Is there any way to make a unit patrol in a set path?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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bit_crusherrr
Posts: 1
Joined: Wed Apr 10, 2013 3:21 pm

Wed Apr 10, 2013 3:22 pm

I'm trying to train my strength on a guy I recruited who's got 1 in all stats. Is there any way to just make him run in circles without me having to shift click in more waypoints for him?

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Clawdius Talonious
Posts: 540
Joined: Sun Jan 29, 2012 7:35 am

Wed Apr 10, 2013 3:48 pm

Unfortunately at this time patrol functionality has not been implemented. One method often used to have a character develop their stats without as much micromanagement is setting two characters relatively far apart, say one in Traders Edge and one in Brink. So that they're not wasting time you can have them work on the training dummies in the police stations. Then you select the character in question and have them "loot" first one in the city and when they arrive, the other in the other city. Of course that was a more common practice before shift clicking additional waypoints was an option, so whether or not that is any better than running in circles around your outpost may depend on whether the pop up from the "loot" command is of help to you when trying to keep the new squad member moving, and perhaps if you have any characters that can benefit from using the basic training dummies in police stations.

Psynkronus
Posts: 1
Joined: Wed Apr 24, 2013 11:41 am

Wed Apr 24, 2013 12:08 pm

Hi,
I've figured out a "simple" way of making use of the automatic pathing.

Right now I've basically research everything, Got the auto stone mine, auto stone processor, and able to build outpost IV.

I've automated the stone => building material by sticking a guy at the mine. Then get the guy you want to train to build an outpost IV quite a distance away from the processor. The outpost requires 200 material and you can make the guy bring only 1 block of building material with each trip by filling the inventory save the space for the block, making 200 trips both ways. Once it's finished, dismantle the outpost and repeat the process.

I'm currently filling a Trader's Backpack Large with Fragmented Axes (heaviest weapon) of the highest grade (4kg each grade) I can produce and equipping that onto the training guy for maximum encumbrance. A Backpack filled with Mk VI should give 52x7/2=182kg, divided by 2 because of encumbrance reduction of the backpack. On top of what you can fit in the inventory, that's should be plenty of encumbrance to train up that strength to a decent number.

That's my little tip, enjoy :D

Edit: Not sure if strength (running) levels by the distance you travel, if it is then I would suggest you start small and keep the encumbrance to 50~60%. Do some clever sorting of the backpack ;)

KuroHyou
Posts: 18
Joined: Mon Feb 18, 2013 9:51 pm

Wed Apr 24, 2013 8:19 pm

It depends entirely on your play scenario.

If your neutral with holy empire/ empire lords preferably the latter since the majority of holy empire lacks weapons currently, set it to bodyguard. The alternative is to do that with the police. Either way you should have one or two stronger guys (at least 10~15 def so they can stall for time for the AI can finish off the hostiles) along the party as that ensure your unit and the people your following won't die.

Doing it this way mass hiring those 700c underlings is the most cost efficient, because for the most part unless if you hire a wingwang the starting stats are negligible when training with this method.

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PnzrNorm
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Location: Steam: PnzrNorm

Thu Apr 25, 2013 5:45 am

I'm not sure how many people are familiar with other RTS titles, but the shift + right-click feature that allows you to queue up move actions in a sequential order is in Kenshi.

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