Town became mine, each import grants new squadies.

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Zeal
Posts: 526
Joined: Mon Mar 24, 2014 1:41 am

Thu Apr 17, 2014 9:37 pm

To be brief, at some point I was able to build something inside clownsteady that created an outpost for me. I had either loaded my game later, or imported (I don't recall...) and found that all the nearby buildings were marked as mine, including shop counters.

Each time I imported buildings into a new game, it granted me all the present npc units as my own.
Additionally with each new import, naturally the game spawns new npc's to populate the town, which also gave those to me... Since importing imports all player controled units, I could keep importing, and amass an armada of npc units under my control...

http://steamcommunity.com/sharedfiles/f ... =249307923

http://steamcommunity.com/sharedfiles/f ... =249333845

As for how it happened, I had bought a house in clownsteady.
I built a research bench... I had imported a couple times in order to spawn the 5500 mercenarys. I was able to build a weaponsmith table outside of my house, and then was just able to build a mine, and a processor. That is when I noticed that it had made my own outpost. (At what point it had, I don't know...) And after that point, importing is when the fun began..

In order to fix this, I went back to a save before I was granted the npc's, and just imported a new game without buildings. That did fix it.

I still have the save file of my first npc grant import, if uploading it would help sort this out.
I've seen an issue like this posted by a few other people, mainly one about a cannibal camp suddenly being theirs, and overwrote their squad with them... Same issue. Has something to do with overlapping outpost/towns, due to proximity.

This was in 67.0, so I'm not sure if this was fixed or not...
Last edited by Zeal on Sat Apr 19, 2014 6:38 am, edited 1 time in total.
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MrFaust
Posts: 13
Joined: Fri Apr 04, 2014 5:25 am

Sat Apr 19, 2014 6:01 am

Hahaha thats pretty cool actually, be nice if you could legitimately build a force of that capacity and manage multiple outposts :P

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

Sun Apr 20, 2014 10:08 am

That's an interesting bug, my most recent base managed early on to draw some power from Telbooze, I wonder if something similar might happen if I import squad with buildings.
MrFaust wrote:Hahaha thats pretty cool actually, be nice if you could legitimately build a force of that capacity and manage multiple outposts :P
I believe that has always been the plan, at this point I imagine that the logistics are being worked out, we should be able to have more than 20 units before the end of the year.

tkobo
Posts: 158
Joined: Mon Apr 23, 2012 1:01 am

Sun Apr 20, 2014 6:08 pm

How did the game run with that many active chars in one area ?

WhiteTiger225
Posts: 1
Joined: Sat Apr 26, 2014 2:18 pm

Sat Apr 26, 2014 2:20 pm

I had a slight variation of this problem recently, Imported without buildings, built between brink and Telbooze, and now my town is not my own, it is marked as part of Telbooze. I bought a building in telbooze once to used as a inbetween when traveling past the mountains.

Edit, figured out why, I dismantled an ore processor closer to the city, but apparently every time I reload a save, the processor reappears.

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