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Riamus

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Everything posted by Riamus

  1. Tiles are made in the POI Editor in the game just like all other POI. There should be a few YouTube videos about making tiles.
  2. I believe there is an invisible block option that you can use. There is a yacht in Teragon that is set up that way and I am pretty sure the column isn't visible, though I may be wrong.
  3. You can add prefabs using World Editor from the main menu. I'd recommend backing up your world and saves first in case you mess something up. Then it's really just a matter of hitting ESC and going to the tab with prefabs and finding the one you want and placing it. I don't think it would be a good idea to place it near your base or anything else you've made in the game just in case it messes up the region file but otherwise it should work. It's usually easier just to add stuff to a new map/game than an existing one, though.
  4. I guess what I meant was that you have a progression in the current weapons, where you go from low damage/rate of fire/etc to high damage/rate of fire/etc. It isn't linear but it's still progression. If you add in other weapons of the same basic type that are similar in those numbers, then it's not really providing much beyond variety. They aren't currently adding more tiers to what we have, so the only way to add more weapons is to remove some or to have an entirely different weapon type. And I don't think they'll add more weapon types to the base game. And yes, like you said, they could replace what they have but I really don't see them doing that this late in development. As I said, I like having variety, even just for the sake of variety. I'd be happy to see more weapons, even if they were nothing more than skins on top of existing weapons (a claymore sword skin on top of the machete, for example) just to have some variety. But they seem pretty clear that they aren't looking to add more weapons before gold. So that leaves either a DLC if they choose to do one or else mods.
  5. I like the idea. I have liked the feature in some games where you can send a pet back to town to sell rather than going back yourself. But it does make inventory working you can basically ignore. Doing a tier 5 and out of space? Send your drone to someone not doing the quest and they can unload it and you can continue without interruption. Just do building after building without pause, even without quests and never bother going back to deep off or sell. That isn't necessarily a bad thing but I think TFP want inventory management to actually be a thing in this game. On the other hand, you can already build cheap storage chests and place them wherever you want and unload to those. But you still need to haul it back later. Dunno. I do like the idea.
  6. A tile isn't all that hard to make. In some ways, it is easier than a POI because there is usually a lot less building needed. On the other hand, you need to find ways to make the tiles look unique so they aren't all the same and that can be harder than with making a POI. Also, you need to set up the POI markers for the prefabs and that can sometimes get tricky to get things placed in a way that will look right when random POI get placed there. So, it isn't difficult exactly, but it is a different kind of design than prefab design and not everyone wants to do that. It also isn't as eye catching as a good prefab, so isn't as interesting to make it share. But having a lot of custom tiles can really improve how a town looks.
  7. The only problem with that is if you aren't near your team members. I wouldn't link it to how soon you can respawn for that reason and because some people can be jerks and just ignore your zombie corpse so you can't respawn for a while. Of course, I wouldn't ever play again with anyone like that but it just opens up the option for people to act stupid. I'd rather have it where you just have to kill your corpse to get your stuff back if you have that option enabled, but where you can respawn right away.
  8. Is there some reason you posted this again?
  9. You have only 6 votes. I wouldn't assume that the first few people voting constitute that general opinion of everyone. 😀 My thoughts on it are that I don't want an easy way to avoid zombies. I'd rather be forced to run away if they manage to break through my base. That adds a lot more excitement than just getting in a vehicle and driving. Even increasing has usage wouldn't really impact much. You can drive fast enough to be out of range in a few seconds and then stop until zombies start closing in again and repeat. Even with increased gas usage, you aren't going to need to do all that much driving. And it is trivial to refill the gas tank of you carry fuel with you. Now, whether or not they should try to prevent cheesing horde night through the use of vehicles.... That is another topic. Of course, now that you can kill zombies with vehicles, you can basically spend all horde night driving over zombies with impunity if you keep enough repair kits on hand, so having those vultures is probably a good idea just to add a small amount of difficulty. As a side note, you can still drive away from zombies on horde night if they aren't set to sprint (maybe even if set to sprint). You just have to drive slowly and stop after very short distances. You can stay just out of reach and it doesn't seem like you ever trigger those vultures from what I've seen. I did it once when I gave myself a lot of experience for free in the first week and found out that the first horde night is significantly harder when doing so since I didn't also give myself better gear. They broke my minimal wood/cobble base quickly and I was on the ground without much to keep me alive so I used a minibike and drive slowly for short distances and never had an issue. Of course, maybe that was only because it was the first horde night, but I did have cops already, so I would have expected those vultures as well.
