Search found 37 matches

by CarnageAce
Sun Oct 14, 2018 11:39 am
Forum: Bug reports
Topic: Enimies stuck on wall cant kill or get to them
Replies: 1
Views: 302

Re: Enimies stuck on wall cant kill or get to them (0.99.1)

(0.99.1) repeatable, second crash file added . Also behind this wall are materials that can not be picked up, an auto engineer will go there to pick them up ignoring other stuff if it he needs the materials and just stand there until materials are put in his pack or is forced to do something else. I...
by CarnageAce
Sun Oct 14, 2018 7:22 am
Forum: Bug reports
Topic: Enimies stuck on wall cant kill or get to them
Replies: 1
Views: 302

Enimies stuck on wall cant kill or get to them

my Out post got attacked, enemies walked onto my wall from outside in an area that cant be walked on. My squad could target them but invisible barrier stopped bolts hitting them, I decided to delete the wall they stood on they fell to ground got shot an died, I tried to pick up materials, a spot lig...
by CarnageAce
Fri Oct 05, 2018 4:13 pm
Forum: Bug reports
Topic: Move NPC to new Squad (0.99.1)
Replies: 0
Views: 208

Move NPC to new Squad (0.99.1)

was moving characters from one squad to a new squad and it crashed
by CarnageAce
Wed Nov 30, 2016 4:30 pm
Forum: Bug reports
Topic: [0.95.4]+[0.95.5] crash on combat start
Replies: 6
Views: 1040

Re: [0.95.4]+[0.95.5] crash on combat start

It hasn't crashed yet I am willing to think the .6 patch fixed it, if it does will post what I can, logs a dump and or save.
by CarnageAce
Wed Nov 30, 2016 9:22 am
Forum: Bug reports
Topic: [0.95.4]+[0.95.5] crash on combat start
Replies: 6
Views: 1040

Re: [0.95.4]+[0.95.5] crash on combat start

sorry not at present I overwrite one set of saves, next time it happens if it happens I will zip the closest save to it, but when travelling I tend to use the quick save. I will also make a quick save near the start of each combat in case that one crashes.
by CarnageAce
Mon Nov 28, 2016 10:57 pm
Forum: Bug reports
Topic: [0.95.4]+[0.95.5] crash on combat start
Replies: 6
Views: 1040

Re: [0.95.4] crash on combat start

its happened several more times, but mostly on just combat in particular a second lot of combat. A combat starts, my group wins they start to bandage, another group starts combat and it crashes its possible that a member of the first combat is getting up at the same time this may have a part to play...
by CarnageAce
Sun Nov 27, 2016 2:30 pm
Forum: Feature Requests
Topic: Utility Items in the belt slot
Replies: 18
Views: 2528

Re: Utility Items in the belt slot

Task List : a list of jobs to do in order, it would work like the current permanent jobs but each would be done in order with no attempt to optimise by doing jobs on the way. (it should stop the decision loop they sometimes get stuck in at present)
by CarnageAce
Sun Nov 27, 2016 5:00 am
Forum: Bug reports
Topic: [0.95.4]+[0.95.5] crash on combat start
Replies: 6
Views: 1040

[0.95.4]+[0.95.5] crash on combat start

Set my group running from waystation to hub, click sent 1 character with rest on bodyguard mode, on fast forward time speed, something initiated combat with group bodyguards went red stripe/engaged, game crashed, no crash dump made here are log files with closest time stamp. edit: its happened a sec...
by CarnageAce
Fri Nov 25, 2016 10:33 pm
Forum: Feature Requests
Topic: Martial arts training equipment
Replies: 1
Views: 384

Re: Martial arts training equipment

I was thinking the same thing. A separate set of 3 dummies for martial arts up to skill level 30, and perhaps using the existing ones without a weapon up to skill 15 as the are designed for weapons not hands and feet.
by CarnageAce
Fri Nov 25, 2016 10:17 pm
Forum: Feature Requests
Topic: Make farms more visable
Replies: 0
Views: 203

