Hostility

The place to request or suggest new ideas and features.
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Velorio
Posts: 12
Joined: Tue Apr 29, 2014 7:28 pm

Thu Mar 09, 2017 2:25 pm

Ey there,

princess snorting coke here, yesterday while I was minding my own business, training my recruits inside fog lands. I noticed that my non militant group (labourers, farmers etc.) were getting slaughtered.

Scared shitless that Holy nation finally got their balls together and sent legit crusade to wipe me out, I found only dead bodies of pesky little river raptors along with few of my unconscious workers (non combatants, minimum battle experience) in the middle of my walled base. Got me thinking how the f they got inside, there are no holes in my walls, and only entrance, gate, is guarded by 8 uninjured soldiers + 2 guys manning crossbows.

https://www.dropbox.com/s/k2u1racae7kpn ... 1.jpg?dl=0

And so I recalled my recruits and vets back to base and waited a bit.
Next day I saw whole pack of them raptors marching into my base, they were coming closer and closer, then they walked through gate, passed my guards who seemed to be chilling, not giving a single fuck about each other, passed turrets, straight into my farm, turned hostile and started to slaughter everyone again.

My guards were not on passive mode, they were combat ready. Also attacking raptors was possible only through "Attack unprovoked" bar before they turned hostile. Also cannot close my gates because few workers were mining outside my base.

So my idea is Can you implement "Set Hostility" option for people you command? like for example - attack anyone passing through their visual range, or attack every animal

Thanks!

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Hatsune_Neko
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Thu Mar 09, 2017 4:02 pm

Try rebuilding your navmesh to fix the gates pathing error
Ctrl + Shift + F11
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Velorio
Posts: 12
Joined: Tue Apr 29, 2014 7:28 pm

Thu Mar 09, 2017 5:57 pm

Hatsune_Neko wrote:Try rebuilding your navmesh to fix the gates pathing error
Ctrl + Shift + F11
Maybe you did not understand the point, theres nothing wrong with the gate, It was open because I had workers mining outside. Problem was that raptors just passed by my guards and then turned hostile. I dont mind them changing hostility, I want my people to engage anyone coming near them, I want to be hostile faction :)

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Hatsune_Neko
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Thu Mar 09, 2017 10:28 pm

that part i didn't know. you had said they walked through your gates, and i was thinking that the collision mesh for it had failed, and rebuilding it would have fixed it.
Do you believe the sexes should be equal?
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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Velorio
Posts: 12
Joined: Tue Apr 29, 2014 7:28 pm

Fri Mar 10, 2017 11:02 am

Hatsune_Neko wrote:that part i didn't know. you had said they walked through your gates, and i was thinking that the collision mesh for it had failed, and rebuilding it would have fixed it.

I said I could not close my gates because my workers were outside doing stuff, nevermind that tho, thanks for trying to help anyway :)

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Chompster
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Sun Mar 12, 2017 12:03 am

Yup they just waltz right in your base with "eating crops"(or whatever) as their goal and everyone just ignores them until they actually start eating your crops.

Which I hope will eventually be addressed(assigning gate guards and a checklist of people that are allowed to approach/enter?).

pigiron
Posts: 57
Joined: Sat Jul 16, 2016 11:55 pm

Sun Mar 12, 2017 2:41 am

Hrm. The way I handle those sneaky bastages is to put a building with a good amount of turret space inside the walls all turreted up (totally a word), and put most of my turret guards there. Have a few on the walls unmanned for emergencies (Red Sabre raid, swamp ninjas thinking they are too tough to get pincushioned).

Raptors still come crop-hunting, get slaughtered, and I get free skins. Minimal crop loss, and I put cotton/hemp on the outside so food crops tend not to get snacked on first. It's a workaround to something that should have raptors go hostile *before* they take the first bite, in my opinion, like hungry bandits can be non-hostile until they think you have food on you and decide to suicidally charge my main combat team...

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Velorio
Posts: 12
Joined: Tue Apr 29, 2014 7:28 pm

Mon Mar 13, 2017 1:09 pm

Chompster wrote:Yup they just waltz right in your base with "eating crops"(or whatever) as their goal and everyone just ignores them until they actually start eating your crops.

Which I hope will eventually be addressed(assigning gate guards and a checklist of people that are allowed to approach/enter?).

Oh so thats why!! I thought they had some sort of scripted waypoint coming right through my base. In that case I think building one bait farm outside the base should divert them from just walcing into the middle.

Placing stationary guards/Patrols scripted so they will not permit anyone outside your force into the building/territory would be the best way to deal with this problem.
Ai has the same way to deal with tresppasers, when they want to enter their storages in cities. They will warn you, then they will attack you.

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Thu Mar 16, 2017 2:48 pm

Another work around is to put a bait crop just outside the gate.
Then the raptors will start eating before they get to the gate and you will go agro on them early enough to use your turrets.
If you are in a rainy biome you will not even have to keep it watered.

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