Build #111: City Watch issues [RESOLVED]

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Hazelnut
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Build #111: City Watch issues [RESOLVED]

Post by Hazelnut »

City Watch have several issues:
  • I have a save inside go outside, try to rest, get guards after me. Reload save and exit... guards are still there! eek
  • They are so easy to kite with their slow speed, it's more like the keystone cops! :lol: (assume this is a tuning thing, just just FYI)
  • They multiply as you fight them, or that's how it seemed to me anyway, which I don't think happened in classic. (could be wrong)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: Build #111: City Watch issues

Post by Jay_H »

#3 was in classic. It's very easy to get a massive swarm of guards on you over time.

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Midknightprince
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Re: Build #111: City Watch issues

Post by Midknightprince »

Yeah, if you keep hitting the guards, they keep spawning.
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Interkarma
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Re: Build #111: City Watch issues

Post by Interkarma »

Thanks for the feedback. Yeah, some tuning definitely needed.

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Midknightprince
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Re: Build #111: City Watch issues

Post by Midknightprince »

Midknightprince wrote: Sat May 12, 2018 10:07 pm Yeah, if you keep hitting the guards, they keep spawning.
Thats how it is in classic is what im trying to say ;)
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Hazelnut
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Re: Build #111: City Watch issues

Post by Hazelnut »

Midknightprince wrote: Sun May 13, 2018 3:04 am
Midknightprince wrote: Sat May 12, 2018 10:07 pm Yeah, if you keep hitting the guards, they keep spawning.
Thats how it is in classic is what im trying to say ;)
I didn't know that, thanks for confirming it's expected behaviour. Does this imply that you can never defeat the Watch then? I'm sure I've seen someone defeat the watch in classic on a video online. Maybe there's a limit so you don't end up with 1000 guards?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Midknightprince
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Re: Build #111: City Watch issues

Post by Midknightprince »

Hazelnut wrote: Sun May 13, 2018 11:51 am
Midknightprince wrote: Sun May 13, 2018 3:04 am
Midknightprince wrote: Sat May 12, 2018 10:07 pm Yeah, if you keep hitting the guards, they keep spawning.
Thats how it is in classic is what im trying to say ;)
I didn't know that, thanks for confirming it's expected behaviour. Does this imply that you can never defeat the Watch then? I'm sure I've seen someone defeat the watch in classic on a video online. Maybe there's a limit so you don't end up with 1000 guards?
I always ended up just getting away, then fleeing the province.
I never saw them STOP spawning tho...
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FilthyCasual523
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Re: Build #111: City Watch issues

Post by FilthyCasual523 »

Since we're talking about the guards, can I point out that in classic Daggerfall you can find them patrolling the streets but in DFU they only spawn when you commit a crime?

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Interkarma
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Re: Build #111: City Watch issues

Post by Interkarma »

Wandering guards just aren't implemented yet. I'll help get this setup once I'm further along in effects system if Allofich doesn't breast me to it.

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Channel1
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Re: Build #111: City Watch issues

Post by Channel1 »

Interkarma wrote: Sun May 13, 2018 7:52 pm doesn't breast me to it.

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