Search found 37 matches
- 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...
- 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...
- 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
- 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.
- 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.
- 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...
- 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)
- 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...
- 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.
- 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...
- 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.
- 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.
- 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.
- 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...
- 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
- 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.
- 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...
- 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 ...
- 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...
- 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.
edit : yes drones would probably be better as pets but they would be rather limited compared to a full character.