Storage containers ==>outpost based

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Fri Apr 05, 2013 11:51 am

When i trieed building a 2nd oupost when i dont have enough mats my chars started running off to my first outpost which is on the other side of the map kinda.
Same with every other material like stones grain even water from a well while there is a well next to it.

So basicaly chars running from outpost to outpost to get mats==> which leaves em dead most of the time.

I dont think its a bug more like a gameplay issue...

Well evenn a few other things worth mentioning: As characters running of from my high vantagepoint outpost to lower lvls to get some bandits, so they have to run around the entire mountain to get there. My first question would be why the hell do they do that :D. bandits that far in travelling distance dont pose a treath. Offc there ai lets em calculate agro from point A=>B disregarding the actual traveling distance.

So an area hight based scanner for stuff like this would be nice to have so chars wouldnt run off like they do now.

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Blxz
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Joined: Mon Dec 19, 2011 1:11 pm
Location: Australia

Fri Apr 05, 2013 1:59 pm

I assume "mats" = materials?
p­ie

Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Fri Apr 05, 2013 2:05 pm

yes :)

Tarkan
Posts: 14
Joined: Fri Dec 14, 2012 5:35 pm

Mon Apr 15, 2013 3:35 pm

My characters try to get the stone from the stone processor instead of the building material storage. Awfully slow and requires me to watch after this one character so he can take those materials from the right place.

Argus
Posts: 49
Joined: Sun Apr 07, 2013 5:25 am

Tue Apr 16, 2013 1:00 am

Do you have some of your squad at the first outpost that they're running to?

I believe what happens is the characters search the entire loaded area of the map for resources, without regard to distance or it being a different town. As a result, if you have another town's part of the map loaded, it will be sought out if it has resources the character is searching for.

If the two towns are a short enough distance away that the other town is still loaded on the map while all your characters are in the second town, there's not much you can do. If, on the other hand, it's far enough away that having all characters in the second town means the first doesn't load, you can do that so that it won't be part of the searched area, and your characters won't go there.

In other words, try to keep the first town's section of the map not loaded, by moving characters as far away from it as possible.

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PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Fri Apr 19, 2013 7:42 pm

Sounds like you need Dijkstra's algorithm ;D
I made a feature request post about it here:

http://www.lofigames.com/phpBB3/viewtop ... tra#p24239

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