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Everything posted by Damocles

  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
  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 leve
  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 pla
  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.
  16. Yes, I though it must be related to occlusion. Maybe someone else can verify this.
  17. The zombies should also attack any vehicle parked outside and easy to reach. No more slacking with the safe parking.
  18. CompoPack ist not yet released for A19. The linked prefablist, is a workaround for A18 CompoPack to load in a A19, but dont consider this a tested A19 CompoPack release. Its more for tinkering around. A19 seems to be even more memory consuming on A19. So also test if smaller maps (6k, 4k) work on the server. NitroGen can add a lot more POIs to the map (you can turn it down of course also). At one point the servers might not be able to handle it anymore.
  19. The "phantom blocks" are a bug in the game. This issue appeared already in A18, especially if there where more POIs present (such as with CompoPack) It also sometimes appears in vanialla RWG worlds in A19. The reasons is simply, that the distant POI modes (imposters) dont get removed when getting close to the POI. Its either related to the LOD of distant POIs or their occlusion algorithm. The issue is something only the game developers can fix in their code. Exiting and reloading the game will help. Maybe also try to turn off occlusion, and
  20. You should try to set the occlusion to off, to see if that resolves the problem.
  21. Its the distant models (imposters) for POIs that dont get removed when getting close. I have seen that happening in A18 before. That bug seems to pop up more often now.
  22. Dont worry, they have a "strike team" on it already.
  23. Thats a question very specific to that mod. Better ask the question there (if there is a thread for it) No lemon trees in the vanilla game.
  24. Would be nice, allow a usable lightsource early and promote knifes and such. But I wonder how the UI would be structured. The must be some kind of slot to put the light-source then. (candle, torch, flashlight) ...Or alternatively activate the last used lightsource that is present in the toolbar.
  25. If you really want to make sure, quests are not too far away, -and want a quicker game in general - you could make a relatively flat map with only one mega city, and no other settlement. This way all the quest POIs will be relatively close by.
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