Dawn of Man

Dawn of Man

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thomlovessue May 30, 2022 @ 9:08pm
Bug, but I hope someone out there knows a trick
I know the developers have left, but I keep getting a bug. The most obvious is sometimes my people forget how to repair something. The defense stuff seams to get repaired; but houses, stables, and storage units the roofs fall in which is my clue to manually tell them to repair. You can imagine the pain in that (not even talking about diruptions in population, etc.). The other is raiders who try to swim to my village only to turn back halfway there. Now I have 2 groups of raiders doing the same thing. Anybody have any ideas?
Originally posted by UglyBird:
I think your problem is access, the raider's spawn spot is obviously in the rocky area behind the lake.
The raiders are trying to take the direct route to your settlement by crossing the lake which is too wide to swim across.
I would try placing, as schwifty K mentioned, a trail of buildings from the bottom of the large lake on the right toward your village.
You do not need to build them just place the foot print, the raiders should luckily aim their attack at them.
You mentioned auto repair for buildings, I don't think there is such a thing.
Buildings are repaired automatically but can be delayed when workload is high.
Click on a villager and right click the building to be repaired to get it done quickly.
Hope this helps, good luck.
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Showing 1-13 of 13 comments
Calico-Jack May 30, 2022 @ 9:45pm 
If you have issues with tasks not getting done the first thing you should do is check your workload. If it's in the 50 -60% range then you should check resource levels, production priorities, then work areas for where the bottleneck is. In every case where I've thought there was an AI bug around tasks this was the solution.

Resource levels work like a kind of soft priority setting - If you are insisting your settlement have 1 stone per inhabitant but not seeing the result in the stockpiles then it means that task takes up time that can be given to another - paring that back until you have a balance between maintaining a stockpile for emergency repairs will free up people for other tasks. Likewise workareas schedule more efficiently than individual tasks, but they still count as tasks that require time to complete. Due to the way the game schedules them you can have redundant work areas without pushing the worklevels up.

One example I had in a recent game was with cheese production - I wasn't able to stockpile any. In other games involving resource and production management the answer would be to raise the priority for cheese making and/or build more of the production building. The answer in my game, however, was I needed to build more flour production as people were grabbing the cheese then making grain -> flour -> bread if the cheese was out. I also had several overlapping work areas which I could consolidate into one task instead of multiple for the same resource in the same area to free up bodies for flour production.

As for the raiders post a screenshot of the place where this is happening.
Last edited by Calico-Jack; May 30, 2022 @ 9:47pm
UglyBird May 30, 2022 @ 11:23pm 
Raiders don't usually swim across rivers but look for a ford or bridge. If the ford or bridge is too far from where they want to attack, they seem to do that, start swimming across and turning back.
You will usually find this problem in custom scenarios.
thomlovessue May 31, 2022 @ 6:57pm 
Here is a pic of the raiders as they start returning to shore. The failure to repair is happening at the same time and started at the same time. The game is aware that the town is under attack, but I have not sounded the alarm as they have been swimming the lake for several years. I cannot find a bottleneck, but maybe the raider situation is the cause. See pic:
https://steamcommunity.com/sharedfiles/filedetails/?id=2815391063
pdoan8 May 31, 2022 @ 9:42pm 
It usually happens with very big lake. Animals might do the same.

How close do they get to the shore? If they get close enough to engage them with bow, I would try that. The group usually try to follow the leader. Kill the the confused leader may break the cycle.
thomlovessue Jun 1, 2022 @ 3:33pm 
Only about halfway. Very occasionally, 1 individual makes it to the town walls. If you can't break the cycle, that game is dead. I can't plan ahead, scan for buildings needing repair, balance priorities, and keep an eye on the raiders (some day I will have to sound the alarm).
UglyBird Jun 3, 2022 @ 4:45pm 
Which scenario are you playing? If custom, might be able to fix.
I see that your are way into this scenario, did you have these issues from the start or later into the game?
Last edited by UglyBird; Jun 3, 2022 @ 4:57pm
thomlovessue Jun 5, 2022 @ 8:50pm 
Flatlands with raiders - And NO this just happened. I am in the Bronze Age...
Schwifty K Jun 6, 2022 @ 1:18am 
Hey.
Is it possible that the walls block the exit node where they are built into the water?
Could you wreck them down and check if the raiders will reach the shore afterwards?

I remember this to sometimes happen, especially when building near a lake and mess with pathing by opening and closing the doors. (But not as drastically as in your case where the raiders swim far out of reach.) Do they ever reach any land?
Make sure that the one raider that reaches the walls can leave the water there and continue on land, the others will follow.

Just for ref: https://steamcommunity.com/app/858810/discussions/0/3041607080062831220/

During winter people are "sheltering" -> less jobs are done even with workload under 100%.
Is the "not-repair" bug all the time? You wrote the raiders are in the lake now serveral years, therefore assuming it's not season / workload related.

Have you maybe deactivated the auto-repair setting of those buildings?
Are only buildings near the raiders affected?

Possible workaround to get them out the lake:

Build a trail of gates or houses for them to follow. (Don't really build them, just pause the building process, raiders will attack unfinished structures too.)

This could lure them out of the water. Good Luck!
Last edited by Schwifty K; Jun 6, 2022 @ 1:52am
thomlovessue Jun 6, 2022 @ 4:41pm 
Thanks so much. Many things to try. I usually build stone storages as warning that raiders are coming. Yours sounds like something nearly alike, just bread crumbs to follow around the lake. But first try to find auto repair setting, then knock down walls
thomlovessue Jun 6, 2022 @ 4:48pm 
Couldn't find auto repair setting. Any clues...
The author of this thread has indicated that this post answers the original topic.
UglyBird Jun 6, 2022 @ 6:16pm 
I think your problem is access, the raider's spawn spot is obviously in the rocky area behind the lake.
The raiders are trying to take the direct route to your settlement by crossing the lake which is too wide to swim across.
I would try placing, as schwifty K mentioned, a trail of buildings from the bottom of the large lake on the right toward your village.
You do not need to build them just place the foot print, the raiders should luckily aim their attack at them.
You mentioned auto repair for buildings, I don't think there is such a thing.
Buildings are repaired automatically but can be delayed when workload is high.
Click on a villager and right click the building to be repaired to get it done quickly.
Hope this helps, good luck.
Schwifty K Jun 7, 2022 @ 12:54pm 
Auto-repair setting visible per building. But only when it is broken.
https://steamcommunity.com/sharedfiles/filedetails/?id=2818244360

Might appear in multi-selection (double click). But it seems it can't be de-activated in that view. Only in the building stats (posted in the screenshot)
Last edited by Schwifty K; Jun 7, 2022 @ 1:00pm
UglyBird Jun 7, 2022 @ 7:11pm 
It is not really an auto repair button as repairs are done automatically anyway, it is just a stop repair now button which will lighter a high workload for example so villagers can attend to other urgent tasks.
I always find selecting a villager and right clicking a building to get something done gets better results.
For planting fields or harvesting, when you need these done quickly, I select a bunch of villagers and right click the field. Many of them will go to the field and start working but you need then to re-select some of these individuals and right click on crop squares not being attended to as each square only allow 1 worker. I get satisfactory results that way.
DOM is a very good game but very demanding on the player, this is why I love it.
Last edited by UglyBird; Jun 7, 2022 @ 7:16pm
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Date Posted: May 30, 2022 @ 9:08pm
Posts: 13