PLEASE reduce "protect allies" range..
I have posted this many many times in the past and it's a continued issue. It is impossible to keep your units in your town, because the first sign of any combat within a km results in the entire town abandoning everything they are doing to run to the battlefield that I DONT want them to be a part of.. Setting everyone to passive is not a solution...
The engagement range is ridiculously huge, and it could be easily be reduced to 20% or even 15% of what it currently is. Additionally, it would be a MAJOR blessing if units would return to their last designated spot once the "combat" is over. Alternatively, I posted suggestions about AI settings long ago, and i'm not sure if that was even seen or not, but it would be a SPACTACULAR thing if we could set people to a "guard" mode, where they station themselves like npc guards do on a town. Wherever they are standing when you set into guard mode, they will engage enemies within whatever range, but as soon as the danger is over, they will return to where they were...
The engagement range is ridiculously huge, and it could be easily be reduced to 20% or even 15% of what it currently is. Additionally, it would be a MAJOR blessing if units would return to their last designated spot once the "combat" is over. Alternatively, I posted suggestions about AI settings long ago, and i'm not sure if that was even seen or not, but it would be a SPACTACULAR thing if we could set people to a "guard" mode, where they station themselves like npc guards do on a town. Wherever they are standing when you set into guard mode, they will engage enemies within whatever range, but as soon as the danger is over, they will return to where they were...
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IronMaverick
- Posts: 31
- Joined: Sat Apr 06, 2013 5:25 am
This should be in requests although I agree entirely.
Incorrect. This is the appropriate area for it, as it has to do with adjustments to already implemented features. My thread is about adjusting the protect allies distance. The other is just a minor suggestion that could be placed as an alternative to this "tweak".IronMaverick wrote:This should be in requests although I agree entirely.
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IronMaverick
- Posts: 31
- Joined: Sat Apr 06, 2013 5:25 am
I appreciate you pointing out the difference.
You could just set them to passive, Also i find that if they're assigned to a Job they generally won't engage as far away.
unless you tell them to. '
the engagement range seems fine but i do wish they'd add the ability to your allies/friendlies/controlled characters.
to judge how the fight is going an judge whether or not to interfere then.
Personally i like having my characters duel it out but in order to get them to fight fair and duel 1 on 1 , is usually difficult since the friendlies are always trying to help..(without micromanaging Block an targets)
>.>
i think there protect range is fine. given that the sounds of blades clashing could potentially be heard from some distance away, i haven't had any issues with them running overly far to assist.
but then I often use 'passive' mode on units i don't want to fight. to help with the dueling aspect.
unless you tell them to. '
the engagement range seems fine but i do wish they'd add the ability to your allies/friendlies/controlled characters.
to judge how the fight is going an judge whether or not to interfere then.
Personally i like having my characters duel it out but in order to get them to fight fair and duel 1 on 1 , is usually difficult since the friendlies are always trying to help..(without micromanaging Block an targets)
>.>
i think there protect range is fine. given that the sounds of blades clashing could potentially be heard from some distance away, i haven't had any issues with them running overly far to assist.
but then I often use 'passive' mode on units i don't want to fight. to help with the dueling aspect.
It is not that I don't want units to fight. It is that I do not want them rushing pointlessly out of my town constantly simply because some bandit had the intention of attacking one of my units that could have handled themselves just fine... I do not want them leaving their post. You apparently have not played with a large spread out town, or controlled a large area, with many units. I use a maximum population slider for both squad and population, so there is battle going on all around, all the time.. It is impossible to get my units to stay put without putting them on passive, and putting them on passive means that when a band of raiders, ninjas, or w/e roam into my area, this "1 vs 1" duel isn't a thing. People just end up getting slaughtered unless i rush to put everyone on non-passive once again. Doing this nonstop is too much.Chinsei wrote:You could just set them to passive, Also i find that if they're assigned to a Job they generally won't engage as far away.
unless you tell them to. '
the engagement range seems fine but i do wish they'd add the ability to your allies/friendlies/controlled characters.
to judge how the fight is going an judge whether or not to interfere then.
