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Messages - Weyrling

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My friends constantly jump out of moving vehicles, sometimes to attack a zed, sometimes for no reason in particular.  I don't suppose there's a way to ask them not to do that?
You can talk to them with C, go into a: Combat commands, then a: Change your engagement rules.
Several options here will prevent any given NPC from jumping out of a moving vehicle for no good reason.
I tend to go with d: Attack only enemies you can reach without moving.

so, now is possible to clear a city.... ???
There is a Wander Spawns option now.

If turned on, it will cause zombies to sort of migrate around, you can spot these wandering zombies on the map screen.
Wandering hordes work similarly to the old dynamic system in that they won't show up unless you make noise, but each horde has a limited number of zombies so you can actually kill them all.
However they make it near impossible to clear a city because they'll wander over from other cities occasionally.

If Wander Spawns is off (it defaults to off, iirc), you can completely clear an entire city of zombies (eventually).

I think wildlife will still show up so you might have to deal with wild dogs and coyotes and stuff like that, though.

Huh, I actually didn't know that this was a thing. So basically everything was caused by the (kind of) harmless blobs?
The blobs+zombies were actually a fairly small issue during the Cataclysm event itself.

They're only a huge issue now because all the really bad stuff couldn't live in our dimension once the portals shut down.

Even if FOV is implemented, players would probably request an auto-look-around feature.
Yeah, my suggestion was more along the lines of adding more depth to an actual stealth system in a fairly intuitive way that doesn't add too many keypresses and still allows for the turn abstraction.

Sneaking around would be the 'auto-look-around' feature that prioritizes maximum stealth+awareness.
If you're walking one direction you can still look over your shoulder and hear stuff behind you, but if you're running you don't really have time for that.

Though I did start punching in actual numbers to see how it would work out.
For default and usual values the change would be primarily thematic, the average player might barely or not even notice that they have different visibility distances ahead/behind them when walking around (average morale/focus, not sleepy or fatigued, etc).

It would only really come into play when you were already suffering from lack of awareness such as being exhausted, in which case it's simply adding a bit of urgency.
You'd already have trouble detecting nearby enemies that are obscured by the environment when in poor condition and it's a perfectly reasonable limitation on the player's local omniscience that you won't notice a crawling zombie several tiles behind you when you're having trouble staying awake to begin with.

Naturally if there were traits like "Oblivious" that lowered your overall awareness you could get snuck up on in a more regular situation.
But at that point you should have to deal with that kind of thing.

So....can you add fuel to a fire after it has started or not? I'm finding the info presented here not particularly informative, and I'm not sure if that's my reading comprehension or not.
If you have a fire in a place where the fire cannot spread it will continue to burn as long as there is fuel.

Previously there was a chance for the fire to go out randomly without burning everything, this is still the case out in the open.

You can still add more fuel to a fire as much as you want, and I believe that a fire will burn up to 6 things at a time.

even this I would hesitate to call an "improving" mechanic especially in situations where the player is doing a lot of back and forth. Perhaps if it was a buildup to a still fairly minor penalty the longer the player went in "one" direction...
This seems far more complicated to do, I was mostly thinking of a fairly small effect that would simply be amplified by things like exhaustion or traits that reduce your awareness.
No I think that gets far to complicated on a per-turn caculations level. That seems like about as simple as it can get too. unless you want it to be a 2D direction last moved = 0 opposite = -10 which would lead too the tedium of run backwards every so often, or just sit still every so often or face ambushes from behind.... tedium?
This is more or less exactly what I would consider a legitimate gameplay change.
My numbers were more like 100% awareness in front and 75% awareness behind, though.

The tedium is minimal to non-existent and unless you have very poor awareness you'd still notice zombies moving around behind you, they could just get closer than normal if you only ever moved in one direction.
Also, I was thinking of applying a 'maximum' penalty based on other variables, such as whether you're running, walking, or sneaking.

