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warmer

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Everything posted by warmer

  1. Thank you for being this back thread back to life.
  2. warmer

    Teragon gone?

    Do you have those discord details so I can find it? The thread here used to have everything. Not sure why that got removed.
  3. warmer

    Teragon gone?

    That's not the dev thread. That's just a collection of maps. No dev info is in there. There used to be a full thread with version/feature info on the first post. That seems to be gone now. Can't find it anymore. It used to always be on the front page.
  4. warmer

    Teragon gone?

    I noticed the main thread was no longer around. Did this cease dev? This was my fav RWG for 7d2d. Curious about development. I really liked a lot of the customization we could do. Any insight would be appreciated
  5. This is why it should be a mod and not in game by default. This dramatically changes the use case of a trader and just turns them into a quest giver for the majority of players. I don't see myself using them for bartering if this is implemented in the way you describe. The amount of storage we would need would QUICKLY get out of hand. If you want to play apocalyptic hoarder simulator, this is how you'd do it. I like the idea, but it's too far from the original intent of the trader in my opinion.
  6. I think this could be an interesting mod that hides the dukes and makes you sell an equal or more duke value in order to buy. That would give the "impression" of bartering. Restricting it to specific items would make the traders a lot less useful for folks. If that is your goal, this would do just that.
  7. I like parts of this idea. if they had specific items "in demand" that they needed more than others and provided a 150% premium on dukes or something. Considering the lore and Dukes being the casino currency of the bandit leader, I don't think removing that as a currency as coin of the realm makes sense. It's already been established.
  8. Good point, default to first living creature would be consistent with zombie behavior lol
  9. Those look great! Nice designs
  10. What a feel good post. Thanks for making me smile
  11. Actually that is a really cool semi / dead is dead type gameplay challenge. I like it I almost always play dead is dead. After 1000+ hours I need that type of a challenge. Good point. maybe a 5min timer would be appropriate. Something like that.
  12. I fully agree! Have you seen the boat mod? There are 3 craftable boats I believe. I am not sure how you get them to float. Does this one float or is it on land?
  13. That would be super cool to have to kill your corpse to get your stuff back. Another way that would add gameplay. If in MP when you die, your mic communication goes dead and you can only walk at sneak speed, but upright, you go into auto follow on closest teammate and your other team members have to kill you before you respawn.
  14. 30x30 is plenty big for what I'd like to do. I think you could make a new sub biome within wasteland and burnt forest by assigning a new set of rules bombed city and burned out towns. <!-- *** Wasteland: City Sub Biome: Urban --> <subbiome prob="0.142"> Now both of those biomes are fairly homogenous and the city sub biomes would really spice that up. Question for anyone that understands the XML spawn order. Does the order affect the spawn placement? ie, if I put "prefabs" above "blocks <decoration type="prefab" name="deco_remnant_stone_01" prob=".003"/> <decoration type="block" blockname="cinderBlocks01" prob=".006" rotatemax="7"/> Will the prefab role a prob for placement first, and the block later to fill gaps, or is the order predetermine by the decoration type? If the order matters, you can force more large "prefabs" to spawn by placing smaller "blocks" below in the list. This is with an exaggerated spawn of prefabs/cars. Less like a bombed city
  15. Ahhh 8x8 is pretty tiny, but you could make it work, the way the remnants are now just feels like they sliced off a corner and roughed up the edges. I'll have to experiment with the level of detail I can get with 8x8 footprint. Ideally I'd like some tag on all POI that can be enabled to select specific biomes for spawn. I feel like way back in early alphas we had proper burnt forest POI, and now I don't run into them often. Having that tag would open up so many possibilities for themed random locations
  16. I am more specifically talking about making additional remnants/broken POI that spawn like wilderness POI currently. We have only a handful of tiny POI that don't feel like remnants of an entire building, just 1 corner. I'd like to add multiple remnants chunks that give the feelings of a blown apart city for the wasteland, and proper burnt out city blocks for burnt forest. Those can be keyed to spawn in specific biomes in the xml files.
  17. This would be really cool to make custom boss zombies. I think the new A22 color variations will definitely help, but having a server side custom zombie that is unique to each server would be a cool thing to drive traffic to your server/game
  18. Yes yes yes 1000% I have a few ideas for much needed additions for specific biomes. Let's do this!
  19. If the trader quest are the same across all instances, I am guessing the inventory is as well. I once played a game where the first four traders I encountered were Jen. It would be nice when we do get dups that each is unique. I tend to buy out certain mags. Never noticed if that pulls from all instances of that specific traders inventory. I need to read the traders specific options more. I usually just have them set to 1 per town and haven't looks at it more. 1 of each with few dups of other POI would be great. For a solo 6k map
  20. Trader Hugh should only spawn on mountain tops. The dude would overheat in seconds anywhere else. Are dup traders a big issue with vanilla RWG? I'd like a "1 of each trader only" setting I use terragon and often get like 15 traders on a 10km map. I'd like to be able to restrict it to 1 instance of each. Nothing worse than getting the find the next trader mission and it's a dup. lol
  21. I didn't realize the quests followed the "trader" I assumed it was tied to the unique instanced entity/location of the trader itself and not the "trader" as entity across all locations. Can this be confirmed?
  22. Thanks for the heads up! Ya I think that could be modified to act as sand instead of snow fairly easily. Ideally all the "depositing" takes place before it's revealed vs. piling up like a snow storm. My idea is to give it the vibe of a long abandoned desert town. Hardly any desert town would have clean streets/yards from drifts of sand.
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