Personally i like having my characters duel it out but in order to get them to fight fair and duel 1 on 1 , is usually difficult since the friendlies are always trying to help..(without micromanaging Block an targets)
>.>
i think there protect range is fine. given that the sounds of blades clashing could potentially be heard from some distance away, i haven't had any issues with them running overly far to assist.
but then I often use 'passive' mode on units i don't want to fight. to help with the dueling aspect.
And no, the engagement range is not real. "Sounds of battle?" You cannot hear the sound of someone hitting swords at 500 meters away.. Nor could you even tell if what you're looking at is an ally of yours, or passing goats... Not much past 100 meters for the sounds of battle, and not much past that same amount to actually recognize who is who.
Disregarding what is realistic and what is not, even, it's a matter of micromanagement out of hand. It is like herding a colony of ants with your fingers. Engagement range needs to be reduced. If I want someone to rush 500 meters to join a battle, i can tell them to do that myself, as the chances of me caring at that range are significantly less than the times of annoyance that it presents.
Stationing guards at points around your town is a thing. Both in real life, and should be ingame. Having them cluster together in a giant clump and having them rushing back and fourth to every corner of the town nonstop is terrible.
While it might be faint you could still hear the clashing of swords from 500 yards away O.o Which is basically 500 meters according to a converter >.> though 546 yards to be exact.
and if its 'your territory' and your a soldier, or citizen in that nation investigating the sounds of combat would more or less be your duty o.o .
course this also depends on what else is occuring around you. also generally the people fighting in Kenshi are Amateurs/rookies . I wouldn't consider someone in Kenshi an Experienced until atleast 50 in each skill. Which presently
Only the Jounin, and the Adventurers tend to reach that far. not including wild life. i haven't seen any with 100 skill yet. but since i tend to skill up slowly due to the fact i prefer dueling an tend to avoid fighting when i can .
I haven't had any issues with the protect allies range. I had 2 people mining, an others assigned to working the stone Processor an they usually didn't go out of their way to help with fights , the person on the Weapon Crafting Bench almost died because he preferred working to defending himself. the miners got severly injured because they wouldn't engage in fights.
none of them were set to passive at the time (an even if they were there still supposed to engage in self defense).
So I don't know i haven't had an issue with the range so it seems fine to me. but as i've also said, i'd still like them to be better at Gauging when to get involved. after all Generally people who respect warrior codes wouldn't involve themselves in someone elses duel given it'd be dishonourable .
and if its 'your territory' and your a soldier, or citizen in that nation investigating the sounds of combat would more or less be your duty o.o .
course this also depends on what else is occuring around you. also generally the people fighting in Kenshi are Amateurs/rookies . I wouldn't consider someone in Kenshi an Experienced until atleast 50 in each skill. Which presently
Only the Jounin, and the Adventurers tend to reach that far. not including wild life. i haven't seen any with 100 skill yet. but since i tend to skill up slowly due to the fact i prefer dueling an tend to avoid fighting when i can .
I haven't had any issues with the protect allies range. I had 2 people mining, an others assigned to working the stone Processor an they usually didn't go out of their way to help with fights , the person on the Weapon Crafting Bench almost died because he preferred working to defending himself. the miners got severly injured because they wouldn't engage in fights.
none of them were set to passive at the time (an even if they were there still supposed to engage in self defense).
So I don't know i haven't had an issue with the range so it seems fine to me. but as i've also said, i'd still like them to be better at Gauging when to get involved. after all Generally people who respect warrior codes wouldn't involve themselves in someone elses duel given it'd be dishonourable .
