5. May 2015 at 19:35 #30806. May 2015 at 03:23 #3104SchopenhauerParticipant
Hey! Just putting my stuff here. Maybe its already mentioned. When retreading from a battle there is a high chance the game stops working – not going on anymore. Happens to me many times with different saves and games.
Cheers!6. May 2015 at 03:27 #31057. May 2015 at 12:13 #3221
II) Exploiting the AI
After starting a new company found a simple way to exploit the AI. In any encounter be it a caravan or guard fight all you have to do is deliver the killing blow. Most efficient way is to move your bandits just outside the enemy zone and wait till their armor and hp drops low enought to 1shot them. Then just jump in 1 hex and deliver the killing blow, robbing the npcs not only from the whole loot but all the exp aswell. It even opens an opportunity for the enemy to kill off some friendlies so you gain even more spoils. Even not being a bug, thought this is the best place to post it.
PS. Attached the save file archive for the no spawn of anything.
Attachments:7. May 2015 at 13:32 #3230
More Exploits. While escorting a caravan or following an npc group arround you can time an attack on an enemy camp so that the npcs will be drawn into the fight. After that all you have to do is to back off so the npcs arrive and fight the enemy. This can easily be avoided by reducing the caravans “aggro” range or perhaps limit the help only to stronger caravans while the npc patrols are logicaly ok.
III) Same job target
Quite frequently seeing multiple delivery jobs in one settlement targeting an other one. For example now there are 2 job givers and both give a delivery to the same town where one of them pays 10 gold more. Sometimes, tho rarely there are all three pointing to the same city with different reward.7. May 2015 at 15:23 #3240
At the start of this game the world felt alive, realy alive. Caravans roaming the roads, patrols going around defending, enemy raiding parties popping up here and there. But after a time everything dies out. No more busy roads, rare partrools, almost no enemy hunting parties, just few strong raids that destroying the same settlement over and over. Seems like the caravans stop spawning after they die(once per route), the raiders stop roaming around the roads (since there are no more caravans?), the patrols stop actively going out (since there is no enemy?)…
There is a tremendous difference in world feel between the very start and now around day 23. It all well might be due lack of things implemented and will solve itself later on.7. May 2015 at 16:36 #32507. May 2015 at 21:33 #3285
1) Skiping turn
Orc riders attacked a town, jumped in to help. While in combat an orc closed in with the militia archer. Archer changed to melee. Jumped to help the archer and killed the orc. Since then the archer just skips the turn instead of closing in for melee or changing back to bow. He definetely made way less shots than 10 so it must be an ai behavior issue. Log file and a ss from log highlighting the turn skip behavior.
Attachments:7. May 2015 at 23:50 #3307
And the last one for today.
2) Combat stuck on npc
Followed a patrol in the forest, it attacked a bandit ambush party. Jumped in to help. At the very first turn while the npcs somewhere in the dark were moving it stuck.
The log was too big again, so cut out only the last combat part of it.
Attachments:8. May 2015 at 08:08 #33318. May 2015 at 09:38 #3344
4) Not Berserker
Using 2h sword swing attack did not trigger berserker perk.
While using it the secound time on the two remaining bandits, and seccessfully killing both it triggered.
5) Auto end turn
Had to move 1 hex to the enemy with my 2h axe bearer(2AP). Used the round swing attack and killed one(6ap). Instead of getting 4 points for berserker the turn auto ended. Log too big so here is ss from action tho there is nothing in there. And an ss with the axeman perks.
Attachments:8. May 2015 at 13:28 #33988. May 2015 at 22:00 #34758. May 2015 at 22:33 #34839. May 2015 at 14:53 #3566
I) Confused Werevolves
As shown in the ss this three groups are chaoticly jumping inside the circle. At night one of them wandered off to north east, the other two were still running aroun till next morning when the orc fort spawned a unit and they followed it south west. Not a big issue but might result in some wierd behavior. After defeating the camp, the spawned orc army stopped at where the arrow points and started to move north east while the two werevolves started their dance again at the arrows point…
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