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Nonstop aggro
Posted: Thu Jul 11, 2013 11:04 pm
by Siege223
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?
Re: Nonstop aggro
Posted: Fri Jul 12, 2013 12:16 am
by windows 98
quick save and reload the ai usualy wont be there unless they where in combat with you in my experience.
Re: Nonstop aggro
Posted: Fri Jul 12, 2013 12:44 am
by kaelis33
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.
Re: Nonstop aggro
Posted: Fri Jul 12, 2013 2:30 am
by Marilous
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.
Re: Nonstop aggro
Posted: Fri Jul 12, 2013 3:09 am
by Siege223
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.
Re: Nonstop aggro
Posted: Sat Jul 13, 2013 11:16 am
by Clawdius Talonious
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.
Re: Nonstop aggro
Posted: Sat Jul 13, 2013 8:15 pm
by Siege223
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.
Re: Nonstop aggro
Posted: Fri Jul 19, 2013 4:15 pm
by mrdudemanguy
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.