Job removal key

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FerroMaljinn
Posts: 1
Joined: Sun Jun 24, 2018 7:07 am

Sun Jun 24, 2018 7:19 am

I find one of the simplest ways to travel is to have everyone bodyguard the slowest member of the the party. The whole party can be given the command at once, however I have to remove each job by clicking them individually. A key for the mass removal of jobs would be much appreciated. On a side note I have noticed that the the nomad animal traders are being killed while the rest of the caravan continues on. Love the game it is amazingly detailed and the town works surprisingly well. Keep up the good work.

lucidmadness
Posts: 314
Joined: Mon Jun 02, 2014 12:41 pm

Sun Jun 24, 2018 11:38 pm

Indeed, I've had to resort to using macros so my hand does not cramp from all the clicking. I remember being able to remove jobs from multiple people at once, but I'm pretty sure that was a bug. I still miss it though.

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Sol Lignum
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Mon Jun 25, 2018 6:13 am

Doesn't clicking to remove the job while everyone is selected works anymore? From my experience, it used to, at least partially.

Comrade
Posts: 13
Joined: Mon Aug 19, 2013 7:16 pm

Mon Jun 25, 2018 9:07 am

FerroMaljinn wrote:
Sun Jun 24, 2018 7:19 am
I find one of the simplest ways to travel is to have everyone bodyguard the slowest member of the the party.
You know there is a button on the interface to make them move as fast as the slowest person in the group.

ronvandorp
Posts: 58
Joined: Thu Mar 01, 2018 12:32 pm

Mon Jun 25, 2018 12:00 pm

Sol Lignum wrote:
Mon Jun 25, 2018 6:13 am
Doesn't clicking to remove the job while everyone is selected works anymore? From my experience, it used to, at least partially.
It most definitely doesn't. I felt like that would have been the most logical thing as well, but alas.

I second a job removal key, it is one of my biggest pet peeves with the game.

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Hatsune_Neko
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Mon Jun 25, 2018 4:54 pm

i never seen it do it. and i have tried in the past.
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swillo
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Wed Jun 27, 2018 12:02 am

Sol Lignum wrote:
Mon Jun 25, 2018 6:13 am
Doesn't clicking to remove the job while everyone is selected works anymore? From my experience, it used to, at least partially.
It actually never did that, but I did request it every other forum topic so I might have seemed that way. :-)

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Sol Lignum
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Wed Jun 27, 2018 10:29 am

swillo wrote:
Wed Jun 27, 2018 12:02 am
It actually never did that, but I did request it every other forum topic so I might have seemed that way. :-)
To cancel the same job on multiple characters at once seems very legit indeed. Probably why i honestly thought it is a thing. Guess there're some technical limitations to it then.

TerrorofKenshi
Posts: 150
Joined: Tue Jun 19, 2018 9:07 pm

Wed Jun 27, 2018 3:04 pm

Sol Lignum wrote:
Wed Jun 27, 2018 10:29 am
swillo wrote:
Wed Jun 27, 2018 12:02 am
It actually never did that, but I did request it every other forum topic so I might have seemed that way. :-)
To cancel the same job on multiple characters at once seems very legit indeed. Probably why i honestly thought it is a thing. Guess there're some technical limitations to it then.
I know that when you select multiple people and then select the "jobs" button they will all stope doing them except the most crucial ones like follow a character around and stuff but that's probably not what you're looking for.
...and so my legacy continues...

Neteman
Posts: 30
Joined: Tue Jun 26, 2018 10:47 am

Thu Jun 28, 2018 10:21 am

TerrorofKenshi wrote:
Wed Jun 27, 2018 3:04 pm
Sol Lignum wrote:
Wed Jun 27, 2018 10:29 am
swillo wrote:
Wed Jun 27, 2018 12:02 am
It actually never did that, but I did request it every other forum topic so I might have seemed that way. :-)
To cancel the same job on multiple characters at once seems very legit indeed. Probably why i honestly thought it is a thing. Guess there're some technical limitations to it then.
I know that when you select multiple people and then select the "jobs" button they will all stope doing them except the most crucial ones like follow a character around and stuff but that's probably not what you're looking for.
Not working like that for me. If I select a whole squad with " ' " and push "jobs", It will only deactivate the job of my main character.

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Sol Lignum
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Thu Jun 28, 2018 10:36 am

Neteman wrote:
Thu Jun 28, 2018 10:21 am
Not working like that for me. If I select a whole squad with " ' " and push "jobs", It will only deactivate the job of my main character.
I actually meant cancelling the single job for multiple characters, which doesn't work indeed, but deactivating jobs as a whole, actually -should- work on numbers. I've tested it just yesterday. My guys gone mad after import so i had to make them all stop for a second, and all but vital jobs (like staying lose, bodyguard, medic, etc) were holded on every character. On most of them at least.

Neteman
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Thu Jun 28, 2018 10:56 am

I have seen that, with a single character selected, when you disable jobs and afterwards order this char to "bodyguard", jobs button activates itself. It might be what happened to me. I will check tonight.

bk3000
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Thu Jun 28, 2018 2:28 pm

Regarding the topic, yes I'd wish we could remove a job for all selected characters. It only lets you remove it from one no matter how many are selected. It makes more sense with multiple characters selected that under jobs you'd see only jobs in common for all selected characters, with the ability to remove it from all at once.
Neteman wrote:
Thu Jun 28, 2018 10:56 am
I have seen that, with a single character selected, when you disable jobs and afterwards order this char to "bodyguard", jobs button activates itself. It might be what happened to me. I will check tonight.
Yes I'm finding this unfortunate myself. You tell someone to bodyguard at all, and it WILL be added as a permanent job (even without holding shift). There is no way to tell someone to bodyguard someone else until given other orders. You can follow them as a simple temporary order, but not bodyguard. Quite annoying if you have a squad selected as you now have to remove 2 jobs (bodyguard and follow) from each character individually. I've done it on accident more than once.
Comrade wrote:
Mon Jun 25, 2018 9:07 am
FerroMaljinn wrote:
Sun Jun 24, 2018 7:19 am
I find one of the simplest ways to travel is to have everyone bodyguard the slowest member of the the party.
You know there is a button on the interface to make them move as fast as the slowest person in the group.
You mean the group run speed selection (that all selected characters need to be set to). That sort of works, but it could be better. They'll all run at the speed of the slowest person, but
1. If someone is behind for any reason, that one person won't speed up to join the group.
2. If someone is ahead for any reason, that one person won't slow down/stop to wait for the others.
3. They won't move in any formation.

