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If you want you can join discord and I can help you brainstorm, as far as I know though the mod works fine (I have it on my server too and I played after the Funcom update) so it's more likely to be some server host weirdness. It's a bit inefficient trying to diagnose that on here with no pictures and character limits
I simply said that we probably don't need any more comments about spawns being janky, because 90% of the comments are already about that, despite the mod description above already explaining that this is a technical limitation of the game.
Most people don't build on cliffs or in caves or into landscape features, but they also have no reason to come here and post comments, so all we get is this.
And usually nobody checks the previous comments, so I spend 30 minutes or more each time trying to explain and edit a response that can fit into the silly 1000 character limit of Steam.
Anyway, I'll shut up, since I only seem to be provoking the situation the more I try to explain. I really do appreciate all your modding work for CE and hope that you'll keep it up.
Most just come here to complain about the spawns while building in ways that simply exploit the limitations of the game. (the good ol "let's shoot the NPC from the rooftop with blunted arrows, cuz they can't do anything about it - but trying to supersize the concept to entire bases")
Fair enough, obviously it would be nice if we had magical enemies that could raid like players and everything worked well, no matter how remote and elaborate your build is.
The bigger issue is that this is explained in the mod description above and if you actually read through the comments, I have explained it time and time again in detail to where it's just taking up too much of my time.. since nobody bothers to read any of that.
Even with the best of intentions this whole comment section is turning out to be just an echo chamber of the 1% who had spawn issues..
If an NPC already doesn't have a way to your base, how would it know the difference of whether it's stuck at the base of the cliff they can't climb.. or behind a mesh rock with empty space there..
Well yes, if you build in places deliberately where NPCs cannot navigate to.. (like surrounded by water or on some cliff with no path, only elevator access etc.).. they can't fly so obviously they can't get up there so no actual path exists to you... which means they will try to spawn where where they can, like for example if the map maker left hollow pockets behind rocks.
Funcoms old purge deliberately spawned the entire wave inside your base when that happened. Funcoms new purge outright tells you that it won't even bother trying..
Mine attempts to still find a way without doing either of those things, with a pretty okay success rate, but if you deliberately made it impossible for it to work properly, then how pretty of a result you get will involve some luck.. You never "have to" ghost in to kill them though as they will time out on their own if you just wait, it was designed to run on servers without admins babysitting it.
However, from what I can understand about the AI governing purges in Conan Exiles, if you like to build in places that would be defensible in RL, you're going to have to put up with a certain amount of jank. This last exiles purge, some of them were spawning trapped inside rock outcroppings (I had to ghost into the rock to kill them), and others were crowding around at the base of the rocks that a part of the base was constructed on (I killed those with gas arrows fired from the rampart atop the rocks). It's still worth it to experience something like the original purge, but the base game AI just can't perfectly handle anything other than a base built almost completely on a flat plain with no natural features anywhere close.
If you want for the chance to increase as they go further into the small portion of the bar where it turns red, so that when the bar is full they reach 100%, then set whatever starting chance you want and tick the new escalating purges setting
The reason they were disabled was because the same comment has been repeated over and over to the point where people didn't even read 2 lines below :D
With the new update the experience for those extreme sized bases should've improved, but remember, read the description, watch the attached tutorial video.. read the other comments below.. and if something is still unclear, let me know.
The jest of it is that in the game NPCs can't actually walk anywhere they want to like players, there are very small and strict zones where they can navigate and generating these areas gets exponentially more expensive the bigger they are.
Any sort of pathfinding for point selection etc also relies on this. (it's why the Funcom stygian purge can also very easily fail despite it looking like there was plenty of free space for their tent)
In the future if I'll have the time to work on this, I might try to come up with a more complex approach for larger bases, idk.. like trying to find a section of it along one side and target that instead and then try to move the target mid-purge.. something like that, it's just going to be a LOT of extra work, but for now it's best to stick to smaller bases if you want "pretty" purges. :) If you're fine with NPCs spawning inside, then larger ones work too.
Thanks
I did get a 3rd purge as I was at a small base I keep near New Asgarth, Nordheimer purge and the only problem I had was one mammoth stuck inside a foundation block, had to destroy the block to kill it but no issue there, otherwise it was a great purge and almost kicked my butt.
Great work and thankyou.
I say "next run" because I had decided months ago that I would be starting a fresh save after this latest update just because it sounded like fun. ;)
But otherwise, things looked cool and it was quite challenging :P (slow progression so I was only level 18). Shaleback purge is no joke for low levels lol.
we have made the pitfall pass into a base
Sadly there's only so much I can do for these edge cases, we're working within the limitations of the game here, but I'll try to see if there's anything else that could be done the next time I work on this.
we are havin troubels with them sporning inside the map where we cant find/kill them
Spawn points. Admin place able, if a purge is happening near by, if a spawn point is placed somewhere, the purge waves will spawn from that.
At least then, in singleplayer, players have perfect control over where waves spawn.
For multiplayer, admins could set it up for players (and keep watch to make sure they aren't being abused or anything)
Stop the purge via commands. After a few moments any currently spawned enemies will despawn.
Go to the entrance area of your base, then restart the purge via commands.
At least for me, I had a separate structure as an entrance (a gate house). When you start a purge via the command, it uses the closest building to you as the target so I just made sure to be in that building when I did the command (you could also potentially create a tiny base outside of your main base, and use that as the intended target for purges. I believe purges spawn at least 60 meters away from the target, so ensure the tiny base is that far from your main base, might work, dunno)
There are technical limitations at play here as I mentioned before.. The issue is that the base is just too huge, the purge is trying to spawn between 60-95 meters from the center of your base..
The fact that it spawns inside your base means that the base you're trying to have a purge at is AT LEAST the size of New Asgarth (which is roughly 120m in diameter which would be the minimum 60m radius from the center).
I can make it not spawn on landclaim, but if the 60-95 radius contains no points that aren't on your landclaim (it's already avoiding your neighbors landclaim btw) then it simply would silently fail and you'd never get a purge at that base.
All waves in an encounter, after the first wave, have a Threat requirement.
When a purge triggers it picks the nearest high threat base.
How does a base gain threat? Being victorious over a purge.
You beat a purge? Your base gains +1 threat.
Could even have a minimum threat and maximum threat, so certain easier waves (or encounters) are disabled for high threat bases.
The first one already indicates it was using the fallback spawning - meaning that it cannot find a clear path to your base - since that's the only one that can spawn under foundations (even then the base would have to be huge as well)
But yes, if you have like a super large and inaccessible fort, then it will have issues, there's just technical limitations. If you just want to have fun with it in SP though then you can block off your current base with a purge-free zone and build something more modest in an accessible area.
The first was big cats and several appeared in or under foundations and couldn't be found until they had destroyed a foundation stone.
The second was rocknoses. The messages announced the waves but over 1/2 an hr of searching around my base where the purge was, not a single rocknose was to be seen. I even went admin/ghost and searched under the meshes/map but nothging. Not one.
I couldn't find any parts of my base destroyed nor any missing guard thralls.