I've had problems with the protect range and honestly it is of my opinion it is a bit too far. I've had my whole personal outpost run out to protect a envoy sent to towns just because they got in a fight and honestly it gets annoying more than fun. Sure its nice that allies are protecting allies but I think the protect ally range like the one back in 0.69.0 ~ish and before was absolutely fine. Well this is my opinion anyway.
it's not possible for me to run a game without atleast 30 chars. Back when 20 was the limit, i had to resort to using a mod to start with more. This is because every unit in my squad is unique, with their own set goals, reasons, and personalities, and that team consists of a lot of people.. Obviously that cannot be emulated in the game mechanically, but I tend to have them spread out around the town in their own little areas doing their own things. Sometimes they are not even in the same town area - Two sister towns next to eachother. When one gets attacked, i do not want the entire sister town flocking towards the other town.Chinsei wrote:While it might be faint you could still hear the clashing of swords from 500 yards away O.o Which is basically 500 meters according to a converter >.> though 546 yards to be exact.
and if its 'your territory' and your a soldier, or citizen in that nation investigating the sounds of combat would more or less be your duty o.o .
course this also depends on what else is occuring around you. also generally the people fighting in Kenshi are Amateurs/rookies . I wouldn't consider someone in Kenshi an Experienced until atleast 50 in each skill. Which presently
Only the Jounin, and the Adventurers tend to reach that far. not including wild life. i haven't seen any with 100 skill yet. but since i tend to skill up slowly due to the fact i prefer dueling an tend to avoid fighting when i can .
A while back, i had a stray unit that I wasn't paying attention to.. She wandered out of town chasing units, and I found her running around in a city chasing civilians, amongst corpses scattered around the town. She had only a ninja sword, assassins rags, samurai clothpants, and sandals. She happily wiped out an entire holy nation town on her own because I wasn't keeping an eye on her. She was lured there by continuing to move further and further out of my town as she kept chasing things..
http://steamcommunity.com/sharedfiles/f ... =247577267
When you are more connected with your units, and recognize their movement and behaviors more, to a point that it's critical, you tend to notice these issues quite a bit more, rather than just "a couple of soldiers scattered about town".
Zeal wrote:it's not possible for me to run a game without atleast 30 chars. Back when 20 was the limit, i had to resort to using a mod to start with more. This is because every unit in my squad is unique, with their own set goals, reasons, and personalities, and that team consists of a lot of people.. Obviously that cannot be emulated in the game mechanically, but I tend to have them spread out around the town in their own little areas doing their own things. Sometimes they are not even in the same town area - Two sister towns next to eachother. When one gets attacked, i do not want the entire sister town flocking towards the other town.Chinsei wrote:While it might be faint you could still hear the clashing of swords from 500 yards away O.o Which is basically 500 meters according to a converter >.> though 546 yards to be exact.
and if its 'your territory' and your a soldier, or citizen in that nation investigating the sounds of combat would more or less be your duty o.o .
course this also depends on what else is occuring around you. also generally the people fighting in Kenshi are Amateurs/rookies . I wouldn't consider someone in Kenshi an Experienced until atleast 50 in each skill. Which presently
Only the Jounin, and the Adventurers tend to reach that far. not including wild life. i haven't seen any with 100 skill yet. but since i tend to skill up slowly due to the fact i prefer dueling an tend to avoid fighting when i can .
A while back, i had a stray unit that I wasn't paying attention to.. She wandered out of town chasing units, and I found her running around in a city chasing civilians, amongst corpses scattered around the town. She had only a ninja sword, assassins rags, samurai clothpants, and sandals. She happily wiped out an entire holy nation town on her own because I wasn't keeping an eye on her. She was lured there by continuing to move further and further out of my town as she kept chasing things..
http://steamcommunity.com/sharedfiles/f ... =247577267
When you are more connected with your units, and recognize their movement and behaviors more, to a point that it's critical, you tend to notice these issues quite a bit more, rather than just "a couple of soldiers scattered about town".
I tend to give mine personalities too :p but i usually have them part of the same town, i usually try not to use more then i absolutely need.