  10. I get it. But they seem intent on not adding more. For this game, other than just for variety, there isn't much rain for other weapons. I agree that variety is a good thing, but when that is really the only thing, it isn't an incentive for them. Damage, rate of fire, amp capacity... These don't really make a weapon all that different from others.
  11. They have said they aren't planning to add more weapons/ammo to the game with a possible exception of a third tier of baton. They don't want a bunch of guns that all do basically the same thing, where the look of it is the only real difference. Yes, you can have varying damage based on caliber and you can have some minor differences like rate of fire but that's not enough for what they want in this game. For guns, they pretty much just want pistol, shotgun, automatic, and sniper. And they chose to make the automatics part of the other gun trees (SMG, auto shotgun). These limited weapon types allow for fairly different uses so they aren't the same as one another. And they are sticking, for now, to only 3 tiers of weapons. So having a bunch of different pistols with different calibers isn't an option for what they want. They did end up making pistols have a bit more range in tiers than most everything else, so that is something - pipe, regular, 44, vulture, SMG - but that's mainly because they are kind of treating the 44 and vulture as a separate set of weapons from their 9mm counterparts. But generally speaking, they just don't want so much variety without much difference beyond how it looks. So although you put a lot of effort into your suggestion, it just isn't likely to happen. **MAYBE** they will consider a weapon DLC after gold but that's about the only change, I think. Your best option is to use mods that provide additional weapons. There are a number of weapon mods available. As far as having a lot of extra 44 ammo, that's entirely dependent on whether or not you're using 44 or vulture. Once I have those, I stop using 9mm entirely and stick to mostly melee with vulture for range or when I need to clear a bunch of zombies quickly. Because of that, all my 9mm and shotgun ammo are only used in turrets, 7.62 is used only for sniper on horde night (this one actually stockpiles for me because I only use it for horde night), and 44 is used regularly and doesn't stockpile too much. If I used less melee, it wouldn't stockpile at all. If anything, I'd like to see them offer turrets that use 44 and 7.62 ammo to allow using those calibers if you're not using them for your own guns.
  12. This is something that hopefully Teragon can do in the future. A dynamic tile group mechanic is on the list of things to add. That would allow making specific tiles only connect to other specific tiles. So you could have 2 lane roads only connect to other 2 lane roads or to tiles that are designed to look like a 2 lane road connects to a 4 lane road. You could make boulevards connect only to other boulevards or to tiles that are designed for merging those into a normal road. This could be used also for raised roads, subways, sewers, even rivers that are on tiles. It would definitely open up some great options for making very interesting and more believable roads in towns. However, the downside to such a feature is that we actually need a bunch of tiles of those types for it to work and few people are making custom tiles. For example, if you wanted boulevards, you would need to create at least 1 boulevard tile for each tile type for each district where you'd like boulevards to appear. So that's a minimum of 1 tile each of straight, corner, T, intersection, cap that has a boulevard on it as well as a minimum of 1 tile for each of those that has a merging road from boulevard to 2-lane. You might also want one of each with a merge from boulevard to 4-lane. And that's just for boulevards. If you want to handle 2-lane to 4-lane, you need custom tiles there as well, though fewer since we do already have some 2-lane for 4-lane tiles to work with. They'd just need to be filled out to have at least one each for each tile type and a merge tile for each tile type. It would be an amazing feature to have and it'll likely become available at some point, but unless someone wants to make the custom tiles to work with it, it will end up not having much use. We'll just have to see if anyone's willing to make those tiles once the feature is available. The problem with that is that 1) such tiles won't work well in RWG because there's no way to connect them properly in RWG and few designers want to make stuff that will only work in Teragon, and 2) not many designers even want to make tiles. So we will see how it works out.
