Page 1 of 1

Wall and Gate Priority!

Posted: Fri Apr 05, 2013 4:24 pm
by elStrages
I'm sure as many here will agree that we need to see walls and gates ASAP.

my little village is growing at a slow pace as everything i start up something along comes a gang of dudes from whichever faction it is hating me and starts hacking up my dudes.
This means i am having to run across the map to a village in hope for some aid in their defeat.
The needs of walls to protect my laborers from attack and give me chance to train my soldiers.
Also locks on doors would be good.. my building are private but this doesn't seem to have any effect. the Outpost has a whacking great big door on it that any old sod can walking up to and open at their leisure.

Other than this Awesome Game! love it! had it from just before 0.3 ;)

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 5:08 pm
by Edril
On the note of doors locking, you can actually have one of your characters lock them by right clicking on the door of a building. This means the bandits have to actually break down the door before they can get in, which can take quite a while.

Walls I believe are being bugfixed as it is and should be back shortly.

On the subject of having to run away at the beginning of the game from roaming bandits, I actually like it because it makes the game more challenging. You have to actually have a squad capable of defending itself before you can claim an outpost which I find interesting. My hopes are that in the future if you abandon your outposts the bandits will either claim it as their own or ransack it, meaning that setting out to build an outpost to early when you can't protect it will end up costing you a lot of time and money.

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 5:25 pm
by Tolwrath
Amazing even myself, I think I have to disagree. Priority should be on getting player owned shops working. This would increase the relevance of having the bases for which we want walls to protect, and it would stop people from asking about the shops and posting bug reports about them! :evil:

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 5:44 pm
by elStrages
Edril wrote:On the note of doors locking, you can actually have one of your characters lock them by right clicking on the door of a building. This means the bandits have to actually break down the door before they can get in, which can take quite a while.

Walls I believe are being bugfixed as it is and should be back shortly.

On the subject of having to run away at the beginning of the game from roaming bandits, I actually like it because it makes the game more challenging. You have to actually have a squad capable of defending itself before you can claim an outpost which I find interesting. My hopes are that in the future if you abandon your outposts the bandits will either claim it as their own or ransack it, meaning that setting out to build an outpost to early when you can't protect it will end up costing you a lot of time and money.
on the door, i didn't know that thanks, that may help lol.

and I'm aware of the bug fixes just making sure that its the next thing out. ;)

as for my outpost, I'm no exactly early on in the game, I'm like 300 days in! i have working farms and stone mines. houses bars and several wind farms. I'm pretty much self sufficient.
i am just lacking the ability to protect it. annoying much.

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 6:14 pm
by Clawdius Talonious
If you plan to lock doors, make sure and give units inside the building a stay command or they will go out to fight the bandits.

As far as the walls and gates, Chris is having to redesign the way the AI interacts with them, so it may take a little while. Patience will serve you well here, it is only a matter of time before they are reintroduced.

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 6:29 pm
by elStrages
Clawdius Talonious wrote:
As far as the walls and gates, Chris is having to redesign the way the AI interacts with them, so it may take a little while. Patience will serve you well here, it is only a matter of time before they are reintroduced.
you say that lol, just built 10 training dummies mkII, training an army now instead, 20 strong! death to the enemy.

only thing is now i got a few bodies lying around....

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 8:24 pm
by DayDreamer
yes i would say too, that the shop have to work first, i havent build a city yet because i have no time to play at the moment (i think i have no time in the next 2 months :cry: ), shops are not working and there are no walls, so why should i build up a city...
so now chris is working on the weapon crafting but then shops before the walls or a working-shops+wall update would be great i think

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 9:41 pm
by Smiley
Lacking the ability to protect it with 300days in game, uhm REALLY :lol: .

I can solo a group of bandits with my strongest character :D

I even increased the enemy spawns x2 :p and still i am able to farm and trade...

Well i do agree gate and walls would be nice, but a priority uhm

Gimme bandit outposts to raid yey ;)

Well if u wanna know my strongest char has 50str 36 dex 40 attack and 42 def

and kinda 27+ on all weapons. Wearing The best hacker weapon i could find (Pownage) :twisted:

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 9:49 pm
by Danarchist
elStrages wrote:
Clawdius Talonious wrote:
As far as the walls and gates, Chris is having to redesign the way the AI interacts with them, so it may take a little while. Patience will serve you well here, it is only a matter of time before they are reintroduced.
you say that lol, just built 10 training dummies mkII, training an army now instead, 20 strong! death to the enemy.

only thing is now i got a few bodies lying around....
I have started taking all the bodies from attacking bandits and dropping them in a pile in my wheat field for "fertilizer". I like to also think this discourages crows.
I originally was trying to drop them in rows to get a funny screenshot but the ragdoll physics tends to make them fall in random poses.

