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Damocles

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Damocles last won the day on June 6

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  1. Not directly. What you can do is edit the resources/prefablist.txt and add the zone "industrial" to a bunch of houses for example. This will increase the number of houses placed in the industrial "locations", and thus have less of the factories and other industrial/commercial type buildings. Each city will spawn a certain number of POIs for each zone. So assigning POIs to that zone will change the mix. You could also add the zonetype "unique" to the factories, which will make them only spawn once per map.
  2. check under tools, there is a preview generator for exisitng maps. You might want to replace the prefablist to get the updated A19 version there.
  3. Thats why its good to have a second crappy computer to see performance issues early.
  4. The biomes and landscape are conceptually linked. Its based on stamps that define heightmaps and biomes for that landscape stamp. So desert will have its own landscape (flat plains and eroded mesas) . And mountains are either forest, or have a snow top. The forest is kind of the base landscape. There is the option to add north and south with snow and deserts. Those biomes are "painted" over the underlying landscape. (which can lead to some not good looking transitions) Wasteland has its own crater landscape. In summary: you control the "normal" biomes via the landscape sliders. And can add additional biomes after the normal landscape generated. The simplest way to "mod" the biomes is to simply copy in a biomes.png from an RWG map into the world folder (of the same map size).
  5. The question is: does the game want illumination to by and atmospheric effect, or a gamplay mechanic. If its just there for atmospheric purposes, adjusting the ambient light is fine, according to player choice. But if it should be a gameplay mechanic (cannot see certain things without a lightsource) is requires a hard limit. That limit does not need to be a locked "gamma" (its not gamma, but an ambient light level now). But: it should use a post processing shader, that makes a hard cutoff on dark areas of the screen. Such that below a certain light level, the pixels always get rendered black. Even turning up the brightness would not make those dark areas visible. To see into the those dark areas, the player would always need a lightsource.
  6. Wait for CompoPack 44, to have a proper A19 version. Its being worked on.
  7. Its a bug in the game, leaving the distant POI models visible when getting close to the POI. I cant do anything from my side here. The only solution is to reload the world, which makes the models disappear. This bug appeared on dense maps in A18 already. (densely populated maps, and weaker systems then to increase the bug appearing) Given the nature of the bug, it should be an easy fix (removing things when getting close is not rocket science). But who knows if the responsible Dev is aware of the bug.
  8. Its defined in resources / config.txt / TER_WATER_SPAWN_AT coresponds to rgb 33,33,33 Water bodies need to be lower than that (heightmaps using a darker color value), or you need to raise the water level in the config.
  9. So you run A18? If reading main.ttw causes a problem, use the older A18 Nitrogen versions 0.4xx, as the A19 0.5xx will only create a A19 compatable one. The other error on you screen is the game trying to load compopack POIs, that it cannot find in the prefabs folder.
  10. That sounds definitely interesting to have the world have some more regional variation, and a reason to travel further than the hometown, and have higher risk POIs. ... and also does not sound like too complicated to implement with the current mechanics (probably need needs another world-file for the local gamestage level or parameter in the prefab definition, and some audio/visual cue of how dangerous the local area is, like a Geiger counter) .. how long that takes to implement by TFP keeps being a mystery for me...
  11. If a game offers enough content to regularly experience new locations, items, enemies and mechanics for a playtime for 60 hours, it did its due diligence. 7Days more than covers that. People play this hundreds or even thousands of hours. Of course the content will repeat then. "Late game boredom" will set in inevitably. So instead of needing more content, the game should focus an replay-ability (new skill progression) and creative options (for builders). .. And random world generation of course.
  12. To skip this initialization step, you could start a savegame on you local machine, and let the game create the initial processed files, and checksums. Then upload this processed world folder to the server. The processing is only done once.
  13. Thats exactly the reason to make the AI smarter AND less predictable, so it cannot be cheezed by simple pathfinding breaking shapes or non-accessible vantage points. Only when defending goes back requiering reasonable builds and active weapon use, without (low resource investment) cheezing, then the enemies attack strength can be properly balanced to the efforts invested by players. If a cheeze strategy is possible, the game will be balanced to have crudely stronger enemies, fantasy abilities or weaker blocks to offset this. And thats not a good end-result as it ultimately forces players to cheeze.
  14. I wonder if there is some kind of Geiger counter "clicking" coming, to indicate the radiation "stage". Or some other visual cue. And some kind of anti rad mods that level with the players gamestage.
  15. There are two issues floating around: -using an old A18 map -using a new A19, but the UI code has a bug not pointing at the trader You might very well have a trader on your map, but the games UI does not point at it.
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