Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Kwikwilyaqa
- Posts: 169
- Joined: Sat Feb 03, 2018 4:43 pm
Fri Mar 02, 2018 8:00 pm
I was happy with the constant caravans and traders (events) that almost daily passed by my outpost. But look this:
The line is all the path the material trader walks until it gets inside the outpost (from the Hive Village, to Admag, to the outpost). I notice it get stuck at least 3-4 days in Admag, and the hole path after the "Material Trader" message appears on your screen takes one or two weeks! The arrow is where the last one stuck (there is no caravan in the white dot - it simple never showed up and the event never played again).
It is not better to have a message when it spawns (nearby your outpost) instead of this crazy path? Why the message two weeks from the actual event? Even with bandits this happens - is not supposed to be a "surprise"? The message from raiders needs to happen when they are in your gates, not 200km from your outpost (just like berserkes or kral's chosen that simple show up and start to attack - but I guess you need to be the Battle Born first).
Last edited by
Kwikwilyaqa on Fri Mar 02, 2018 11:15 pm, edited 1 time in total.
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Messala
- Posts: 45
- Joined: Mon May 22, 2017 7:36 pm
Fri Mar 02, 2018 8:43 pm
Could be a pathing bug, or the AI got lost. Those two are usually pretty common things that happen in rpg games unfortunately. It's kind of the nature of the beast. Did you try importing to a new game?
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Kwikwilyaqa
- Posts: 169
- Joined: Sat Feb 03, 2018 4:43 pm
Fri Mar 02, 2018 10:03 pm
This one example I needed to Import to fix it - because all events bugged out.
But that's not the case. The fact is 2-3 weeks (this is almost 24h of real life...) is a illogical time (and with pathfinding bugs they get "lost" very frequently), and some announcements (raids about to happen) does not even make sense.
If traders and raiders spawn nearby this kind of bug does not happen anymore (probably...). And it works for immersion purposes too - they do not have cell phones to warning you, right?
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PerfectDeath
- Posts: 32
- Joined: Tue Apr 17, 2012 2:19 am
Fri Mar 02, 2018 10:09 pm
I've had a Dust Bandit Demands get stuck in terrain under a cliff (at least I assume that is what happened) along a windy cliff-side road. Their icon continued to stay even after I beat the Dust King.
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swillo
- Posts: 1236
- Joined: Tue May 12, 2015 2:00 pm
Sat Mar 03, 2018 3:12 pm
Kwikwilyaqa wrote: ↑Fri Mar 02, 2018 10:03 pm
But that's not the case. The fact is 2-3 weeks (this is almost 24h of real life...) is a illogical time (and with pathfinding bugs they get "lost" very frequently), and some announcements (raids about to happen) does not even make sense.
If traders and raiders spawn nearby this kind of bug does not happen anymore (probably...). And it works for immersion purposes too - they do not have cell phones to warning you, right?
Sure they do. They have to have some kind of communication, otherwise it would not make sense that you can command troops in two different places at all. How are you supposed to send troops from base to save your squad that got taken down if there is no logical way that they could know it. So you have to assume that there is some form of communication, short wave, cell phone, physic, telegraph or something that allows communication over long distance. If that is possible then it's logical that someone saw a raid coming your way and called in a warning. Otherwise why would caravans even know to visit you in the first place.
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Messala
- Posts: 45
- Joined: Mon May 22, 2017 7:36 pm
Sat Mar 03, 2018 11:04 pm
swillo wrote: ↑Sat Mar 03, 2018 3:12 pm
So you have to assume that there is some form of communication
I always pretended every squad had special birds that send constant messages of each other's whereabouts and well-being.
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swillo
- Posts: 1236
- Joined: Tue May 12, 2015 2:00 pm
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