Missing NPC's

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User avatar
Deedy
Posts: 17
Joined: Fri Oct 12, 2012 11:45 pm
Location: Townsville, Australia

Sat Oct 13, 2012 12:57 am

Version:
0.29.7

Description:
Trader's edge is missing ALL the NPC's. Brink is missing 'Traders' from the 'Trade' building.

Steps to Reproduce:
I think this has more to do with enemy pathing. I stayed in town for a while on fast forward and it seems too many enemies path too closely to the town. Eventually they kill everybody in the town. I sat there for approximately 10 minutes while i AFK'ed and upon return there were 3 separate groups of dead bandits right where i left my troops.

Consistency
It's stuck this way now. No amount of reloads will fix this.

System specs/OS:
Intel 15-3570K @ 3.40GHz
ATI Radeon HD5770 PCIE 1GB
8.00GB G-Skill Ram
64-bit Windows 7

Severity:
Blocker (Marked as Blocker as it blocks potential trade opportunities that may be unique to this town.)

Workaround:
Starting a new game fixes this temporarily until the same thing occurs.
If at first you don't succeed then skydiving definitely isn't for you.

User avatar
Deedy
Posts: 17
Joined: Fri Oct 12, 2012 11:45 pm
Location: Townsville, Australia

Sat Oct 13, 2012 3:45 am

Deedy wrote:Trader's edge is missing ALL the NPC's. Brink is missing 'Traders' from the 'Trade' building.
Eyesocket is also missing ALL NPC's. While in town i somehow managed to aggro some Dust Bandit's walking well outside the town. This is the first time I've visited this town.
If at first you don't succeed then skydiving definitely isn't for you.

User avatar
gzussturbo
Posts: 7
Joined: Fri Oct 12, 2012 4:13 pm

Sun Oct 14, 2012 2:01 am

I find empty towns every now and then as well, but what I found out was that when bandits are in close proximity, the entire town abandons their stores and chases them down then return after a slow walk back... I'd like to see this fixed so that the traders stay with their shops and just the guards go after the bandits

User avatar
Deedy
Posts: 17
Joined: Fri Oct 12, 2012 11:45 pm
Location: Townsville, Australia

Sun Oct 14, 2012 2:20 am

That's a possibility also.

I've seen groups of soldiers chasing down a single bandit here and there. The trouble is the bandit runs just as fast as the soldiers so they're always out of range. If by chance the soldiers get into range of the bandit the weapon swings are often too slow to hit the bandit before it finds an opening and takes off again.

Apart from that I've seen a couple of glitched bandits on the side of hills/impassible areas that the soldiers/traveling merchants lock onto but cannot kill.
If at first you don't succeed then skydiving definitely isn't for you.

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Kanaro
Posts: 101
Joined: Sat Oct 13, 2012 2:20 am
Location: Denver, CO

Sun Oct 14, 2012 4:21 am

Will probably be much less of an issue when ranged weapons are implemented. Hit a runner in the leg/foot and they're done for, athletics or not.
Image

User avatar
Deedy
Posts: 17
Joined: Fri Oct 12, 2012 11:45 pm
Location: Townsville, Australia

Sun Oct 14, 2012 10:08 pm

Kanaro wrote:Will probably be much less of an issue when ranged weapons are implemented. Hit a runner in the leg/foot and they're done for, athletics or not.
That will probably solve a lot of 'stuck in terrain' issues with mobs as well. I've seen armies just standing around a single bandit 'stuck' in a mountain, completely untouchable.
If at first you don't succeed then skydiving definitely isn't for you.

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Kanaro
Posts: 101
Joined: Sat Oct 13, 2012 2:20 am
Location: Denver, CO

Mon Oct 15, 2012 2:36 am

Deedy wrote:That will probably solve a lot of 'stuck in terrain' issues with mobs as well. I've seen armies just standing around a single bandit 'stuck' in a mountain, completely untouchable.
I saw that at the capital just yesterday. A single bandit on the hillside trying to reach someone up at the top of the hill. There were a good 15 merchants and town guards at the top trying to get to him, and another 10 or more at the bottom trying to go up to get him. Apparently the AI doesn't ever give up. Persistent buggers. :)
Image

User avatar
Deedy
Posts: 17
Joined: Fri Oct 12, 2012 11:45 pm
Location: Townsville, Australia

Mon Oct 15, 2012 5:01 am

Kanaro wrote:
Deedy wrote:That will probably solve a lot of 'stuck in terrain' issues with mobs as well. I've seen armies just standing around a single bandit 'stuck' in a mountain, completely untouchable.
I saw that at the capital just yesterday. A single bandit on the hillside trying to reach someone up at the top of the hill. There were a good 15 merchants and town guards at the top trying to get to him, and another 10 or more at the bottom trying to go up to get him. Apparently the AI doesn't ever give up. Persistent buggers. :)
Was that near the little ramp heading to the plateau that the city lies on by any chance? I've seen the same thing in that exact spot. Merchants shouldn't have such a large aggro radius, and 'shop guards' should be exactly that. 'Town Guards' or 'Police' should be the ones patrolling the town border.
If at first you don't succeed then skydiving definitely isn't for you.

LTPLegend
Posts: 8
Joined: Mon Oct 15, 2012 4:28 am

Tue Oct 16, 2012 12:54 am

Yeah my game has whole cities missing too and no sight of the NPC's out chasing people down. This really kills game play.

User avatar
Kanaro
Posts: 101
Joined: Sat Oct 13, 2012 2:20 am
Location: Denver, CO

Tue Oct 16, 2012 5:04 am

The "whole cities missing" thing is fairly predictable. When you get a few Sand Ninja near a small or medium town, the entire population runs out to fight. And given that there are endless numbers of wandering hostiles and finite numbers of town NPCs, the outcome over a long period of time is predictable.

If you want a town to survive, you almost have to camp a strong group of your squad there and have them help the locals. That, or never visit the town to begin with (if the chunk isn't loaded, there's no chance of battle).

Hopefully Chris will find renewed interest in working on Kenshi in light of it's Greenlighting, and we'll see some new changes in the near future.
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tuhooja
Posts: 19
Joined: Tue Sep 25, 2012 4:46 pm

Thu Oct 18, 2012 4:31 pm

Kanaro wrote:
Deedy wrote:That will probably solve a lot of 'stuck in terrain' issues with mobs as well. I've seen armies just standing around a single bandit 'stuck' in a mountain, completely untouchable.
I saw that at the capital just yesterday. A single bandit on the hillside trying to reach someone up at the top of the hill. There were a good 15 merchants and town guards at the top trying to get to him, and another 10 or more at the bottom trying to go up to get him. Apparently the AI doesn't ever give up. Persistent buggers. :)
if you want to fix this then save game and then load game ...almost always bandit is away from the spot where it cant be hit and has almost always also attacked my troops ending dead in a second :D

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Captain Deathbeard
Developer
Posts: 1831
Joined: Thu Jul 03, 2008 12:04 pm
Location: UK
Contact:

Thu Oct 18, 2012 9:17 pm

A few zipped up quicksave folders of this ghost town situation would help me track it down if anyone has any.

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