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Solved & Confirmed 0.11.1 - Attacking one of my creatures triggers all of my creatures to attack enemy
#1
Each time any of my creature is being attacked by enemy unit that attack triggers all my creatures to move towards this enemy, even if the enemy is half of the map away from my Dungeon and I didn't order (i.e. by sending there a Rally Flag) anyone to attack this enemy.

It seems that if any of my Imp is being attacked my creatures are not rushing for enemy, but if enemy is attacking my Rouge all my other creatures are going to kill the attacker. The same happens for all other creatures except Imps. Maybe if creatures were limited to react for attacking enemy only in certain range away from them or when Dark Mother is being attacked and not above that range I would not need to worry of having my creatures going for killing spree pilgrimage. :v

EDIT: I would like to add that creatures when are in pursuit of killing enemies they don't let them escape, they don't stop that pursuit and back to dungeon. You know, in a fight with other tribe, going too far from my tribe would get me into a trap and so in Dwelvers that pursuit doesn't end well for my creatures.
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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#2
I wouldn't call this a bug because it is actually intended. If a creature is being attacked he will call for help. If a creature is attacked again he will call for a bigger help and so on.. So if there is a big battle then more and more of the creatures will walk to that location. Then it is up to the player to control the situation so that it doesn't get out of hand. Because by then the player would have gotten a lot of warnings.

But what I can do to improve this is that the help calling is affected by distance as well. So if the battle is going on half a dungeon away it will be a lot harder to get the creatures to help. Just so that we don't have a single rouge in the end of the map making the whole army leave their base.

I added another feature in this version that I didn't mention before that you may have some opinion on. All creatures now has a exploring value. The imp don't go more than one tile away from the player territory. But the rogue for example can go 12 tiles away from the territory to explore. Can you see if this is causing any issues?

Added to the list of Bugs/Issues & Crashes
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#3
(14-11-2017, 09:02 AM)Rasmus Wrote: I wouldn't call this a bug because it is actually intended. If a creature is being attacked he will call for help. If a creature is attacked again he will call for a bigger help and so on.. So if there is a big battle then more and more of the creatures will walk to that location. Then it is up to the player to control the situation so that it doesn't get out of hand. Because by then the player would have gotten a lot of warnings.

But what I can do to improve this is that the help calling is affected by distance as well. So if the battle is going on half a dungeon away it will be a lot harder to get the creatures to help. Just so that we don't have a single rouge in the end of the map making the whole army leave their base.

It's hard to control that, I'm not sure if creatures are even listening to newly placed Rally Flag due to game mechanism that force creatures to finish they actual task - so in this case killing the attacking enemy. Creatures that goes to defend their pal in danger are not creating party group and than go, but they just go from their actual location - so if they go one by one they can be easily killed by the enemy. You know... playing on Hard level of difficulty where 20 Knights with 6th level are going for me is something I rather would like to be prepared to maximum as well as having all my creatures in one place. Big Grin

I want rather to make Rogues escape from danger, pulling enemies towards my dungeon and traps than having my creatures going for rampage and leaving their jobs, halting whole production chain. That would give me full control over what's happening and give me ability to decide when to do counter attack.

The idea of limiting creatures' sense of enemy in nearby area could solve that problem - but this range shouldn't be increased, by call for a bigger help because there could be so big call for help that nothing will change I think and creatures will go one by one for certain death.


(14-11-2017, 09:02 AM)Rasmus Wrote: I added another feature in this version that I didn't mention before that you may have some opinion on. All creatures now has a exploring value. The imp don't go more than one tile away from the player territory. But the rogue for example can go 12 tiles away from the territory to explore. Can you see if this is causing any issues?

This version you mean 0.11.2 BT or the 0.11.1? This "issue" I had in 0.10 as well.

I noticed in 0.11.1 that Piggeh or Orc sometimes go behind my Dungeon walls few tiles away. I can't say for certain this is causing issue - however it may be related too because if there's a creature 5 tiles away from dungeon it can still call for friends to battle.
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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#4
Ok, so I made it so that if any of your creature got attacked close to your own territory your creatures will respond. Otherwise you will have to use a rally flag if you want your creatures deal with the enemies.

Solved with the next version!
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#5
Version 0.11.5 BT released! This bug is solved but need confirmation!
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#6
I think it's solved.
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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#7
Thank you Smile
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