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warmer

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Posts posted by warmer

  1. 8 minutes ago, stallionsden said:

    Nope not for  teragon . Teragons discord is the place  to be if ya want details  

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

  2. 57 minutes ago, stallionsden said:

    It literally is right under your post  🤔

    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.

     

  3. 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

  4. 1 hour ago, Jost Amman said:

    My goal is to make it more difficult to acquire the rarer things from traders, while making every barter need more like a "treasure hunt". :) 

    Basically, every time you really need something in exchange for something else, you'll be creating your own "adventure" to acquire that precious loot!

     

    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.

  5. 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.

  6. 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.

  7. 28 minutes ago, Gamida said:

     

    Or you would have to make your zombie self find a bear lol

    Good point, default to first living creature would be consistent with zombie behavior lol

  8. 1 hour ago, zztong said:

     

    And if the encounter wiped out everyone, you get group-wide Perma-death. :)

    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.

    13 hours ago, Riamus said:

    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.  

    Good point. maybe a 5min timer would be appropriate. Something like that.

  9. 5 hours ago, HB_H4wk said:

    boats... we need more boats!

     

    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?

  10. 9 hours ago, zztong said:

    A related idea that comes to mind is that when a character dies, couldn't there be a one-time zombie that, well... was that character? Instead of dropping a backpack, the dang thing could keep carrying it around now in zombie form. :)

    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.

  11. 6 hours ago, Riamus said:

    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.

    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
    image.thumb.png.53fee6d2ff416124cc6f26a8fe62a6e7.png

  12. 18 minutes ago, zztong said:

    .

    @stallionsden TFP's building remnant Decorations tend to have a footprint of something like 8x8.

    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

  13. 1 minute ago, zztong said:

     

    We don't currently have the ability to target specific biomes with RWG, but if you mean manual placement then rock on.

    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.

  14. 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

  15. 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.

    1 hour ago, Riamus said:

    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.  

    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

  16. 46 minutes ago, theFlu said:

    Confirmed is a strong word, but yes, all Hughs on a map will be on the same tier of quests.

    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

  17. 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?

  18. 2 hours ago, theFlu said:

    :

    Not exactly what you're looking for, but in the right direction.

    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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