If you're just walking you'd never reach the point of getting hit from behind unless you were basically falling asleep already.
Running would decrease general awareness in every direction except ahead of you, but you'd be moving faster anyways so it wouldn't matter a lot.
Sneaking would lower your visibility and increase your awareness at the cost of speed and maybe height (so you could see over fewer obstacles but you'd notice more things that are still within your sight).
I would like to point out that I am assuming terrain remains visible for referance, but perhaps "greys out" with tiles the "less aware" of an area it is. However it would be basically impossible to do in ASCII  this would quickly ostracize ASCII players and accessibility (blind players) for any fork that went this direction or force them to play in a manor they don't prefer.
I was going to assume the player has perfect memory regarding terrain, furniture, and traps. A FoV indicator seems a bit overkill though, honestly.

My suggestion was mostly just to add a slight tweak to an actual stealth system towards a given direction, by far the overwhelming factors should be distractions like tiredness, fatigue, focus, traits, obstacles, enemy visibility, sound, etc.

The Lab - Contributions and Mods / Re: Scenario mods?
« on: October 28, 2017, 04:11:51 PM »
AFAIK scenarios are not designed to have anything to do with vehicles, unfortunately.
Therefore, I'd recommend learning how to fix up vehicles on your own, it's not as complicated as it seems and you can always ask questions for specific advice and I'd be happy to help.

Essentially you only need a few things and most cars are mostly functional with a specific problem.
For example many cars you find will have no wheel, or no controls, or no engine, or no fuel, or no electricity.
However it's less common that they will they have numerous of these issues (You are far, far more likely to find a car with no wheels than a car with no wheels AND no engine).

The first step to getting a working vehicle is to find 2 or 3 vehicles, picking which one you want and then dismantling parts off the others to repair it.

A particularly useful thing to note is that you can get a rubber hose from smashing up or deconstructing a refrigerator.
When you 'e'xamine a vehicle to interact with it a rubber hose lets you use the siphon option so you can drain fuel out of other vehicles into an adjacent vehicle or to any containers you have.
Many vehicles will merely be damaged and out of fuel but work relatively okay if you refuel them.

Important tools of use other than a rubber hose would be a wrench, a hacksaw, a scissor/bottle jack, and a welder/acetylene torch (and welding goggles).

You could also just use the debug menu to spawn in an RV, but that's a horribly tempting slippery slope that may ruin your gameplay experience forever.

The scientists were doing teleportation experiments WITH XE037, some of it escaped into the groundwater and started infecting people before the doomsday event itself actually happened.

Every time they opened a portal or teleported something it made it easier to open portals to other dimensions.
Once this hit a critical mass of some kind, tons of portals opened up all over the world from various different dimensions more or less on their own.

Some of them had toxic atmospheres, which is why acid rain swept across the world.
Others had horrible monsters that couldn't survive outside of their own dimension, but due to the portals being open they were free to wreak havoc across the world, these are the reason the military got completely screwed.

Even worse, the scientists had tons of extra-dimensional creatures stored in their labs to experiment on, a large number of these labs got nuked in an attempt to halt the outbreak, but this mostly had the opposite effect, opening more portals or simply releasing many of the captive creatures.

The Lab - Contributions and Mods / Re: Scenario mods?
« on: October 27, 2017, 06:27:44 PM »
All existing scenarios and professions are stored as plain text inside the json files, you can edit them with any text editor such as Notepad or Notepad++.

You can find the scenarios at \data\json\scenarios\scenarios.json
The professions are at \data\json\professions.json

If you want to know how to do something specifically and can't figure it out you can ask here or send me a PM.

It's all literally just written out in plain text with basic json parsing format, so I'm actually not sure where I'd start with explaining it generally.
Any specific questions I can help with, though.

Yes, I'm on Windows 10 Home.  I haven't tried any other versions.

It's really weird to me that no one else is having this problem.  I imagine it must be some interaction with something else I have installed, but I can't imagine what that would be.  I have no special keyboard drivers...
The experimental branch is literally thousands and thousands of updates beyond 0.C by now, and I'm pretty sure this problem was already addressed at some point therein.

Just front and back sight will be enough. This is not about a lot of microcontrol and mouse required.
The issue is that this still doubles or triples the number of key presses required to do what are currently trivial actions that a player must perform a large number of times.

