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Curuedhel

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Everything posted by Curuedhel

  1. I feel like I'm being a complete dingus, but where are the Scouts? I've checked 4 different Trader compounds and can't find them anywhere. Do I need to trigger them somehow? I'm on Day 26 now and I thought maybe after doing a few Open Trade Routes they might show up, but nope. Any help appreciated.
  2. Hey. New to DF and tried searching but can't find this anywhere - maybe I'm being a complete idiot, but I can't find Scouts in any Trader compounds. I've checked 4 different Traders and none of them have a Scout - am I missing something, do I have to trigger a quest of some sort? Any help appreciated.
  3. Hi all. I've done a little bit of fairly simple modding to date - adding and removing recipes, manipulating loot, changing zombie spawning and attributes etc. But the idea I have for a mod I'm not sure if is possible or where to start. When I've been playing recently I've run into a few scenarios where I've followed a quest marker to a POI only to find that it's inside a patch of Snow or Desert and realized I didn't have the right gear to be able to survive there long enough to do the quest. I may have the gear back at base and I would like to know beforehand whether I need to go get properly kitted out before heading to the POI to do the quest. I've got mods showing the POI names in the Trader Quest dialog, including one that changes the color of the POI name based on the quest type. What I'm wondering is if there is any way to change the color of the POI name based on the biome type that the POI is in (e.g. white for Snow, yellow for Desert, black for Burned Forest etc.). I have no idea whether you can even query that information or how I would then go about turning it into a conditional color choice within the localization file. Any help (even if it's to say it's impossible) would be appreciated. Thanks.
  4. Awesome, thanks for the help everyone, I'll put all this together and see if I can get it working.
  5. I'm trying to adjust the A20 farming system to be somewhere in between the old versions - one of the things I'd like to do is change the seed drop chance from being a flat 50% to being dependent on your Living Off The Land perk level - but I've never made a mod that uses perk levels to achieve something like this (I've really only ever changed fixed values). Is there anyone who can give me a quick rundown of how to structure that kind of change? Thanks.
  6. Hey. I want to slightly adjust the max health of the Blade Trap along with a bunch of other traps tweaks I'm making for our private A20 server - but I can't figure out where the health value for it (same goes for turrets) is set. I found the MaxDamage value for the spike traps easily enough but the blade traps are eluding me. Would appreciate if someone could point me in the right direction. Thanks all.
  7. One other minor thing I wanted to ask - is there any easy way to turn off the enemy health bars? We find it a little immersion-breaking. Thanks. IGNORE: I just realized I'm a dingus and it's in its own modlet. Doh! 😑
  8. Hey. I mentioned this in another thread on the Dangerous Cities mod - but I'm definitely seeing the game not respect gamestage when playing with Romero mod or Dangerous Cities installed separately in an otherwise vanilla game. Night 1 I have bikers, feral tourists and spiders which seems way OTT when I'm running around with a level 2 club 😆- and this was in a fairly small town. Any ideas what might be going on? I've had a look through the files and can't see anything obviously responsible. Thanks. I don't have any other mods which adjust zombie spawns/behavior - just a few crafting recipe mods.
  9. Hey Khaine, loving the updated mods. Wanted to ask a quick question about Dangerous Cities - does it change the type of zombies encountered in cities as well as the number? I started a new game and in the first town was getting attacked by Bikers as soon as I finished the tutorial pretty much, which don't normally turn up in my vanilla games until much later. Just curious as to exactly what the mod does before using it in my multiplayer sessions. Thanks.
  10. Hey all. I've just started modding and I'm working from the Romero mod as a base, trying to recreate something even more akin to early Romero movies - so my zombies always shamble, moan continuously, can't climb etc. Their real danger comes from weight of numbers and relentlessness. However, I'm struggling to figure out where the values are which control 1) how long they'll track you once aggro'd and 2) how far away they can track you from once aggro'd. At the moment it's too easy to lose them by just running past, so I want them to be pretty determined. If anyone could point me in the right direction I'd be most grateful. Thanks.
  11. Hmm, I edited the file but the game seems to be completely ignoring my changes and still spawning me in the same place. Any ideas why that would be? Edit: The spawn point it's loading me at is still one of the original ones created by KingGen. Another Edit: I renamed the folder and then started a new game. The old world version was still there (in spite of no longer existing) but when I scrolled through the list of worlds, the renamed folder version was there at the end - and starting a game from that one updated the spawn point correctly. Seems like it was some kind of caching issue perhaps?
  12. Ahhh, good to know, thanks. For some reason I'm finding that I spawn in the same place every time instead of randomly so I'll edit that and fix it that way. By the way thanks for your vid on the tool, it was super helpful.
  13. Hey King - any chance of getting additional control over the placement of spawn points? I would love to be able to, for example, rule out spawn points near cities or prefer spawn points near villages to set a sense of progression in the early game.
  14. Also just realised I'm not hearing the 'Trader Joe's is Closing' announcement (I'm living right next door).
  15. Hey Kaine. Just started using your mod and having a great time - it's completely changed my playstyle which is what I wanted. I have a quick question and a weird bug - question is, have you removed Trader protection in the mod? For some reason I'm able to destroy things and zombies attacking the trader post aren't causing the usual alarm to sound. The bug is - for some reason I have 2 copies of the trader NPC spawning in the trading post offering different inventories and different missions. I'm only using a couple of additional modlets and nothing that should be affecting traders in any way. Is this a known issue or just some random individual weirdness? Thanks.
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