Just a few bugs ive found over the countless hours
Posted: Fri Nov 01, 2013 2:35 am
First to start off... When anyone is operating the Med station - if they have any current medpacks on them, they drop them ALL off in the medicrate - this gets annoying in unwanted conflicts when your medic was making the meds, and has none on him. Maybe something that sets the variable to drop off what ever X is in the item storage of the crafting table...
over lay of the items when buying anything, if you select a vendor and drag your characters inventory window over the vendors, if you quick buy ( right click ) it poses the "buy/sell" action, on what ever is selected. Well it goes through the windows, if you have a piece of armor behind the small POS sword your trying to sell, it will purchase the Armor (not give it to you ) and sell the sword (also not give it to the vendor) leaving you out the cash.
some of the AI (team) get stuck in the vendors buildings as if there is a magic wall or square. A simple quick save and quick load normally fixes this issue.
Some of the AI ( three time for me not caught on camera) have "joined" their bodies are fused and only one will actually move... As in if you select the one that "wont move" they just stand there and the action of running takes place, but then suddenly stops. if you select them both, they both move just fine... just as "one" - if you select the one that will move - they both move regardless if your actions. Again a quick save and restart fixes this.
Not sure if this is a bug, but when selecting the "reset squad" it spawns em at the side of the map if bum F*** Egypt.
When learning the Chain-mail skill - even with heavy armor and every crafting table ( up to research 4) shows nothing, yet you can research chain-mail 2 in the tech window.
AI are still frustrating to select when they are preforming the sleep action in beds, just seems their grab vectors are off a hair.
* AI get up before they are completely rested back to full HP - sometimes not back to 100 on the bar but at 98 - or 99 - but they stand up beside the bed before they are completed.
AI still run to gates when you place them inside the gated community - some run - some don't. Cant catch it on recording ill try next time i get it, this makes the units "preform action once completed - run to gate - drop off items in storage - run back to gate - restart action" Some don't or wont move ( turn into robots and only move a foot per click ) unless you unlock the gate or just keep it open.
AI are not smart enough to build at path of least resistance. - they will run around the entire wall to the outer side just to build one wall, but yet build it from the other side on the wall placement next to it. This attracts a lot of unwanted attention if you have a large base. and prolongs the building of any large walls quite a while when your AI has to run outside and around to get to the wall, when he could just walk from Point A to B.
Your walls work when not fully built or not built at all.
very easy to cheat using the above if your are in a pinch with some bandits that are heading your way to camp, and cant run away, pause and throw a wall up, turn your engineer off his duties and watch the AI wig out.... unfortunately as listed above, your AI will likely do the same.
your ramps on the walls work when not fully built or not at all.
*Your storage that holds building materials needs to have another row of boxes on it, Currently i can only place it manually by right clicking on my AI items to get it to transfer, im sure it can be done but might have to tweek it.
___________________________________________________________________________________
Friendly suggestions - keep up the good work
Add a "purchase button" for researching - i bought 2-3 levels without realizing i had to pay for it. Should be a "purchase" and a "learn" to initiate the action
Add maybe the ability to have two workers on a research table, even if you have one on the old level 1 table, and someone on 2 - i jump researches sometimes to save time, would be nice if level 1 desk only researched lvl 1 tier, yet lvl 2 tier can research level 2 and 1 tier if you want to go that route you have a choice.
Add some way to select your building, even if its a button added to the "open shut lock unlock " menu to tear down your buildings, hindsight 20\20 i don't always like my locations if my bulky lower end buildings\ or like them in general when im trying to save space etc in a small encampment, obviously make the players empty out the contents of the building "disassemble" before so you dont bug out the "indoors only"...
thats all i can think of right now, other monitor up shows i have bandits going to my group gotta split. Ill keep updating this as i run into them...