  13. That would be fun to see! Of course, it means finding it as it wanders around in order to get your stuff back. But if it's an option, just like whether you even leave a backpack, then players can choose if they want that feature so it wouldn't matter.
  14. I asked before what the max size was and was told 30x30, though I don't remember who told that to me. When I did some testing in the past, I found that larger decorations are less likely to get placed than smaller ones, so it's usually best to stick to smaller footprints. But you do have some extra space available if you need bigger than the normal 8x8 size.
  15. This is a limitation of how tiles work. Vanilla tiles use a variety of different roads so that they don't all look exactly the same. This means that connecting tiles to one another doesn't always look quite right if you really pay attention. There isn't really any way around that other than to use other tiles that have a more consistent design to the roads. But then it'll just look very repetitive. As far as grids, you can do that in Teragon. However, again, with the way tiles work in the game, not every POI can be placed on intersection tiles, which means you will lose out on a lot of POI if you have it set to be grid roads.
  16. No, inventories vary. Only quest tier and trader stage are the same. If you need help with it, feel free to visit us on the Teragon Discord or go to the Teragon Maps thread in Mods\Tools forum and ask there.
  17. Lol. Interesting design. They made a new command to reset regions and after doing so, they said that it is not longer a good idea to delete region files. That might be the issue for you. The new command is "rr" and there are some parameters for it. I believe "rr help" will list the parameters.
  18. Does that actually subtract as well? The tooltip seems to say that it only adds days. I've never tested it, so don't know. If it can be a plus or minus of that many days, it would be good to update that tooltip. That said, even if it's add only, if you set blood moon to 4 days and then range to 6, you'd still have anywhere from 4-10 days, which would be the same as setting blood moon to 7 and have the range at 3 with plus or minus.
  19. One of the Crack A Books does have a story time area. Anyhow, I like the idea as I said. But tons of empty bookshelves in a library just feels bad to me. Maybe it's just me, though. I get what you're saying but I just feel like a library without books looks bad. A book store is just a store in the end and I don't mind that being mostly empty.
  20. It's easy in Teragon to limit traders to one of each. You have options to limit max spawn of any prefabs, including traders. You can also adjust the theme duplicate distance and POI duplicate distance values without needing to edit the XML itself, which is helpful since editing the XML can lose those changes whenever the game updates. RWG doesn't give you the option directly. However, you can edit the XML for the traders before making the map in RWG so it has the duplicate distance (not the theme distance) set to something like 10k. Then you'd only get one of each per map. You can also edit the prefabs.xml after making the map with RWG and replace the extra traders with some other same-sized POI if it really matters to you. Personally, I'd hate to be on a large map (even 8k) and have only 5 traders on the entire map. I travel the map because there are traders in basically every town. Without that, I'd never have a reason to travel.
  21. I'm not sure you can, but it sounds like you have one trader per biome? If so, why not just edit the prefabs.xml file before playing so that there each trader in there is unique?
