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Issue - Quest spawned enemies

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10 years ago
Dec 9, 2014, 1:28:07 AM
I got the Second Mouse Quest from a Ruin is it was Era 1 or early Era 2







The problem is that These Event spawned armies can go into the sea...this one in particular has been in the ocean for 120+turns. I can understand an army leaving a region but with quests like this one and some of the faction quests that are out there, if they can take to the sea like this, then there will be no way to proceed.
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10 years ago
Dec 9, 2014, 3:24:18 PM
Hello,

I remember several post about this issue.

We are still working on this behavior in order to force the army to go back on land at some point.



By any chance do you have a save where the issue occurs?

It could help us a lot fixing the problem.



Thanks!
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10 years ago
Dec 9, 2014, 6:26:39 PM
I still have the active game file, after a quit and reload the army in question has at least left the regional water that it has been dancing around with and left for the open seas , I've been keeping watch on them and i do occasionally loose track as they drift into the fog, but with all the converted minors i have Im pretty sure they haven't landed yet



CLASH.zip
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10 years ago
Dec 9, 2014, 10:09:01 PM
Just as a thought, that if the AI issues with not returning to land after so many turns at sea can't be fixed you could add a deterrent, in the form of attrition. Have it effect all units, be they minor or major factions. Have units and heroes start taking damage forcing them to go to land. The first turn you end on a boat you take no damage at the end of the second turn on a boat you take "0.1" damage, the next turn after the amount doubles, the next turn it doubles again and so on. Number rounding and Units natural healing will blunt some of the early damage is, but eventually the damage will increase beyond what they can deal with. With that scale



1 - 0

2 - .1

3 - .2

4 - .4

5 - .8

6 - 1.6

7 - 3.2

8 - 6.4

9 -12.8

10 - 25.6

11 - 51.2

12 - 102.4

13 - 204.8



After turn 12 you've probably lost your units. And it could even allow for a new Naval tech for players to research so they can lessen the damage.



The winters of Auriga are harsh, but the her seas have always been treacherous
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10 years ago
Dec 11, 2014, 5:16:54 PM
Hi!



Thanks for the save!



I have been able to reproduce the issue easily and we have more or less found a fix. But it didn't make at time for the current release... sorry...



Should be validate and integrate before the next patch!



Thanks for your help and your patience!

flo.
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10 years ago
Dec 12, 2014, 10:01:28 PM
Wow that's good to hear because I had the same problem today on a Minor Faction Parley quest!

The quest required me to prevent enemies from entering the region for 5 turns ... except they promptly took to the water and stayed within the regional waters, where I couldn't follow, for those five turns.

That was rather frustrating :/
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9 years ago
Nov 29, 2015, 11:13:34 AM
ThorTillas wrote:
Hi!



Thanks for the save!



I have been able to reproduce the issue easily and we have more or less found a fix. But it didn't make at time for the current release... sorry...



Should be validate and integrate before the next patch!



Thanks for your help and your patience!

flo.




Hey,



I just bought and started playing the game and I am having the same issue in a Vaulters main quest. When will the fix be applied? Has there been no patch since december last year?



Daniel
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9 years ago
Dec 3, 2015, 11:52:44 AM
Hi,



The fix went alive a long time ago normally... So you are certainly facing another bug which have the same visibles consequences.



Do you have a save with the problem? or at least with the incrimined map? Could you describe or take a picture of the environment of the village?



If not, could you at least give us some global information about the state of the game from memory?

Which quest step, which kind of village position, etc.



Thanks for your help at locating this bug and I hope it doesn't ruin too much of your game...



Cheers,

flo.
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