The following warnings occurred:
Warning [2] Undefined variable $unreadreports - Line: 66 - File: global.php(961) : eval()'d code PHP 8.0.30 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/global.php(961) : eval()'d code 66 errorHandler->error_callback
/global.php 961 eval
/showthread.php 28 require_once
Warning [2] Undefined property: MyLanguage::$thread_modes - Line: 43 - File: showthread.php(1617) : eval()'d code PHP 8.0.30 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php(1617) : eval()'d code 43 errorHandler->error_callback
/showthread.php 1617 eval




Solved, but need confirmation 0.11.19.4 - Piggehs as Guards
#1
This is really more of an issue than a bug. With the speed Piggehs move this could potentially cause some serious issues if a Guard Room is placed a good distance away from the area your Piggehs work and sleep in.
Reply
#2
Yea, especially if Piggehs are called for help in case of i.e. Imps being attacked it takes a very long time for them to catch the enemy or go anywhere I want them to. I had many battles where I couldn't count on Piggehs because they were so slow (the production chain halts too).

If we can't do anything with their speed than I think maybe we could at least divide creatures on these that can be called for help and assigned to Guard Room and on those who aren't being called? Maybe for Piggehs there could be made much lower range in which they would be called to help or assigned by Guard Room?
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
Reply
#3
I think it is better to experiment with increasing their speed. Now they are 5-6 times slower than most of the other creatures. Maybe let get down at all four and start running Tongue
Reply
#4
Yeah, I wouldn't mind them being faster. I get they are bulky so they aren't going to move as quick as an Orc, but their lumbering can be an issue in integrating them in a squad or placing the general rally flag too far away from the center of your dungeon.
Reply
#5
In DK 1 there was a huge gap between speed of some creatures, in DK 2 this gap was reduced significantly and that resulted in easier creature management, so yes, maybe we just need some experiments with speed.

In the other hand Mello, what do you mean by "a good distance away from the area your Piggehs work and sleep in"? I mean I would never place i.e. Guard Room far away from DM without building some food and sleep place for guardians, even for fastest creatures the time they spend in Guard Room would be significantly shortened, because they need to walk long distances. It's like going to work to a town placed far away from your home. Tongue
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
Reply
#6
I was thinking about halfway between the center and edges. I haven't quite got into that habit of building additional support buildings
Reply
#7
Thank you for the report Smile
Added to the list of Bugs/Issues & Crashes! This bug has been fixed with the next version by making the Piggeh's walk 50% faster.
Reply
#8
Solved but need confirmation in v0.12.0.0 Smile
Reply
#9
I'm not sure, but I think like all creatures get the speed up, not Piggehs only, but maybe they've always been "fast" and Piggehs make them slower. Big Grin

BTW: There are much more and older bugs confirmed at the bottom of the list of Bugs/Issues & Crashes. Angel
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
Reply
#10
What do you say Mello?
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)