command to delete units

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xBamfo
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Fri Jan 23, 2015 3:09 am

One of the biggest glitches in the game right now is the combat and Ai pathfinding left and right getting stuck in buildings and cliffsides. This also causes the most problems as AI want to attack the guy stuck in the wall and end up smushing their faces on concrete for all eternity.

A good temporary fix in my opinion, until the pathfinding itself is fixed, is the option in the shift+f12 mode to delete units. This way i could clear up all the stuck people i come across, and get the town guards to stop freaking out for all eternity at the bandit stuck in the wall.

And if there is already a button to do this, please let ke know : )

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Hatsune_Neko
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Fri Jan 23, 2015 3:16 am

experimental version already has this.
though it does have its bugs.
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xBamfo
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Sat Feb 07, 2015 5:41 am

Hatsune_Neko wrote:experimental version already has this.
though it does have its bugs.
Hello. Sorry about the long absence and lack of reply, life exploded with Drama for a bit and I haven't been able to game much. I just now decided to check up on stuff and saw that you said this. And I can't thank you enough for letting me know that this is actually a thing XD.

Though, I'm curious, how exactly do you do it? Like where's the button for it? Is it in the f12 mode?

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Hatsune_Neko
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Sat Feb 07, 2015 7:03 am

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xBamfo
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Sat Feb 07, 2015 10:29 am

I think there was a bit of a misunderstanding in what I was looking for. I'm not as much trying to dismiss people from my squad, as delete stuck units from the game entirely. Like when a bandit gets stuck in a building and all the guards want to attack him and can't reach, some getting stuck too and it just becoming a permanent mess.

In a sense, kind of like in a regular RTS, you click on a unit you don't want anymore and click 'sell' or 'kill' or something, and they poof into non-existence. I think this could be a good option for players to clear up the field for a bit until the pathfinding is fixed. Of course some cheap cheater players could potentially abuse this, but I guess that would be their choice.

I personally just want to get all the bandits out of the walls xD.

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Hatsune_Neko
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Sat Feb 07, 2015 12:14 pm

thats a pathing issue then.
the only other way to remove stuck NPC's is to import into a new game.

until the Pathing AI is adjusted the import option may be the only way for now. With the map still being developed pathing issues will persist for some time.
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Zeal
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Tue Feb 10, 2015 9:48 pm

xBamfo wrote: I think this could be a good option for players to clear up the field for a bit until the pathfinding is fixed. Of course some cheap cheater players could potentially abuse this, but I guess that would be their choice.
You mean EVERYONE will abuse it. There will always be a time where you're stuck in a situation and you know something is going to happen that you don't want it to, and clicking and hitting that delete/kill button is just as easy as hitting that fast forward button. I personally despise that fast forward button and wish the game didn't have it, but I use it all the time simply because it's there. Why be pained waiting unconscious in the sand, or waiting for research when it's just too damned easy to press that fast forward button...

Right now one thing you can do is that if units aren't stuck near an npc town, is to build a turret to take care of them. it requires a little extra work, but it's an alternate to importing into a new game if you don't wish to.
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Mattk50
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Wed Feb 11, 2015 11:36 pm

Zeal wrote:
xBamfo wrote: I think this could be a good option for players to clear up the field for a bit until the pathfinding is fixed. Of course some cheap cheater players could potentially abuse this, but I guess that would be their choice.
You mean EVERYONE will abuse it. There will always be a time where you're stuck in a situation and you know something is going to happen that you don't want it to, and clicking and hitting that delete/kill button is just as easy as hitting that fast forward button. I personally despise that fast forward button and wish the game didn't have it, but I use it all the time simply because it's there. Why be pained waiting unconscious in the sand, or waiting for research when it's just too damned easy to press that fast forward button...

Right now one thing you can do is that if units aren't stuck near an npc town, is to build a turret to take care of them. it requires a little extra work, but it's an alternate to importing into a new game if you don't wish to.
Lol, this is the most absurd post i've read in a long time. I agree, there's no need for a kill button. However, likeling it to the fast forward button is nothing less than pure and utter insanity.

I'll try to make my main point breifly. The fast forward button does not change how the game is played, just how long it takes to play it. If you think it is too easy to just sit with research going on fast forward, you are missing the point of the game. The game should challenge you with things such as food requirement, enemy raids, shit like that, not challenge you by seeing how long your willing to sit staring at a screen where nothing is happening. The fast forward button does not change this mechanic.

xBamfo
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Thu Feb 12, 2015 12:01 pm

Zeal wrote: You mean EVERYONE will abuse it. There will always be a time where you're stuck in a situation and you know something is going to happen that you don't want it to, and clicking and hitting that delete/kill button is just as easy as hitting that fast forward button.
Well, I was thinking more of putting it in the f12 menu that you actually have to open and such, rather than just making it a 'easy kill' button. This would make it a bit less instant and clickable since it feels a bit like opening a console. And I don't really see myself abusing it, part of the fun of the game for me is having big battles (I up the squad sizes) where people get knocked out all the time, and then get back up to keep fighting mid-battle, and things just get crazy~.

