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-To move patrols to a new outpost: remove char from squads, remove squads, import in new outpost, wait for new squads.
-If you don’t want your people to sit instead of patrol: 1) don’t have places to sit 2)have less places to sit than you have people patrolling so they take turns sitting down whenever someone gets up to eat or attack 3) when characters are in the squad and you have places to sit, they will patrol as long as you have them selected
-you can use this mod with the other “Player AI” squad mods by stilldoll (I use wandering trader)
And even then I do not know if this "bug" still works after all these updates.
Already import game multiple times and still no patrol squad alert
Most likely what happened was sort of a recursion, with your mod and that one having an "arms race" to increase the max squad count (I looked at the platoon file of my latest save for it, and the FCK showed that I have a whopping 1800 squads that were spawned by the conflict)
The game is still playable for me, and I'm not having any fatal crashes caused by it. Just a heads-up that this might be the cause of the conflict.
If anyone else is willing to test out it out, it would be good substantial evidence for it.
As for me, I'll run a game without the old conflicting mod and see if I run into the same issues.
You got the infinite event spawn bug.
If you go to the squad menu you see that the event has created a lot more squads than it should have (each blue dot is a squad). Normally the mod limits you to 2 squads but extremely rarely this won’t trigger for some reason.
I made a ingame way to fix it for these cases. At the ruined holy nation outpost west of the Hub you find a unique skeleton. Kill him and the squad spawning event can no longer trigger
You will have to delete all these additional squads if you want these blue markers gone. My excuses for the inconvenience.
I have tried making a salves and slavers squad before I released this mod.
Making a squad that enslaves people was easy. Having the slaves follow there enslavers also worked quite well.
However having them recognize your outpost as a slave camp so the slaves stopped following your squads did not work. And having them recognize your farms and mines as legitimate work sites also did not work.
I might go back to it in the future but for now it got more issues than it us worth imho.
Eitherway it is a extremely annoying bug so I decided to add a ingame solution.
East of the Hub at the Ruined Holy Outpost I added a unique Skeleton NPC called: Broken Patrolbot. Murder or imprison him and the squads can no longer spawn.
Just wanted to let you know (OP) that something 'may' be a bit wrong somewhere.
(and yes, I want to use that mod. Can't really live without it now.. :) )
Now, on my new game, it just adds 100 squads. After I deleted 'some' (99) to keep one for my dog to be happy running all around, after some time, it just adds another batch of 100 squads, correctly numbered..
I just deleted the nameless_1500 squad now..
Mod is the last in the list. Also, started town in same spot than before. Took some time to build that mine tho..
I'm just trying to figure out why this mod causes issues for you. Since you said that you are using other mods and are so far the only person with crashes I assume it's caused by two conflicting mods.
And I love to find out what ones so I can either fix it with a update or make mention of it in the mod description.
I know that several of them have unique campaign mechanics and might be able to fix the issue with a update.
You would not happen to use paradise falls or some other mod that makes changes to AI?
Those guard mod's furniture also have a guard "functionality" they added, which is really just an animation. But you'd probably add a functionality to the gates likewise.
I also have tried the use turret AI but that one only works when they are less than 3 meters away from the turret -.-.
I also at first played with just adding squads with special AI but the issue I had with that was the hometown designation. They patrolled but when I moved them to a outpost they eventually moved back to there "hometown" so my goal with this was to make a way to set the hometown to the outpost.
I take it you figured out something a bit better.
As for the gate guards, there are a couple mods to add furniture that your guards can "use" to make them stay in a spot and affectively guard. Doesn't result in patrolling of course. Being able to natively guard the gate itself would be better of course.