Frank: Hey Steve.
Steve: Yeah Frank?
Frank: Those swamp raptors are back.
Steve: So?
Frank: Well I mean.... every time they show up, they waddle up, eat our craps, and waddle out before we can kill them.
Steve: Yeah they do.
Frank: So... shouldn't we shoot them like.... when we see them? Instead of waiting till we see them eating everything and give them time to get away?
Steve: Well, I know they have eaten our crops the last 500 times, and have completely crippled our income and food supply, but maybe they won't do it this time?
Frank: Maybe you're right...... Nope there they go again.
Steve: Gee whiz. Maybe we'll get lucky next time!
Frank: Maybe we should just shoot them first?
Steve: You're so violent Frank.....
Please make my guards more aggressive towards the wildlife that will eat our crops, clearly violent criminals that shout that they are going to raid us, and anything else that is looking to screw up my day. If they are already at our doorstep, its too late. I need them to start shooting when they see the threat. Not when its actively destroying everything.
Need More aggressive Guards
- Hatsune_Neko
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if your people are not reacting to them eating your crops
then its a bug, as they are supposed to react to having your crops eaten.
file a bug report, and include the affected save folder while its happening.
then its a bug, as they are supposed to react to having your crops eaten.
file a bug report, and include the affected save folder while its happening.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable
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Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD
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lucidmadness
- Posts: 314
- Joined: Mon Jun 02, 2014 12:41 pm
There is a mod that makes raptors hostile so your guys shoot/attack them before they eat your crops, but that makes them cause unwanted trouble. If you close your gates they will attack the gate and your men will attack them, but then you have to make sure your gate is closed off.
I think it would be awesome of our men shot the raptors as they are heading towards our farms automatically without modding or having a gate etc(at least that's what I got from frank and steve's conversation) instead of just waiting for them to take a bite first.
I think it would be awesome of our men shot the raptors as they are heading towards our farms automatically without modding or having a gate etc(at least that's what I got from frank and steve's conversation) instead of just waiting for them to take a bite first.
- Sol Lignum
- Posts: 1085
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I distinctly remember a similar conversation occuring some time ago. Oh, right, it just was about thieves. My thoughts are still the same: if you want a neutral to be killed - issue an order - problem solved. AI is almost overloaded and sometimes fails as is, no need to put it under any extra stress.
If, as Hatsune said, your guys does not attack when crops are already being eaten - it's a bug indeed, because they totally should.
If, as Hatsune said, your guys does not attack when crops are already being eaten - it's a bug indeed, because they totally should.
You might find some of these help - https://steamcommunity.com/id/bk3000/my ... pid=233860
Raptors where the first inspiration for making them. You'll need to give your guards an attack job too, and make sure the priority is high enough (above a job where they stay at some location). Turret guard jobs also seem to have that built in.
Regarding that, I can only guess what the code looks like. I'm guessing a function uses a for loop to run the AI of all NPCs (including your own) all at once. What might be better than that is a random factor to stagger them. This NPC will check again after rand(1, 8) frames, etc. Controlling what/when NPCs are running their AI tasks/evaluating priorities/etc could itself run on a separate thread. That thread can be dedicated to staggering/balancing out when this occurs. Thus AI checks are ran when triggered by that thread, rather than via update. But player commands to that NPC should also trigger them instantly, as well as things like other NPCs interacting (notably when becoming hostile towards them).
Raptors where the first inspiration for making them. You'll need to give your guards an attack job too, and make sure the priority is high enough (above a job where they stay at some location). Turret guard jobs also seem to have that built in.
That does seem like the case maybe. Sometimes they go a long time doing nothing/not doing what they're assigned. Almost like there is an excessively long timer between checking or something. And it could have something to do with the excessive populations I use (my own people, squad sizes, and NPC squad counts).Sol Lignum wrote: ↑Thu Aug 09, 2018 8:42 amAI is almost overloaded and sometimes fails as is, no need to put it under any extra stress.
Regarding that, I can only guess what the code looks like. I'm guessing a function uses a for loop to run the AI of all NPCs (including your own) all at once. What might be better than that is a random factor to stagger them. This NPC will check again after rand(1, 8) frames, etc. Controlling what/when NPCs are running their AI tasks/evaluating priorities/etc could itself run on a separate thread. That thread can be dedicated to staggering/balancing out when this occurs. Thus AI checks are ran when triggered by that thread, rather than via update. But player commands to that NPC should also trigger them instantly, as well as things like other NPCs interacting (notably when becoming hostile towards them).
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