Make farms more visable

When you place several farms at once you can position them relatively well, but when you want to add a new farm next to an existing one unless its crops are growing its very hard to see the fence posts/poles sticking up. The suggestion is to show the tilled ground perhaps with nice graphic furrows o...
by CarnageAce
Fri Nov 25, 2016 10:08 pm
Forum: Feature Requests
Topic: Highlight Key for NPCs... Alive and Dead
Replies: 10
Views: 1880

Re: Highlight Key for NPCs... Alive and Dead

Corpse/unconscious being highlighted would be a big help, with the current bug of them falling under the ground and when the battle spreads over a large area and your not even sure what direction to look for the bodies.
by CarnageAce
Fri Nov 25, 2016 7:22 am
Forum: Bug reports
Topic: [0.95.3] character ran away and game crashed
Replies: 0
Views: 215

[0.95.3] character ran away and game crashed

was in a shop looting sleeping guards, clicked mouse, character ran of somewhere I didn't click and game crashed. At first I thought it had generated a crash report but realised it was an old one so I zipped the log files with time stamp closest to crash time , 0.95.3.
by CarnageAce
Tue Nov 22, 2016 5:33 am
Forum: Feature Requests
Topic: Give Prospecting more functionality? i.e. buried treasure!
Replies: 8
Views: 1581

Re: Give Prospecting more functionality? i.e. buried treasur

I think that would be a fun idea, you could find things that would lead you all over map. Items that could be sold or given to specific characters for cats, map locations all sorts of useful items and if your lucky some relics.
by CarnageAce
Tue Nov 22, 2016 5:20 am
Forum: Feature Requests
Topic: Hide Headgear option
Replies: 2
Views: 494

Re: Hide Headgear option

Yeah its fairly standard to have helmets replace hair with a close shave when worn, so having the option to hide them to see you characters face and hair would be nice, a feature in many games. One question would a hidden helmet still count towards a disguise if worn? (it should still count as armou...
by CarnageAce
Sun Nov 20, 2016 10:57 pm
Forum: Bug reports
Topic: Travelling to ..... crash [0.95.3]
Replies: 0
Views: 216

Travelling to ..... crash [0.95.3]

travelling to a destination just outside bad teeth, crashed just after I crossed the river, think it crashed on loading city data
by CarnageAce
Sun Nov 20, 2016 1:11 pm
Forum: Feature Requests
Topic: Specifying Storage
Replies: 3
Views: 568

Re: Specifying Storage

good idea, it would be nice to have the weapon types sorted into there own containers, or sets of items.
by CarnageAce
Sun Nov 20, 2016 12:58 pm
Forum: Feature Requests
Topic: Utility Items in the belt slot
Replies: 18
Views: 2528

Re: Utility Items in the belt slot

Chinsei your missing the point, I like your idea its a good one but its about storage access not a utility item, it needs its own thread, its a BIG topic in its own wright and many people would be interested in it. As its your idea you should start the thread and I will read it with interest. It wou...
by CarnageAce
Sun Nov 20, 2016 2:51 am
Forum: Feature Requests
Topic: Utility Items in the belt slot
Replies: 18
Views: 2528

Re: Utility Items in the belt slot

its not off topic. given it was part of the evolution of conversation . in which i was responding to a suggestion/comment oselotti made, this is how conversations an the "rolling over ideas" works. People suggest things, other people add on to or propose alternative methods for that idea ...
by CarnageAce
Sat Nov 19, 2016 11:11 pm
Forum: Feature Requests
Topic: Utility Items in the belt slot
Replies: 18
Views: 2528

Re: Utility Items in the belt slot

How about a "bread bag" like in WW1 and 2 ? It's very annoying when some character is making food and starving same time and when you try to give food he put's it to barrel. i would rather a way to allocate who gets what food . like when i tell someone to make bread i can tell them who th...
by CarnageAce
Sat Nov 19, 2016 9:57 am
Forum: Feature Requests
Topic: Utility Items in the belt slot
Replies: 18
Views: 2528

Re: Utility Items in the belt slot

Good idea but they fixed it. Your cook will now keep/get a food item when they need it. Sometimes they still put it all back but next time they keep one.

edit : yes drones would probably be better as pets but they would be rather limited compared to a full character.