Nonstop aggro

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Siege223
Posts: 9
Joined: Thu Jul 11, 2013 10:40 pm

Thu Jul 11, 2013 11:04 pm

So, a trading caravan was outside my town and came under repeated attack. The first time it happened, my guys all rushed outta the town like there was some massive fire they had to put out. The second time it happened, everyone rushed out as if there were a bomb threat. The third time it happened, I got fed up, quick saved, and closed out the game.

Now, I don't mind helping out the AI every now and again, but I'm trying to get stuff built, dang it. I don't want to have to keep telling them not to attack, even with Blocks Only on. This ish is getting old, and gettin' old fast. Any ideas on how to stop them?

windows 98
Posts: 114
Joined: Fri Jun 28, 2013 5:47 pm

Fri Jul 12, 2013 12:16 am

quick save and reload the ai usualy wont be there unless they where in combat with you in my experience.

kaelis33
Posts: 13
Joined: Thu Jul 04, 2013 7:05 pm

Fri Jul 12, 2013 12:44 am

Well this is one problem that exists currently I imagine in the future there will be the ability to lock people down so they dont do that. It does get annoying to have your guys constantly running everywhere and not being able to organize an assault properly or keep them from just getting beat down when you'd rather they continued to farm or what not.

Marilous
Posts: 140
Joined: Thu Dec 20, 2012 4:54 am

Fri Jul 12, 2013 2:30 am

I don't really see the problem, if the traders weren't there I'd guess you'd probably get attacked and it wouldn't be great if your guys stood still and died.

Siege223
Posts: 9
Joined: Thu Jul 11, 2013 10:40 pm

Fri Jul 12, 2013 3:09 am

Marilous wrote:I don't really see the problem, if the traders weren't there I'd guess you'd probably get attacked and it wouldn't be great if your guys stood still and died.
It's not the fact that they're not just standing there being beat on, nor the fact that the traders are there, it's that the traders have the enemies handled, yet my guys still wanna charge like idiots into a fight that's already won.

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

Sat Jul 13, 2013 11:16 am

Currently they're seen as enemies, and since they are the enemies of everyone and hostile to everyone, it doesn't matter that they are not currently trying to attack you. They would turn on you if they defeated their current target, so it's more preemptive enemy eradication than it is them rushing to the aid of any random person.

It won't be long before we can designate guards, and have plenty of non-combatants in our outposts, currently the AI is a bit simplistic with regards to hostiles. I had hoped that the revamp of the way the walls interacted with the navmesh would result in more complex AI algorithms with regards to these sorts of things, but that seems to be further off than I anticipated.

Siege223
Posts: 9
Joined: Thu Jul 11, 2013 10:40 pm

Sat Jul 13, 2013 8:15 pm

Clawdius Talonious wrote:Currently they're seen as enemies, and since they are the enemies of everyone and hostile to everyone, it doesn't matter that they are not currently trying to attack you. They would turn on you if they defeated their current target, so it's more preemptive enemy eradication than it is them rushing to the aid of any random person.

It won't be long before we can designate guards, and have plenty of non-combatants in our outposts, currently the AI is a bit simplistic with regards to hostiles. I had hoped that the revamp of the way the walls interacted with the navmesh would result in more complex AI algorithms with regards to these sorts of things, but that seems to be further off than I anticipated.
I'm not against aiding the traders against a superior force, but when that enemy force consists of hungry bandits and the traders have the situation well under control, I don't want all 15 of my guys rushing out of the outpost ready to lay down some overkill.

mrdudemanguy
Posts: 6
Joined: Thu Jul 18, 2013 2:55 pm

Fri Jul 19, 2013 4:15 pm

Did you start as a merchant and/or bring your rep with them up to the point you're allies? I noticed the AI has a 'protect allies' status that triggers for my merchant start when the traders are being attacked, but not when town guards are.

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