If it were possible i'd probably just use one character indefinitely but using just one character means if you decide to build a 'house'/settlement your basically going to be spending 100's of game days on each project o.o
My towns tend to be minimalist in that i only build what i absolutely need, a Building or two with beds ,a research table clothing/weapons crafters, farms, and mines, an not much else o.o
I try to avoid combat .
but obviously some of its in the differences in how we do things but i don't usually have my characters attacking people o.O without reason.
and as mentioned last time i played my characters tended to work at their jobs an didn't try to assist others being attacked. I think their primary Job tends to over ride alot of their 'protect allies' priorities. Shift+click to assign a job.
You're still sorta missing the point. People who have non-combat roles, i'm fine with. Workers, researchers, builders. I can put them on passive, no problem. But my people who actually DO fight greatly outnumber those who do not, and they are spread out in their own areas. There is a reason they are spread out, and that is to deal with the combats in those areas themselves.Chinsei wrote:
and as mentioned last time i played my characters tended to work at their jobs an didn't try to assist others being attacked. I think their primary Job tends to over ride alot of their 'protect allies' priorities. Shift+click to assign a job.
I do not want my entire civilization clustarfarking towards one little skirmish every 10 seconds. And, just Ishikawa pointed out, sometimes i do focus on a single unit that I want to leave town to go do something... What happens? half a kilometer outside the town, they start getting chased by something that is potentially going to attack them. Whether i decide to ignore them and keep running (which is usually easy, as athletics is a favored stat of mine), or choose to eliminate them, the issue remains that my entire civilization will abandon their posts to run towards those hostiles. I do not want that. Whether that be a trade run, or any reason i'm traveling, i want my other units to STAY PUT.
I agree it is a large pain. One workaround is that I will assign all my non labor "troops" to something like a small workstation just to get them to return.
A "rallying point" is the term usually used for this. Most squad based games have these for each squad.
Kenshi really should have at least this.
A "rallying point" is the term usually used for this. Most squad based games have these for each squad.
Kenshi really should have at least this.
A rally point for those assigned... helpful when you want them to recall. Some sort of flag built would help. Though there should be settable parameters to mark the radius which the assigned guards should break off pursuit and reassemble to the rally point. (Akin to wildlife and their nest points, breaking off at the furthest extent of their territory.)Tommygun wrote:I agree it is a large pain. One workaround is that I will assign all my non labor "troops" to something like a small workstation just to get them to return.
A "rallying point" is the term usually used for this. Most squad based games have these for each squad.
Kenshi really should have at least this.
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Custom PC - Aurelia NullBox - Gamer/Developer Hybrid Spec
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The Peanut Butter will be with you, always.
Why did i never think of this? o.oTommygun wrote:I agree it is a large pain. One workaround is that I will assign all my non labor "troops" to something like a small workstation just to get them to return.
A "rallying point" is the term usually used for this. Most squad based games have these for each squad.
Kenshi really should have at least this.
It's a nice solution for now. Chris posted on a thread on the steam board on a thread similar to this that "this should be fixed" though, so we'll see what exactly he means..
I agree they will protect people that are too far way, and I agree that guard mode is needed.Zeal wrote:I have posted this many many times in the past and it's a continued issue. It is impossible to keep your units in your town, because the first sign of any combat within a km results in the entire town abandoning everything they are doing to run to the battlefield that I DONT want them to be a part of.. Setting everyone to passive is not a solution...
The engagement range is ridiculously huge, and it could be easily be reduced to 20% or even 15% of what it currently is. Additionally, it would be a MAJOR blessing if units would return to their last designated spot once the "combat" is over. Alternatively, I posted suggestions about AI settings long ago, and i'm not sure if that was even seen or not, but it would be a SPACTACULAR thing if we could set people to a "guard" mode, where they station themselves like npc guards do on a town. Wherever they are standing when you set into guard mode, they will engage enemies within whatever range, but as soon as the danger is over, they will return to where they were...
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