Search found 6 matches
- Sun May 19, 2013 2:33 pm
- Forum: General
- Topic: Item Value Adjustments
- Replies: 5
- Views: 2447
Re: Item Value Adjustments
The NPC general survival instinct is the self preservation mode, but it simply makes the character protect himself and in very rare circumstances makes him run away (e.g. if he was downed and his weapons was looted). Making bandits stay away from the towns at all times is possible but that would be...
- Fri May 17, 2013 7:12 pm
- Forum: General
- Topic: Item Value Adjustments
- Replies: 5
- Views: 2447
Re: Item Value Adjustments
I still don't see that lowering the values of the items is a good way forward. Surely stopping bandits from being so suicidal would be better? If they were not so suicidal then killing them would be less trivial. The value of their gear isn't the problem, their AI is. Also, you don't have to use the...
- Thu May 16, 2013 5:56 pm
- Forum: General
- Topic: Item Value Adjustments
- Replies: 5
- Views: 2447
Re: Item Value Adjustments
Why? Who are you competing against for it to need to balance against enterprise? It's nice to find a game that does away with the notion that because it's on mook a it has no value. What I would rather see is mook loot coming from somewhere, rather than the ether. Mooks getting outfitted by their ba...
- Thu May 16, 2013 7:20 am
- Forum: Bug reports
- Topic: Pathfinding Bug
- Replies: 3
- Views: 608
Re: Pathfinding Bug
Yeah, my base is laid out along a grid-street pattern. The pathfinding bug happens when trying to go from one house to another on the other side of the road but the opposite end of the street too. They act like they're trying to remember if they left the gas on and locked the door - they run back up...
- Wed May 15, 2013 6:58 pm
- Forum: Bug reports
- Topic: Pathfinding Bug
- Replies: 3
- Views: 608
Pathfinding Bug
Hello. I've had a lot of problems with the pathfinding code. For example, I've put a hemp farm next to a small building with the waver in it. However every time the weaver goes to get hemp he gets stuck on the ramp out of the building. He can walk right through the point he's stuck on if I directly ...
- Sat May 11, 2013 4:21 pm
- Forum: Feature Requests
- Topic: resource type/area
- Replies: 8
- Views: 2207
Re: resource type/area
I actually really liked that I could place anything anywhere with some basic restrictions on where other stuff was (over-lapping, etc). It would be annoying to have to build several bases and then spend endless hours micro-managing my supply chain.