Hello,
The Shek Kingdom came just once to claim a tribute (as my base is in their territory) and I chose to kill them and not to pay. Since then, 80 days have passed and “Return For Blood” event is stuck in the events list (days for the event pass, but when day comes, the timer restarts again).
Something quite similar happens to to "Shek Bones" events and their “Shek Challengers” event, although they came twice back in the past.
The only ones that have come more often are Dust Bandits with “Bandit Demands” and "Dog Ninjas”.
Just FYI, my relationship with the Shek Kingdom is around 10 positive. And with the Shek Bones is -5 (I wiped a camp they have near a Waystation in Shek territory).
See the screenshot attached for more detail. I have tried to upload my zipped quicksave folder (175MB) but it says it is too big.
Thanks!
Some raid events are stuck
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Knighty Blade
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- Joined: Sun May 05, 2019 7:33 pm
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Assaults aren't exactly my specialty, but from looking in the FCS I did see something a little odd.
The ranges for near and far limitations of the raids you have incoming are set to zero. If I were to venture a guess, these raids tick down, trigger, see that's you're nearer or farther than "0" and re-trigger off of themselves.
The ranges for near and far limitations of the raids you have incoming are set to zero. If I were to venture a guess, these raids tick down, trigger, see that's you're nearer or farther than "0" and re-trigger off of themselves.
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- Challengers.jpg (208.31 KiB) Viewed 601 times
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- Return for Blood.jpg (118.79 KiB) Viewed 601 times
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Knighty Blade
- Posts: 3
- Joined: Sun May 05, 2019 7:33 pm
I have an update: I imported the game (something I have never done in all my gameplay) and it has erased the stuck events, and also the "Bandit Raid" events that was about to come in 3 days and was working well. Importing also fixed some problems with walls and building town ownership (some parts were invisible before and belonging to near towns, not mine, but I bulit them).
What I don't know is if any event will trigger again (it hasn't happened yet in 1 additional hour).
Thank you prd,
I don't understand how you could see those values of my settings, neither what FCS is.
But I understand something is (or was) wrong, how can I check that those values are correct again? I want to be attacked!
I will write again if Shek or or Band of Bones Raid appear in the list again, and also if they finally atack.
What I don't know is if any event will trigger again (it hasn't happened yet in 1 additional hour).
Thank you prd,
I don't understand how you could see those values of my settings, neither what FCS is.
But I understand something is (or was) wrong, how can I check that those values are correct again? I want to be attacked!
I will write again if Shek or or Band of Bones Raid appear in the list again, and also if they finally atack.
Yes, importing causes active assaults to reset as if they had not been triggered.Knighty Blade wrote: ↑Mon May 06, 2019 7:46 pmI have an update: I imported the game (something I have never done in all my gameplay) and it has erased the stuck events
That has to do with player town radius, it's the inverse of what can be considered roughly the same areas for NPC towns and why you can't build in them. This happens to a lot of players who build up North quite close to Deadcat's Fishing Village or Ghost Village, as, the area is a lot more restrictive than you might imagine, overlap is a weird thing and bases can get larger than written for in the FCS.Knighty Blade wrote: ↑Mon May 06, 2019 7:46 pmImporting also fixed some problems with walls and building town ownership (some parts were invisible before and belonging to near towns, not mine, but I bulit them).
Assuming you haven't reset NPC or relations, the conditions for the triggering of those events should still be active. As like shown in the pictures, the assaults have a range of time to happen within once it becomes true for their triggering. Some assaults have territorial activators, others have max numbers of instances they can happen, some also lead to further triggering of alternate assaults. As for seeing "your" FCS, that's merely my view, your configuration could be different dependent on the mods you've chosen to use. I will say that I'm no expert on assault mechanics, the system compounds upon itself and has lots of nuances that are difficult to speak to.Knighty Blade wrote: ↑Mon May 06, 2019 7:46 pmWhat I don't know is if any event will trigger again (it hasn't happened yet in 1 additional hour).
Thank you prd,
I don't understand how you could see those values of my settings, neither what FCS is.
But I understand something is (or was) wrong, how can I check that those values are correct again? I want to be attacked!
I recommend for anyone curious at launch to open their game editor (instead of the game itself) at the start, create a personal mod in the FCS and set it to active, don't edit the main four topmost game files, edit through the "view" of that personal mod with it active, that is, set at the "bottom" of the load order and see what kind of changes and results you can find. Locate the assaults under AI Packages->War Campaigns and try manipulating the values therein, but do know, I cannot speak to every individual change and its effects without observation.
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Knighty Blade
- Posts: 3
- Joined: Sun May 05, 2019 7:33 pm
Yes, I imported it with the deffault settings, and they include relations and dead NPCs.prd wrote: ↑Mon May 06, 2019 9:56 pmAssuming you haven't reset NPC or relations, the conditions for the triggering of those events should still be active.Knighty Blade wrote: ↑Mon May 06, 2019 7:46 pmI have an update: I imported the game (something I have never done in all my gameplay) and it has erased the stuck events
Thank you for all your help prd, it seems it is solved
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