Another thing that could make this unnecessary, is a line of code or something that can detect if a unit is trying to move, and is doing so unsuccessfully, gaining no distance, for a certain amount of seconds, it could automatically get deleted. It would take away the ability to abuse the command, however, I can imagine it being more difficult to program, and possibly resource taxing on the computer. So I thought a player-managed button could be a better alternative, even if it does have its own drawback.

xBamfo
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Thu Feb 12, 2015 12:16 pm

Though, the recent update seems to have mentioned fixing this. I haven't been able to play in the last week, but I am eager to give it a go really soon to see if the problem is fixed ^-^

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Chompster
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Thu Feb 12, 2015 2:20 pm

Zeal wrote:You mean EVERYONE will abuse it. There will always be a time where you're stuck in a situation and you know something is going to happen that you don't want it to, and clicking and hitting that delete/kill button is just as easy as hitting that fast forward button. I personally despise that fast forward button and wish the game didn't have it, but I use it all the time simply because it's there. Why be pained waiting unconscious in the sand, or waiting for research when it's just too damned easy to press that fast forward button...

Right now one thing you can do is that if units aren't stuck near an npc town, is to build a turret to take care of them. it requires a little extra work, but it's an alternate to importing into a new game if you don't wish to.
So what? it's a singleplayer game with no intentions of ever adding multiplayer so why do you care how other people play it? Just don't do it yourself. Or is the temptation too much knowing the option is there? And it's not as if you cant do that already even without it.
Oh don't like that bandit group heading towards you or that dog pack? Select unit, build, wall *surround group", tell unit not to build the wall, leave them stuck there. doooooone.
xBamfo wrote:Though, the recent update seems to have mentioned fixing this. I haven't been able to play in the last week, but I am eager to give it a go really soon to see if the problem is fixed ^-^
This doesn't affect those already stuck though. So you'd have to start a new game(or import but thats buggy and i lose all my buildings..) in order for it to take affect.

xBamfo
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Fri Feb 13, 2015 5:15 am

Chompster wrote:
This doesn't affect those already stuck though. So you'd have to start a new game(or import but thats buggy and i lose all my buildings..) in order for it to take affect.
Lol. Luckily I have an odd habit of starting a new game every time there's a big update. Dunno why. I notice that the problem is very noticeably less present near towns and such, so you don't have the guards smushing themselves into a wall for eternity xD. So that's good. I still see it quite a bit while just traveling around, but it doesn't cause as much of a problem any more. Yay~. Progress, and I am happy with the result. Still not perfect yet, but oh well. Welcome to early access xD.

I'll happily wait for more updates and for this problem to eventually poof away into virtual non-existence.

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Zeal
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Wed Feb 25, 2015 10:17 am

Mattk50 wrote: Lol, this is the most absurd post i've read in a long time. I agree, there's no need for a kill button. However, likeling it to the fast forward button is nothing less than pure and utter insanity.

I'll try to make my main point breifly. The fast forward button does not change how the game is played, just how long it takes to play it. If you think it is too easy to just sit with research going on fast forward, you are missing the point of the game. The game should challenge you with things such as food requirement, enemy raids, shit like that, not challenge you by seeing how long your willing to sit staring at a screen where nothing is happening. The fast forward button does not change this mechanic.
This wasn't about the fast foward button, but the attempted portrayal of a CONCEPT. Which you missed entirely.
Chompster wrote: So what? it's a singleplayer game with no intentions of ever adding multiplayer so why do you care how other people play it? Just don't do it yourself. Or is the temptation too much knowing the option is there? And it's not as if you cant do that already even without it.
Oh don't like that bandit group heading towards you or that dog pack? Select unit, build, wall *surround group", tell unit not to build the wall, leave them stuck there. doooooone.
My point was that something that's too easy to use will lure people in to use when they face that inevitable "Great. my last man standing, everyone is unconscious or dying, and this pack of dogs is already in my base." Rather than sucking it up and learning from it, people are just going to use that button to remedy the situation. Then you get people bitching about how the game is too difficult because they never learned to manage the situation a legitimate way.

You may claim all you like that it's about discipline, but that is not how humanity works. Very few people have that self-control. And I can bet my life that you'd use the function yourself at some point just to prevent your gameover. If it took a bit more work than just some kill button then people would have better control, but it just being right there in free access is justification enough for that simple convenience (which goes back to the fast travel/fast foward button being convenient)

Chompster wrote:This doesn't affect those already stuck though. So you'd have to start a new game(or import but thats buggy and i lose all my buildings..) in order for it to take affect.
No collisions on the buildings is the only bug present with this, and that is easily resolved by redrawing the navmesh.
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Chompster
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Fri Feb 27, 2015 3:43 am

Zeal wrote:My point was that something that's too easy to use will lure people in to use when they face that inevitable "Great. my last man standing, everyone is unconscious or dying, and this pack of dogs is already in my base." Rather than sucking it up and learning from it, people are just going to use that button to remedy the situation. Then you get people bitching about how the game is too difficult because they never learned to manage the situation a legitimate way.

You may claim all you like that it's about discipline, but that is not how humanity works. Very few people have that self-control. And I can bet my life that you'd use the function yourself at some point just to prevent your gameover. If it took a bit more work than just some kill button then people would have better control, but it just being right there in free access is justification enough for that simple convenience (which goes back to the fast travel/fast foward button being convenient)
Which is why you take it out once the game officially releases. But as of now with the issue of everything still getting stuck on sides of cliffs it's really damaging to performance, gameplay and/or testing.

Same could be said about modding, a few simple lines of you have this invincible unit. Should modding get removed as well as it's too much of a convenience?

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Zeal
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Fri Feb 27, 2015 5:24 am

Chompster wrote:Which is why you take it out once the game officially releases. But as of now with the issue of everything still getting stuck on sides of cliffs it's really damaging to performance, gameplay and/or testing.
Yeah, you're right. I'm getting really irritated at having to import my game every 30 minutes myself... So much that I can't even argue this anymore. Bandits and things stuck on mountains occupying your entire town's attention unless on "non-combat" is driving me up the wall.
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