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FramFramson

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FramFramson last won the day on April 24

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  1. I find that nowadays if the loot crate drops in really deep water, the map marker just vanishes. Not really worth drowning for an airdrop these days anyway.
  2. Yeah, we have a few kinda-sorta miniature versions of that where's like two barracks buildings, one garage, and a command post, and then we have the more camp-like ones with containers and mobile units. The latter fit the size better, but with one of those whole-tile base sizes (like a lot of T5s use), you might be able to better approximate those big, permanent army bases. More barracks and a training ground, other workshops, etc.
  3. Maybe not immediately, but I'm definitely hoping we get a second T5 military POI, and a large conventional military base or a (national guard?) armoury seem natural.
  4. This might sound kinda brown-nosey, but honestly I do want to say thanks to @Laz Man and the other POI-makers. Looking through the POI browser last night reminded me of how good the verisimilitude is on POIs now, and it's honestly impressive that you guys have made so many business strips and generic town/city buildings and POIs that still have an identity, a recognizable architectural style, while still incorporating a playable layout and interior. That's some really unglamourous work compared to skyscrapers or other splashy or memorable POIs, but they mean everything in terms of making towns and cities in 7D a fully-fleshed out place to play. Also, there's complaints about dungeoneering POIs and I get that too (and often I too just say @%$# it and bash through), but one thing dungeoneering does do is offer a different play sequence for what would otherwise be fairly identical buildings. So don't think nobody notices all that work. It means a lot to the game.
  5. Agree with all these. There are docks in game files as Navezgane-only, so I suspect there just needs to be a way to make them spawn using RWG. Oh is the big junkyard gone? Booooo.
  6. I just like seeing more stuff, so I'll be happy regardless. If I really have to pick one, then another skyscraper is naturally good for fleshing out a busy downtown in a larger city, and it's something modders have trouble doing well because it's a big, intensive job, but other buildings we're missing include: Public Library main branch Concert Hall Museum Elementary school Federal/State Building (could be a skyscraper - nice to have a non-commercial one) Amusement Park (probably not feasible due to needing multiple tiles) University Campus branch location ("AZU Navezgane Campus") T5 military site which is very different from Red Mesa But to be honest, one thing I notice is that RWG tends to have a lot of small towns, so there's a LOT of pressure on small houses and the more modest rural commercial/industrial sites and you run into them early game too. If I really wanted to increase variety, that's what I'd beef up. A couple POIs we haven't seen which fit into that framework could be: Meat-packing plant Industrial bakery Small trucking company location Self-storage Standalone donut shop 1-2 'cemetery' variations on the vacant lot filler (not like the Crypts, just gravestones) Rest stop-style multi- franchise fast food restaurant (the sort where you have one building, but with two+ counters inside). Powersports store Farm equipment store A second small church (IIRC, there's one in the game files, though I never seem to see it). Extra points for one which visibly used to be a different kind of building, like the Pizza Huts-turned-church you see out there. For a standalone wilderness remnant, how about an oil drilling rig?
  7. So here's a question which probably won't get an answer right now, but I'll ask anyway. In the prefab editor, there are a number of very interesting, yet incomplete skyscrapers. A bunch of them, including an absolutely glorious 25-story tall monster under "aaa_skyscrapers" and a rather civic-minded/government-looking one under "skyscraper_05". I know we're getting at least a couple more large buildings in, but might we hope for the completed versions of any of these specific ones in A22/1.0? And is there a plan for that 25-story behemoth? Because hooooolllly sheeeeeeeet.
  8. No, Unity completely backed down and also fired the CEO (which puts him 0 for 2 on his attempts to do things like this at various companies). Underappreciated post, lmao.
  9. lmao, this is perfect. Do it do it. IIRC, significant multithreading improvements are unlikely simply because Unity itself has problems with multithread utilization. It IS a fairly old engine after all.
  10. Fewer Karen and Business zombies, more Janitors and Hard-hats, for mighty zombie proletariat. Oh, that's with fewer sleepers.
  11. fataal or Laz may reply, but my guess is a place you can hotswap entire outfits without doing so piece by piece. This is more important in a game with more specialized outfit sets, and also if they're going to bring in cosmetic skins/mods as another point suggests.
  12. I suppose. It's just I'm used to game devs playing fast and loose with terms like alpha, beta, and live, that I don't put much faith in game versioning. Of course in other sectors there are clearer requirements for versioning software, especially enterprise software, but there's too much salesmanship and too many semi-amateurs in the games sector, and no outside body or customers with fixed expectations. Some players would have been happy to see A16 called 1.0, others like yourself feel it's not done yet, and neither opinion is wrong per se. I just focus on the content and functionality. Does the game work as advertised? How likely are promised future updates? What's the studio's track record, etc. Versioning doesn't reliably correspond with any of that from game studio to game studio, at least not in my experience.
  13. Just getting around to this. I've been putting my mods in a "Mods" folder in the actual Steam directory, with the launcher, .exe, etc. This has worked just fine. When I watched the video it mentioned you're actually supposed to put the "Mods" folder in the appdata (along with the saves, etc.)(nobody told me!), but I guess the old method still worked? Anyway, I'm looking to have multiple installs now for different mod setups, so if I just move the whole Mods folder over to appdata from the game's Steam folder, will it break any existing games? Also, how do I even tell if a mod won't work from the appdata folder? All my mods except one minor one are updated for A21, so I think they're probably fine, but it would be good to know for future reference.
  14. Oof. Why? The version numbers and "Gold" and that were always just arbitrary labels. A22/v1 whatever they call it is still the update we've been expecting for the past 9 months or so.
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