If I have any suggestion for OP, do some fighting first and collect enough gear to armor up "Old Soldier" and a couple other guys. This atleast can delay the bandits long enough for you to run one into guards/nearby patrols. I tried building right off the bat a few times but found that if I "grind" a little combat and leave my guys with the packs full of building materials walking paths inside city walls (hold down shift to set multiple points) I can train their str and my other guys combat abilities at the same time.

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 10:16 pm
by elStrages
Ment 200 typo and I have like 6 good blokes the rest are work force. It's just if I have he assault team on the way out doing stuff I just want a solid protective shield for my labourers.

My first guy has strength 80 athletics 69 and lever 8 scimatar 23 attack strength. Still not completely ofay with the mechanics that case damage.

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 10:28 pm
by Smiley
Uhm well most labourers ive got can fend for themselves, most off em have bout 20 attack and a bit more def, so bandits arent that big of a treath. And i spend my money on the best armor i can get. so they actually have better armor and weapons on them then any npc in the game.

Only thing i have to do is 1s in a while put my medic to the task of bandaging then they heal over time

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 10:47 pm
by orly1861
The best solution I was able to come up with in my case was to forget town building for a time and simply work on strength/offense/defense by working with the Holy Empire guards near the gates of the the city [Eyesocket] and by running small hit-and-run attacks against ''starving'' bandits which slowly brought up the numbers.
By the time I had a 16/17 average with about 5-6 strength, for 11 guys, I then began building by first loading up all of the ''packer'' guys with construction materials, letting two of them build on one building, two on another, while guarding them with the ''warrior'' guys. I found a building site where one side was blocked by a mountain ridge and built there. What has happened is that attacks took place from two directions and I was ready for them, while in the meantime, my town and farming/mining grew, and everyone got stronger.
Now, we kill everyone who gets in our way. [including as a bonus which I never knew about earlier, a really fast ninja who moved on the sand like he had on ice skates. He turned out to be a tough guy with a 5000 cat bounty on his head. I threw his body over my shoulder and headed for a town with cops for the reward].

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 10:52 pm
by Smiley
Haha a sand ninja jounin :) i think i can 2shot those :p if lucky

Re: Wall and Gate Priority!

Posted: Fri Apr 05, 2013 11:50 pm
by CalPal
Well, given the recent news post, I think it's safe to say that yes, Walls are coming. They will finally be here soon... and relatively soon, by the sounds of it! I bet before the end of April.

Re: Wall and Gate Priority!

Posted: Sat Apr 06, 2013 8:11 am
by elStrages
Smiley wrote:Haha a sand ninja jounin :) i think i can 2shot those :p if lucky
I've killed him. He's on the floor by my mine. Don't think much of him tbh lol 5k though. I'm off to the police lol

Re: Wall and Gate Priority!

Posted: Sat Apr 06, 2013 9:28 am
by Smiley
idd beeing a lone ranger like him doesnt give much trouble.

Re: Wall and Gate Priority!

Posted: Sat Apr 06, 2013 11:00 am
by Blxz
Smiley wrote:Uhm well most labourers....... so they actually have better armor and weapons on them then any npc in the game.
This is exactly why I think anything greater than light armour should give large penalties to any non-combat skills. It is possible to be trained to use light and medium armour effectively in combat, that is what it is designed for. but working in a field or a mine with medium plated armour.....MADNESS I tell you. Should be an automatic -20 (or more) to any skills other than fighting ones. Even medics should take some sort of skill loss unless they wear specific medic plate.

Re: Wall and Gate Priority!

Posted: Sat Apr 06, 2013 1:37 pm
by Smiley
;) Well if plate armour penalizes labour i would still equip my labourers in it at this stage of the game... :D it might take em longer to collect but a dead labourer doesnt collect anything :p.

But i do see your point for later on in the game and i agree workers should not be wearing plate.

Haha although an auto equip button for it 1s entering combat would be nice.
Well if ur under siege equiping all of your workers with armour might be a little time consuming.
Offc a common peasant should not be able to buy plate armour on its own :p.

Luckely the lord of my outpost is kind and demands that every citizen trains his fighting skills :lol:
As a reward he grants em free scavenged armour and weapons ;)


Haha and to stay on topic in the case of penalized labour coz ofarmour, walls would be awesome as first line of defense. 8-)

Re: Wall and Gate Priority!

Posted: Sun Apr 07, 2013 10:23 am
by RebelMonarch
I agree with what has been said but also feel that heavier / plated armor should impede your dexterity in combat.