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Peasant problem! help!

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Level 8
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Feb 20, 2007
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338
Sounds to me like the peasants are revolting.... ;)

I am uncertain what you mean here. Harvest is an auto ability, requires nothing more than you selecting a peon type unit and then right clicking say a gold mine and they will go back and forth all on their own happily until attacked or until the gold mine collapses.

You can march a platoon of footmen between the hall and the mine and park them there and the peon types will walk around blissfully working their fingers to the bone.

Now I know that more than 5 peasants or peons will slow down the process of mining unless your gold mine is really far from the hall, even then over time there becomes a back up and they either start standing around at the mine (waiting for the others to come out) or they start standing around at the hall waiting for their turn in line to deposit the gold.

As far as I know they can come in to the hall from any angle, unless you have changed the pathing and have managed to block one side of the hall?
 
Level 22
Joined
Nov 20, 2005
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1,221
even if they are 1 or 3, they behave like that but only toward certain points of the TH: they walk sliding alongside the left wall and scatter around that place. IF i force them to get back gold, they get closer but still don't toss, but if they're that close and i repeat the order, they do it.

Now i tell you what i did to each part:

I've changed the Peasant race to ORC, because i want them to build structures INSIDE the constr.site.
In another maps Orc peons get gold to every point of the hall with the SAME custom settings as peasants are.
Town hall and Great hall build size are reduced to be like other "big" structures like barracks, althar, mill, etc.(not the graphic scale, just the building site size), but nothing else about "graphic" has been done to them.

Should i post every "blue row" present in town hall & peasant scheme?

A thing i can try to do is copying the peon unit and giving him a peasant skin/name. What about? I'll try.
 
Level 11
Joined
Aug 25, 2006
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971
Theres your problem. You changed the collision size (of the town hall) to something that the peasant's can't handle. I would suggest leaving pathing/collision size alone.
 
Level 22
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Nov 20, 2005
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1,221
Resetted the collision size of the TH: nothing changes.
Resetted ALSO the map agilbility(or how is translated in english) among the original collision size: nothing changes.
Peasants continue to get away and stop near the TH if they receive any order that brings them to any spot of the WEST and SOUTH part of the TH.
Any ideas then?



Found what was the problem: there was a region under the TH that covered exactly a large portion of the south and west angles of the structures. Every units that entered that region were planned to leave it. Hence the explanation of why those @#§£$% peasants left, and peons not. The "leave region" script was set for every unit EXCEPT peons!!
Thanks however for the help. :p
 
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