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Topics - ReneMiner

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16
Bug Reports / v 1.0, issues
« on: 16 December 2014, 16:38:16 »
i certainly can not tell this and that is wrong with the ai but...

as already mentioned i prefer playing sandbox, but yesterday i tried a campaign-game. I gave up!

There are a few issues that will happen also in sandbox-mode but happen much more often in campaign as undone tasks. I don't know how and why but exiting and re-entering makes them dwarves going again mostly.

I can for sure report the following issues:


siege-mode (forbid to leave shelter):

• if turning on siege-mode all tasks that are given previously turning siege-mode on outside shelter-borders get ignored after turning siege-mode off, applies also to crafting-queue if only one of the required crafting-stations is outside the shelter-borders, (like a kitchen in some ancient tomb)  - exiting and restarting the game will solve this

• if giving tasks outside shelter-borders at block x,y while siege-mode on - so message appears - the game is screwed forever. Tasks concerning block x,y get ignored forever in this savegame thereafter, no ressources get collected there any more, nothing will be built there, neither dig, nor replace, nothing - to collect ressources there either summon imps, use magic collect or just dig the block below x,y so resources fall down to y+1 where these get collected then. No other way to solve this. To build/dig/replace there from now on only possible if taking over manual control of a dwarf.
Also happens if dwarves have to remove some leaf before they can return to shelter at all. Position where that leaf was growing/dropped get's ignored from now on and forever in this game.
Same goes to places where some item is to collect and some dwarf already on his way to go there when turning siege-mode on.
 

horn-spell (gathering dwarves at a location):

• if using horn-spell to gather the dwarves (for a wave or a keeper) then have to CANCEL horn-spell BEFORE BATTLE ENDS.
Else resources that drop while horn-spell active won't get collected and stuff to craft at some stations won't get crafted if horn-spell still active when dwarves "plan their next actions after battle", exit & restarting the game solves this.


major issues:

• dwarves ignoring enemies that attack them while doing something like logging, digging, gathering water, dwarves not helping their comrades standing next to them fighting enemies

• space-bar/ green arrows at ai-info-bar (browsing through dwarves)
displaying wrong dwarves health and ai-state, only the first dwarves health will be shown correct, all others show also the first dwarves state
displayed ai-states ("attacking enemy", "waiting for elevator", "idle" etc.) totally messed up and only around 5% showing the correct ai-info


minor:

• let's craft stone-bridges in campaign please, instead of useless, ugly, black columns

• dwarves using the weapon/tool they planned to use for the given task to remove leaves that are in their way. So on attack a mage uses mages staff, archer uses bow, on planned mining they cut the leaves with the pickaxe etc. Maybe only wrong animation but looks weird, especially if dwarf was sent to gather water - i have to laugh if they cut the leaves with a bucket...

• multiple sent-out dwarves to do the same job, (mostly collecting) is a pain, messing up my portal-timing, especially if the item they went for is not there any more, but instead of picking any other item near them they return empty or just stand around then.
 
• sometimes when digging a front-wall (only experienced in campaign-mode multiple times yesterday, perhaps once in hundreds of hours in sandbox-mode!) two dwarves come and dig front & backwall then.
Annoying inside the shelter... ;)

• manual control
often happens if taking over control of a dwarf that stands around, the dwarf does not react unless one let him place some item- even if item can not be placed, dwarf makes a small movement and then can be controlled.
if dwarf is currently waiting for elevator/rail, dwarf does not allow control until rail/elevator was used - so has to walk/climb all the way back then...

17
Bug Reports / replacing bugs
« on: 14 December 2014, 00:13:21 »
if replacing front-wall earth where backwall is also earth with some "flower-relief" (i don't know exact name since i play german version)
- the one that gets crafted by 5 stones like an X-shape in crafting-grid)-

the frontwall disappears and the backwall becomes the placed relief then.

Did not try on other blocks than earth nor the other "ancient relief" yet.

Edit: when leaves grow on these reliefs then, after removing leaves the block becomes Frontwall Earth, Backwall Relief

plus: not a real bug but unfitting - also applies to replacing,

it's not possible to place a block of SAND into the air, i'm ok with that.
But if i place another block into the air i can replace it with sand and it stays in the air.
So either make it impossible to replace blocks with sand if no foreground-block below - or let the sand fall down i'd suggest.

18
Bug Reports / portal-spell near added stockpile...
« on: 13 December 2014, 02:40:35 »
there's something weird when having an additional stockpile and cast the portal-spell directly next to it:

At the main-stockpile then the timer runs different than at the additional stockpile - it does not subtract the time on portal-usage near the new pile when used from main-pile-portal. Means, while the portal-spell at the main-pile already was expired the dwarves still had more than 2 minutes left to return from the added pile to the main-pile.   strange...

I've uploaded the savegame here:

http://www.file-upload.net/download-9988947/slot2.zip.html

(use the blue button to download)

the camera is placed onto the additional stockpile where is around 1:30 minutes left for the portal while the portal at main-pile is closed.

Btw.

It's a huge world, far more than 50, almost 60 hours played, just came to level 15, normal difficulty-
i wonder why there are still only 3 red portals... shouldn't there be 4 in the meantime?


 the masses of gold come from the goblins loot, i've built "a few" tesla (which needs 2 gold + 1 silver-ingot)
as you can see, there's more mithril and lots more gold to dig out than silver...

And i have no more use for iron, so i made hundreds of barrels and brew a few thousand pints of beer already.
( Dwarvens beer-consumption is enormous - in 10 hours playing-time they use up around 450 pints. )

Iron arrows, iron spikes, iron ladders were cool to have a use for that iron
- wooden ladders could break once in a while due heavy usage...
then that falling-animation, where they hang a short moment with one hand somewhere in the air would fit perfectly... ;)


19
Bug Reports / Hunters
« on: 12 December 2014, 18:03:45 »
additional to the fact that a hunter does not increase his skill by killing animals- except during manual control-  i want to report the following behaviour as a serious, fun-killing bug finally:

(also applies on attacking enemies!)

A hunter does not finish the hunt!
Hunters must kill the animal before doing something else but they don't!

Mostly they give it one or two hits and walk away (portal-spell usage twice for nothing! :( )
- and then another dwarf from very far away comes and gives the animal the hopefully - final - strike because its very likely that the animal needs a third hit... so a third dwarf has to come.

This is a bug in AI: once hit enemies/ hunteable animals should not be left alone before these are dead. They might leave them alone if another dwarf is already there and has contact just in case another enemy to fight nearby only. But they must never walk away (exception flee on low health) and start another job if not other dwarf is close enough to hit the enemy/animal.

Better one hit too much than the current behaviour...   

Even if a weak enemy in reach they are not supposed to log wood nor to walk away but have to go for the animal/enemy and not leave their comrades get killed, just looking at it talking about weather and tea.

Also very often happens a boar kills a hunter - even in full mithril with best weapons equipped - if wood to log nearby!
The following occurs: Hunter hits boar once or twice then leaves boar alone and starts logging totally ignoring the boar.
Boar attacks and finally kills hunter while he does not stop logging nor fight back- does not even flee on low health!

It's as bad for gameplay as the piling up in earlier versions of the game, where only the first dwarf got beaten up while the others were just yelling and wiggeling around blocking each others way.

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