*Buyback option from the trades would be SPLENDID - ive often accidentally sold something i did not want to ( item boxes are still a bit off ) and had to pay the crazy markup seconds later to get it back
*Maybe adding a White outline around each items "boxes" so we can better manage and see our item space
Thanks,
just a friendly modder.
Bio.
* = added post original post.
over lay of the items when buying anything, if you select a vendor and drag your characters inventory window over the vendors, if you quick buy ( right click ) it poses the "buy/sell" action, on what ever is selected. Well it goes through the windows, if you have a piece of armor behind the small POS sword your trying to sell, it will purchase the Armor (not give it to you ) and sell the sword (also not give it to the vendor) leaving you out the cash.
some of the AI (team) get stuck in the vendors buildings as if there is a magic wall or square. A simple quick save and quick load normally fixes this issue.
Some of the AI ( three time for me not caught on camera) have "joined" their bodies are fused and only one will actually move... As in if you select the one that "wont move" they just stand there and the action of running takes place, but then suddenly stops. if you select them both, they both move just fine... just as "one" - if you select the one that will move - they both move regardless if your actions. Again a quick save and restart fixes this.
Not sure if this is a bug, but when selecting the "reset squad" it spawns em at the side of the map if bum F*** Egypt.
When learning the Chain-mail skill - even with heavy armor and every crafting table ( up to research 4) shows nothing, yet you can research chain-mail 2 in the tech window.
AI are still frustrating to select when they are preforming the sleep action in beds, just seems their grab vectors are off a hair.
* AI get up before they are completely rested back to full HP - sometimes not back to 100 on the bar but at 98 - or 99 - but they stand up beside the bed before they are completed.
AI still run to gates when you place them inside the gated community - some run - some don't. Cant catch it on recording ill try next time i get it, this makes the units "preform action once completed - run to gate - drop off items in storage - run back to gate - restart action" Some don't or wont move ( turn into robots and only move a foot per click ) unless you unlock the gate or just keep it open.
AI are not smart enough to build at path of least resistance. - they will run around the entire wall to the outer side just to build one wall, but yet build it from the other side on the wall placement next to it. This attracts a lot of unwanted attention if you have a large base. and prolongs the building of any large walls quite a while when your AI has to run outside and around to get to the wall, when he could just walk from Point A to B.
Your walls work when not fully built or not built at all.
very easy to cheat using the above if your are in a pinch with some bandits that are heading your way to camp, and cant run away, pause and throw a wall up, turn your engineer off his duties and watch the AI wig out.... unfortunately as listed above, your AI will likely do the same.
your ramps on the walls work when not fully built or not at all.
*Your storage that holds building materials needs to have another row of boxes on it, Currently i can only place it manually by right clicking on my AI items to get it to transfer, im sure it can be done but might have to tweek it.
___________________________________________________________________________________
Friendly suggestions - keep up the good work
Add a "purchase button" for researching - i bought 2-3 levels without realizing i had to pay for it. Should be a "purchase" and a "learn" to initiate the action
Add maybe the ability to have two workers on a research table, even if you have one on the old level 1 table, and someone on 2 - i jump researches sometimes to save time, would be nice if level 1 desk only researched lvl 1 tier, yet lvl 2 tier can research level 2 and 1 tier if you want to go that route you have a choice.
Add some way to select your building, even if its a button added to the "open shut lock unlock " menu to tear down your buildings, hindsight 20\20 i don't always like my locations if my bulky lower end buildings\ or like them in general when im trying to save space etc in a small encampment, obviously make the players empty out the contents of the building "disassemble" before so you dont bug out the "indoors only"...
thats all i can think of right now, other monitor up shows i have bandits going to my group gotta split. Ill keep updating this as i run into them...
*Buyback option from the trades would be SPLENDID - ive often accidentally sold something i did not want to ( item boxes are still a bit off ) and had to pay the crazy markup seconds later to get it back
*Maybe adding a White outline around each items "boxes" so we can better manage and see our item space
Thanks,
just a friendly modder.
Bio.
* = added post original post.