[0.44.1] Bases in towns and related bugs

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mrdudemanguy
Posts: 6
Joined: Thu Jul 18, 2013 2:55 pm

Thu Jul 18, 2013 3:43 pm

I've encountered a few interesting bugs when purchasing buildings in towns and using them as bases.
Edit: Re-ordered to put the bigger bugs first. Everything after the gap is minor.
  • 1) All lag from building or deconstructing interior objects in an owned building in a town is significantly higher than doing so in a player-owned base.
  • 2) After deconstructing an interior object in an owned building, all shops in town have their inventories emptied and they do not restock. A save/load is required to fix.
  • 3) It is possible to build the interior/exterior objects (generators, weapon benches) in towns. When placed outside, this founds a player-owned outpost on top of the town which causes some entertaining effects (won't bother listing unless desired). Still can't construct buildings in town radius though.
  • 4) Several smaller buildings have their costs set to 120,000 cats instead of the 12,000 cats I believe they should cost. I can provide a list later, if desired.
  • 5) The player inherits 45 power from the town - which I'm okay with; I deserve some utilities! - but this does not go up when additional buildings are purchased.
  • 6) Town batteries don't gain charge until a PC enters the generator room to reveal them (must enter every time game is loaded). Mentioning here if batteries are on the soon-to-do list; I bet the same error will occur in player-owned outposts.
I'm still playing around with seeing how viable it is to base myself out of a town instead of constructing my own. I haven't expanded to having bases in two towns to see if anything interesting happens then.

nnescio
Posts: 15
Joined: Sun Mar 02, 2014 3:10 am

Wed Mar 05, 2014 12:14 pm

mrdudemanguy wrote:I've encountered a few interesting bugs when purchasing buildings in towns and using them as bases.
Edit: Re-ordered to put the bigger bugs first. Everything after the gap is minor.
  • 1) All lag from building or deconstructing interior objects in an owned building in a town is significantly higher than doing so in a player-owned base.
  • 2) After deconstructing an interior object in an owned building, all shops in town have their inventories emptied and they do not restock. A save/load is required to fix.
  • 3) It is possible to build the interior/exterior objects (generators, weapon benches) in towns. When placed outside, this founds a player-owned outpost on top of the town which causes some entertaining effects (won't bother listing unless desired). Still can't construct buildings in town radius though.
  • 4) Several smaller buildings have their costs set to 120,000 cats instead of the 12,000 cats I believe they should cost. I can provide a list later, if desired.
  • 5) The player inherits 45 power from the town - which I'm okay with; I deserve some utilities! - but this does not go up when additional buildings are purchased.
  • 6) Town batteries don't gain charge until a PC enters the generator room to reveal them (must enter every time game is loaded). Mentioning here if batteries are on the soon-to-do list; I bet the same error will occur in player-owned outposts.
I'm still playing around with seeing how viable it is to base myself out of a town instead of constructing my own. I haven't expanded to having bases in two towns to see if anything interesting happens then.
(Necroing, was going to create a new thread but a search shows up this thread with the same issue.)

I've faced similar issues in ver 0.62.1, with one key difference -- placing a generator outdoors founds a player-owned outpost, as mentioned, but also overwrites part of the town's area of influence, allowing other buildings to be placed outside within (some parts of the) town. This can be exploited near the beginning of the game (to create an early-game outpost inside a town for guard protection, or as a bandit magnet for free loot). I have not tested its effects over a long period of time, but I expect greater lag and significant pathfinding problems to occur in such outposts.

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