  22. I know it's been a while since the last update to Teragon, so I thought I'd give you some information regarding the next version. Still not sure when it'll be ready. Just to be very clear... these are for the next version of Teragon (v0.50.0) and are not currently available or are available only in the Testing version at this time. This information is just for reference regarding the next version. For those interested in very large cities, including mega cities, you will now be able to have more variety in the district layout by using 2 new parameters in Create Towns. One parameter sets up the overall shape variance and the other helps to break up districts so you can have more than one of each district within a town. Here is an example of a 4k mega city with more extreme adjustments to those parameters. Chances are that you'll want to not go quite as extreme but it's entirely up to you. This is in comparison to the current mega cities, where you get one of each district and the districts are kind of diamond-shaped every time. Be aware that these parameters are not going to really be noticeable on smaller towns (anything under 30-50 or so probably won't see any difference). Also note that if you use the parameters to break up districts in a medium sized town, such as 50 tiles, you may end up with a number of 1 tile districts within the town that may not look great in the game. So be careful adjusting these parameters if your towns are medium-sized. Default small_town and oldwest_town sizes will not really be affected but your default regular_town towns will be where you might see these changes. I'd recommend double checking your towns to see if the districts look okay if you adjust these parameters. Also note that, unless something changes, it will also be possible to have the outskirt section of towns be larger than a single tile ring around the town. Pille is planning to set that up tomorrow so unless there is some problem with it, it will also be available in the next version. This again is mainly for very large towns and mega cities, allowing you to not have a single tile ring around the town that looks pretty strange. For smaller towns, you don't want to have a wider outskirt because it will remove too much (or all) of your center districts. But for towns of a few hundred tiles up to thousands of tiles, it can really help. EDIT: Here is a screenshot with a wider outskirt area and changing the variation and clusters of districts for the outskirt, similar to what is done in the center area. So you can now see everything getting mixed up. You can of course adjust the values so it's not as extreme if you want. The other main new command will allow you to use stamps. This isn't currently ready for testing, so I can't give you any screenshots yet, but it will allow you to use custom stamps (basically miniature heightmaps) and place them around your map. Think of RWG rivers as an example. Each river is a stamp and looks exactly the same and are just placed randomly around the map. Using stamps in Teragon will have more options than how rivers are handled in RWG. You will be able to use any custom stamps that you or others create and these can be clustered in groupings of whatever size you want and can overlap one another. This can allow you to do things like sand dunes or even offer the ability to take the "perfect" crater or crevice you made in a map and use that exact one as a stamp on other maps. You could make a swamp or mesas or any number of different things using stamps. Even though stamps are not generated and so look the same each time they are used, by grouping them and overlapping them, it can help to make these look different. And because you can use a lot of different stamps if you have them, it will not be as noticeably repetitive as the RWG rivers. It should allow for some very interesting maps to be made. I have a feeling that once stamps are available, you will start to see people sharing the stamps they create, which will make adding interesting features to your maps very easy even if you're not good at making your own stamps. We'll most likely have a place for stamps to be shared in Discord and people are welcome to share stamps in this thread or post them on places like Nexus (I assume that Nexus would allow that kind of posting, though I don't actually know). I think this next version will be something to look forward to and I know I am looking forward to seeing what everyone can do with stamps. Btw, on a side note, if anyone has any questions about anything with Teragon, please PING me here when you write your post. I don't always see what people post here right away. But if you ping me, I'll notice and you'll get a faster reply. The other way to receive faster responses it to ask in #discussions on Teragon's Discord. Otherwise, I'll get back to you whenever I notice that you asked a question.
  23. Glad you figured it out.
  24. It isn't a game I would play either but they aren't necessarily targeting 7D2D players. I think probably over half of 7D2D players wouldn't really be interested in the type Bloodmoons style gameplay but there will be a lot of other players who aren't interested in 7D2D that would be interested in that one. You can't draw a conclusion about the success of that game based solely on what you think of that kind of game or what other 7D2D players think of that kind of game because it is targeted to another audience. They'll be happy to grab whatever part of the 7D2D players who will buy it just because it's the same world but it's unlikely that is their main target. As far what people think of TFP, you are just making up information based on what you and a limited number of people posting think and that's not an accurate picture. There are a lot of people who like where this game is going and many who stand behind TFP. Neither you nor I know what the average opinion of players is regarding TFP or the direction they are going. The number of players who still regularly play this game suggests that people are still strongly supporting the game. When it comes down to it, I've put in more hours in this game than any other besides MMO games. I'd call that a win, especially since I paid far less than most other games and especially than MMO games. So when TFP makes a new game (not a game made by someone else the way Bloodmoons is), I'll certainly be interested. However, I will admit that I won't jump in anywhere near the beginning of Early Access.
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