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warmer

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Posts posted by warmer

  1. 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

  2. 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

  3. 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?

  4. 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.

  5. I would love to make a desert sub biome that was small rolling hills with semi submerged building in sand to mimic sand dunes taking over a town.

    Is this possible, or does this just throw an error because of collisions?

    I suppose the "POI" square would be sunk in if it worked. It wouldn't fill in the space in the center.
    Ideally it would fill up to the level of the ground and stop at the "building" if there is one on that POI

  6. On 3/25/2024 at 6:48 AM, Catdaddy said:

    There are two wall calendars in-game. One says 2013, the other says 2034. Since one is obviously the starting date of this project, I just assume that the other is the prospective release date. Prove me wrong?😜

    WOW I never noticed that! :) That is a really cool observation, and it can't be accidental to choose that year... It's either 2034 or there after, because they don't make calendars 2 years in the future do they lol

    ever since I read this thread I started thinking about how much we need a big group of broken buildings to give you the impression of an apartment building. This is as close as I've gotten for wasteland RWG. Either more broken pieces or more piles of bricks would make it feel more real. This has way less trees, so it feels more desolate. This could feel better as a sub biome, maybe like Wasteland > Blast Radius (sub biome)

    Hmmm I could do this to the Iron sub biome that would make sense. A bunch of melted steel buildings :)

    Any suggestions?
    image.thumb.png.f735e37c83f5e20db04f603502b6d26a.png
     

  7. Ya that's my first thought. The error indicates it's got a value that exceeds the expected range which has to be mod related. I have several mods and tweak my random gen xml files all the time and almost NEVER get issues with random gen.

    I am going to guess you have a POI mod/list that is causing the issue. It faulted at generating wilderness POI. 

    You've got some POI in your list that is causing issue. I'd give that the highest likely hood. If your POI's are from older versions that no longer support specific aspects of the configuration, this could be why.

    Do you get the exact same error in the same place with a different seed and world size setttings? If so, it's got to be your POI list that is broken.

  8. I upgraded my 5800XT to a 6800XT and got a whopping 10fps increase.
    I upgrade my Ryzen 5 1600x to a Ryzen 9 5900X and DOUBLE my frames. Consistently getting over 100FPS

    You are probably dealing with CPU bound performance if you are using an older CPU.

    Below are my settings. I am playing at 3440x1440 which is 3.5k. I also don't have the game world on an SSD, it's on an HDD right now. But main game files are on SSD. Once I clone my C drive and move it over to the SSD, I'd expect a little bump in performance as well.


    image.png.11800bbedc5895770d8c44e67f1e9c61.png
    image.thumb.png.3e075aa7e7bf42ef0966bf1bba68ea98.png
    image.thumb.png.fd7c8d217975ec282ffebefdf37d3bc7.png

  9. 54 minutes ago, Riamus said:

    I don't think it is all that important to try to force players to travel if they don't want to.  I never stay at one town in any game even if it has all tiers in it.  And I know others who also course to travel because they want variety.  But for those who prefer to stay on place, trying to force them to move with a mask design probably isn't something they are going to want to play on.  Just my opinion, of course.

    I wouldn't say this forces travel as much as it makes getting a better vehicle important. I just see zero reason to go beyond a bicycle with the way cities/POI difficulty is now. Once you find a big city there is very little reason to move on. Of course you don't have to travel. But I think having everything in 1km of your base just makes camping very easy. On an MP server If all the POI near you are lower level they'll get picked clean first and then you have to travel to find fresh ones. (I also play with loot respawn off because that is so counter to an apocalypse)

     

    After 1000hrs of actual gameplay time, I get bored with how little I feel the need to explore the whole map. I want to make the whole map important vs. just the corner I choose to stay in. After a certain point traveling takes up so much time it's not worth doing unless there is a significantly juicy reward waiting for you. Tier 5 POI and quests are that reward in my opinion.

    3 hours ago, theFlu said:

    To that end, you'd prolly need to have all traders around 0,0 as well?

     

    But yeh, you'd need a custom map generator to have the maps somewhat reasonable.

    Yep, that's why I mentioned it in the OG post.