Simply put they don't truly move as a group. But if you tell them to bodyguard the slowest person (after first determining this and re-evaluating this after fights) then they will group up properly and in formation too.

It might also be handy if the person being guarded would take into account the move speeds of the people guarding them. At least when they have the group speed movement option set. Making that work more smoothly for players might also smooth out some wonky travel behavior that NPCs engage in too. Maybe leaders shouldn't be leaving their bodyguards/caravan behind.

Neteman
Posts: 30
Joined: Tue Jun 26, 2018 10:47 am

Thu Jun 28, 2018 2:41 pm

bk3000 wrote:
Thu Jun 28, 2018 2:28 pm

It might also be handy if the person being guarded would take into account the move speeds of the people guarding them. At least when they have the group speed movement option set. Making that work more smoothly for players might also smooth out some wonky travel behavior that NPCs engage in too. Maybe leaders shouldn't be leaving their bodyguards/caravan behind.
In fact, I use to travel with the bodyguard option but:
- As long as I use military formation, it will only work properly if your main character is the one bodyguarded.
- Because of that I'm compelled to reduce the main character speed because he is quicker than others (1st lvl of running, don't have vocabulary for a light run... maybe "jogging"?).
- Whenever any NPC engages my main, he starts running at full speed while the rest of the team faces the threat.

It can be a pain because if it happens while you are managing your base and the fight that took place with your bodyguards left some guys hurt, it can take some time to regroup with fatal consecuences in some situations (inside the fog in early game stages, in the deadlands after some spiderhunt or in the bugmaster surroundings after engaging with him).

TerrorofKenshi
Posts: 150
Joined: Tue Jun 19, 2018 9:07 pm

Fri Jun 29, 2018 12:47 am

Neteman wrote:
Thu Jun 28, 2018 2:41 pm
bk3000 wrote:
Thu Jun 28, 2018 2:28 pm

It might also be handy if the person being guarded would take into account the move speeds of the people guarding them. At least when they have the group speed movement option set. Making that work more smoothly for players might also smooth out some wonky travel behavior that NPCs engage in too. Maybe leaders shouldn't be leaving their bodyguards/caravan behind.
In fact, I use to travel with the bodyguard option but:
- As long as I use military formation, it will only work properly if your main character is the one bodyguarded.
- Because of that I'm compelled to reduce the main character speed because he is quicker than others (1st lvl of running, don't have vocabulary for a light run... maybe "jogging"?).
- Whenever any NPC engages my main, he starts running at full speed while the rest of the team faces the threat.

It can be a pain because if it happens while you are managing your base and the fight that took place with your bodyguards left some guys hurt, it can take some time to regroup with fatal consecuences in some situations (inside the fog in early game stages, in the deadlands after some spiderhunt or in the bugmaster surroundings after engaging with him).
I usually set it so that they will only follow the slowest person in the group or the one that is slow because he carries most of the loot and isn't used to carry that much yet. Even on Random this should work. For this reason i Always command the leader of that group instead of the whole shebang. I have to micromanage it a bit though when we get under attack though.
...and so my legacy continues...

Comrade
Posts: 13
Joined: Mon Aug 19, 2013 7:16 pm

Fri Jun 29, 2018 7:52 am

bk3000 wrote:
Thu Jun 28, 2018 2:28 pm
Comrade wrote:
Mon Jun 25, 2018 9:07 am
FerroMaljinn wrote:
Sun Jun 24, 2018 7:19 am
I find one of the simplest ways to travel is to have everyone bodyguard the slowest member of the the party.
You know there is a button on the interface to make them move as fast as the slowest person in the group.
You mean the group run speed selection (that all selected characters need to be set to). That sort of works, but it could be better. They'll all run at the speed of the slowest person, but
1. If someone is behind for any reason, that one person won't speed up to join the group.
2. If someone is ahead for any reason, that one person won't slow down/stop to wait for the others.
3. They won't move in any formation.

Simply put they don't truly move as a group. But if you tell them to bodyguard the slowest person (after first determining this and re-evaluating this after fights) then they will group up properly and in formation too.

It might also be handy if the person being guarded would take into account the move speeds of the people guarding them. At least when they have the group speed movement option set. Making that work more smoothly for players might also smooth out some wonky travel behavior that NPCs engage in too. Maybe leaders shouldn't be leaving their bodyguards/caravan behind.
I remember that before the "move together" speed you had to do it the way you're describing, and after playing a bit more I realized that the reason the formations in the "AI" thing didn't work was because it's meant for people who still do it the old fashioned way.

Yeah, I get that they don't speed up or slow down, that doesn't effect my play-style since if I am taking my group along I usually only click short distances away to keep them all together, but I hear what you are saying, and yeah, it would be nice if the devs addressed these issues. I understand that this is an indie game, but given the scope of what it's trying to do, of course there are gonna be certain things that need polish, I just hope it happens before the full release

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