WorldBox - God Simulator

WorldBox - God Simulator

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VERY bad problem
I figured it out, and I'm embarrassed it took so long to notice.

DO NOT LET ANY OF YOUR CIVILIZED SUBSPECIES HAVE THE GIFT OF VOID TRAIT.

It causes units to randomly teleport to different parts of the map and completely breaks their pathfinding. It's completely incompatible with civ AI, and units who teleported will pretty much never return to their village to perform any job.

Don't let them have it. Let the dev know teleportation needs to be completely reworked.
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Showing 1-7 of 7 comments
Gopher Apr 7 @ 5:03pm 
lmfao Only the wizards have the trait naturally, and you need to remove it if you want them to be able to build civs. Don't give it to civ folks, is all. You know what it does, so just create a seperate subspecies of the species you want to give it too. They will return to their towns or cities if they randomly teleport near them, but the teleport is completely random and unpredictable, even to them, I think! It's definitely meant for the uncivilized.
Trying to get a civ running with people who teleport randomly could be a fun challenge lol
Originally posted by Gopher:
lmfao Only the wizards have the trait naturally, and you need to remove it if you want them to be able to build civs. Don't give it to civ folks, is all. You know what it does, so just create a seperate subspecies of the species you want to give it too. They will return to their towns or cities if they randomly teleport near them, but the teleport is completely random and unpredictable, even to them, I think! It's definitely meant for the uncivilized.

I think it's a pretty serious issue, it's not supposed to completely break npc behavior. Wizard civilizations are a pretty common occurence, and having to remove one of their main abilities is not fun. You can't just look at a bug like this and think it's fine. Teleportation mechanics need reworking.
Gopher Apr 7 @ 5:28pm 
Originally posted by Zielski99:
Originally posted by Gopher:
lmfao Only the wizards have the trait naturally, and you need to remove it if you want them to be able to build civs. Don't give it to civ folks, is all. You know what it does, so just create a seperate subspecies of the species you want to give it too. They will return to their towns or cities if they randomly teleport near them, but the teleport is completely random and unpredictable, even to them, I think! It's definitely meant for the uncivilized.

I think it's a pretty serious issue, it's not supposed to completely break npc behavior. Wizard civilizations are a pretty common occurence, and having to remove one of their main abilities is not fun. You can't just look at a bug like this and think it's fine. Teleportation mechanics need reworking.
Just give them another element to balance it out. I usually go with Air, as that is just as much a Wizardly thing. Void magic is LITERALLY about teleportation in all the fantasy I know of. It would be nice if the teleportation could be more intentional now that they have working brains, but that's a refinement step feature. They just got it out to us, so just work around a feature that has been in the game forever.
Gopher Apr 7 @ 5:29pm 
I also recommend changing the wizards reproduction style. They never seem to grow using the egg, so making them more Human with the reproduction seems to yield better results. My arctic wizards are sitting steady at their 100 cap much sooner than expected, at any rate!
Originally posted by Gopher:
Originally posted by Zielski99:

I think it's a pretty serious issue, it's not supposed to completely break npc behavior. Wizard civilizations are a pretty common occurence, and having to remove one of their main abilities is not fun. You can't just look at a bug like this and think it's fine. Teleportation mechanics need reworking.
Just give them another element to balance it out. I usually go with Air, as that is just as much a Wizardly thing. Void magic is LITERALLY about teleportation in all the fantasy I know of. It would be nice if the teleportation could be more intentional now that they have working brains, but that's a refinement step feature. They just got it out to us, so just work around a feature that has been in the game forever.

I understand and appreciate your tips, but your attitude is worrying. You can't seriously look at gamebreaking bugs and think only of working around them instead of reporting them. Yes, I know void magic is about teleportation. I'm not asking to have it removed! I'm asking to make sure this is a known problem so civilizations that use it can actually remain functional. The teleportation spell made available through religion magic has the exact same issue! Once again, teleportation mechanics need fixing!
Gopher Apr 7 @ 5:43pm 
Originally posted by Zielski99:
Originally posted by Gopher:
Just give them another element to balance it out. I usually go with Air, as that is just as much a Wizardly thing. Void magic is LITERALLY about teleportation in all the fantasy I know of. It would be nice if the teleportation could be more intentional now that they have working brains, but that's a refinement step feature. They just got it out to us, so just work around a feature that has been in the game forever.

I understand and appreciate your tips, but your attitude is worrying. You can't seriously look at gamebreaking bugs and think only of working around them instead of reporting them. Yes, I know void magic is about teleportation. I'm not asking to have it removed! I'm asking to make sure this is a known problem so civilizations that use it can actually remain functional. The teleportation spell made available through religion magic has the exact same issue! Once again, teleportation mechanics need fixing!
By the point religions would be forming and so on, the folks who get teleported are just going on a journey, same as the random kings and leaders I find chilling on islands and "playing" with each other. I've noticed the npc's are actually living their own lives, and life in a fantasy world definitely includes a teleportation event or three! It only breaks pathing for a short time before the npc figures out their plan of action. They can swim, usually, if they get stuck on an island or something, though they might also be stranded for years! Luckily, you are the god of the world, so just move them to where they belong and they get right too it, after cursing you or blessing you, I can never tell which...

The point is that it's an artifact of the previous game and will be refined in time. It isn't really game breaking in my experience except when trying to make an entire species into Void Mages. That's the kind of absurd thing they are doing here, imo. It makes much more sense to tie that to Religion.
Last edited by Gopher; Apr 7 @ 5:44pm
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