  10. I think the easiest way to solve this is to restrict the size of the city. If you get it to less than 20, 150 size city blocks per city, then the repetition at each location would be drastically diminished. The goal here is to make people venture out and use vehicles. 

    I have played up till day 45 and never bothered getting more than a bicycle because it just didn't make much sense to grind for a more capable vehicle. Now if I knew all the traders were 5km away from most quests at end game, then vehicles are MUCH more valuable.

    This is part of the reasoning. The type of map would make players branch out from any main town as they progress through the game.

  11. 1 hour ago, Riamus said:

    Considering the VERY low number of higher tier POI, you'd end up with nothing but duplicate POI side by side on the outer areas of the map and towns wouldn't be possible to create with this set up without having a ton of empty spaces because tiles are not designed to allow any kind of POI to be placed on them... the POI needs to the right size and tier 5s have a limited number of tile spaces they can appear on.  Even tier 4 will be limited, though not be quite as much.  Not to mention, a town with all tier 5 POI will be extremely laggy for most players because you'll have dozens of skyscrapers all in one place.  

    I can see what you are getting at with repitition. If it was solid city this would be a big issue. There are quite a few different tier 5 POIs, and the only location where it would be pure tier 5 is the extreme edge of a 10km map,

    Distance from 0,0 so only the edge of a 10km might have it.

     

    You could easily restrict individual placement or wilderness only beyond 5km from 0,0

     

    Most people I know play on a 6 or 8km map, if you are running the map edge of a 10km map you are at end game and likely bored with anything under tier 5 anyway lol

     

     

  12. I've gone through and modded the random gen of the wasteland biome quite a bit. I'm now starting to feel like the amount of buildings, destroyed cars, debris, and tree density to make it give more of a bombed out urban area vibe. Has anyone else experimented with this?

    The majority of the trees are where the wasteland blends into the burnt forest. Those biomes touching each other make good sense to me.

    image.thumb.png.b27f96289c8868288d909e51f5110601.png

    image.thumb.png.44afeb7e69f527eaeaac8e40474c59f0.png

    image.thumb.png.b1069197b3e97893c9057ab945204c76.png
     

    image.thumb.png.ce9a2e5e9d7922b26692c8d5b62c0805.png

  13. What if we had one trader/strip mall at 0,0 and the further distance from 0,0 the higher the POI tier placed at world gen.

     

    Give it a random factor for distance from within a given range. 

     

    Within;

    1km tier 1,2,3

    2km tier 2,3,4

    3km tier 2,3,4,5

    4km tier 3,4,5

    5km tier 4,5

    Beyond 5km just tier 5

     

    Biome should remain randomized to add more variation over the map.

     

    I think this would be a very interesting way to play on a MP server. 

     

    Does anyone know if this can be done, been suggested, or point to a mod where this is possible?

  14. 12 hours ago, zztong said:

     

    Unless 75 years have passed, the trees regrew, and the buildings eroded or were otherwise reclaimed by nature. Then again, the electricity is still on. Oh, the duality of the 7d2d world.

    I can understand what you mean there. I have always assumed it was within a few months max of the event that changed the world. What is the timeline actually? Do we know how long it's supposedly been since the "event" that created this world.

  15. I modified the remnant spawn frequency in the burnt forest and wasteland so there are a lot more broken POI make it seem more like a bombed city vs random poi in the middle of nowhere. We REALLY need a proper urban destroyed biome where every poi is closer to half destroyed buildings.

     

    The wasteland currently feels like a bomb went off, but there are no building left, but somehow trees are still standing. We need the opposite. Less trees many more buildings.

  16. To me it makes perfect sense to pull all the new assets into the OG game. It's congruent with the setting and the lore. I suppose the only thing stopping you would be engine compatibility if Bloodmoons was made on a different engine version.

     

    7d2d could very much use more melee weapons. There are so many things you can craft from parts in a hardware store that kind of stuff is really missing and where games like "Dead Rising" really shined.

  17. 1 hour ago, Riamus said:

    That would be strange.  Right now, if you complete horde night but log out before 4, it will start horde night again when you log in (but still only until 4).  So strange that it would stop it completely if you log out before finishing it.

    In this situation the blood moon just started and I logged off. The 1st zombie hadn't even showed up yet

     

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