug reports
- Topic: Bad Ai behaviour, please check some time
- Replies: 2
- Views: 527
Re: Bad Ai behaviour, please check some time
OK, thanks!
- Sat Jul 07, 2018 11:14 am
- Forum: Bug reports
- Topic: Unique recruited NPCs should not respawn on import
- Replies: 13
- Views: 3052
Re: Unique recruited NPCs should not respawn on import
I can tell that "Headshot" is always respawning on import.
- Sat Jul 07, 2018 11:11 am
- Forum: Bug reports
- Topic: Bad Ai behaviour, please check some time
- Replies: 2
- Views: 527
Bad Ai behaviour, please check some time
Hi there! I´d like to report some awful AI. I just bought the house in Clownsteady. Set the house to private and locked the door. Then I´ve build some prisoner cages inside. After that, I caught me some rebel farmers to store them in there. Now some Slave Traders broke my door, enslaved my prisoner ...