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(8.2) Recruiter pathfiding is broken

Started by UncleFubar, February 19, 2023, 01:10:18 PM

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I really like this option but it needs some fixing and balance. Recruiters sent out from an island town (Driftmark) go a small distance and just stop. They will attempt to avoid nearby hostiles but stop again if they aren't being chased. Talking to them will let you change their recruiting target (including any) which may or may not get them moving again, but whatever you choose it's still hopelessly broken. One tried to path through the mainland and just kept bumping into the shore, so it looks like they don't have the proper mod AI behavior of choosing a city, harbour, or ferry to transition from land/sea. This might not be a problem on the mainland if they're just going to nearby villages but they don't seem to know what to do with water.

Also when given the option to choose a recruiting faction it doesn't check your starting or current faction, it just lists all of the main ones. So if the pathfinding actually worked they could ignore any player recruiting limitations. Since the unit does have the faction flag from the town/city it was sent from it would very likely just get killed by enemy factions or raiders over long distances, but the Master of Laws will happily take your stags and send them anyway without any warnings.




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