To add FoV to players such that a zombie might sneak up on you would increase the tedium of actually playing the game by potentially 100%.

The benefit being...
Inattentive players who don't want to double their keypresses might get ambushed by something, sometimes?

The change here can be summed up as "Players now have to hit keys twice as often to look around or search or notice things, and failure to do so has a small chance of sudden death".

A stealth system doesn't require player FoV and works perfectly fine to solve the issue of ambushes without making every other part of the game more tedious.

If a zombie further away is slightly harder to see, or if a zombie in tall grass is slightly harder to see, or if a zombie just moved it's easier to see, or if desks and tables and chairs and windows make things slightly harder to see past them, etcetera.
There could also be an awareness value based on things like whether you're sneaking or running, or if you're hungry or thirsty or tired or sad which would make you easier to sneak up on.

The only way I could want an FoV being partially implemented is if it simply modified the visibility of creatures opposite of any direction you just moved.
For example if your last action was to walk to the north, things to the south would get a visibility modifier similar to simply being further away.

You can just open up the main.lua file under \data\mods\StatsThroughSkills\ and change the values.

The relevant line in question would be:
Code: [Select]
return (skill_total > 3 and math.floor(math.pow((skill_total - 3), (1 / 2.46))) or 0)Specifically the part that says (1 / 2.46).
Changing 2.46 to a lower number will increase stat gain from skills.
Changing 2.46 to a higher number will decrease stat gain from skills.

The Bunker - Gameplay, Tactics, and General Discussion / Re: Boring starts
« on: September 28, 2017, 11:34:24 PM »
I like to write up custom scenarios into the jsons and also change worldgen settings.

For example starting drunk in a helicopter crash at midnight naked with no map, and bionics that have charge but no power generation.

Having temporary use of bionics lets me avoid dying in the first few hours, but starting out drunk and bleeding at night with no idea where I'm at or what's nearby makes it a bit of challenge to get to a stable position (especially when considering my spawn settings).

After that the bionics give me an edge on skipping past the 'building up' stage after essential survival so I can go right into more interesting things, assuming I survive that long.

I'm no authority or anything but I'd probably change all of those values into -1* to 1* and then throw an abs(roll) onto it.
This wouldn't change the absolute best/worst rolls, but it would make the averages a lot more plausible and the extremes less common.

I mean, it's entirely possible that you miss but your bullet veers towards the target regardless, though recoil makes sense as being all bad, so you could just add that on at the end.
That only makes sense if you're adding 2D vectors, in 1D it's way too likely to just always have your errors cancel out and accuracy is totally dominated by luck.  It's possible to switch it to vector summation, but that isn't going to fix anything about ranged balance, its just another system.
At lower levels accuracy is already dominated by luck, if any part of that formula is bad for you then your odds are worse than flipping a coin.

Having errors capable of canceling out other errors was my entire point.
This was specifically to lower the potential shittiness of any given random value, which it would do.

If you put recoil outside the positive-to-negative ranges and just add it to the absolute value then it maintains recoil as the most important thing for a player to keep track of while everything else is still relevant.

Also I guess starting at "assume a perfect shot and then ruin it via random rolls" seems really weird to me, seeing as how that kind of system explicitly makes everything dominated by luck and further makes any single problem explode into ruining a shot completely.

There are 4 rolls, each of which is non-negative. They are added up to form final dispersion roll.
It's basically like this:
Code: [Select]
roll = rng(0, recoil) + rng(0, max(0, 100 * (10 - skill))) + rng(0, gun_dispersion) + rng(0, driving_recoil)
Final dispersion roll is how much you missed, in minutes of degree.
Yeah that explains the ridiculous accuracy system.

I'm no authority or anything but I'd probably change all of those values into -1* to 1* and then throw an abs(roll) onto it.
This wouldn't change the absolute best/worst rolls, but it would make the averages a lot more plausible and the extremes less common.

I mean, it's entirely possible that you miss but your bullet veers towards the target regardless, though recoil makes sense as being all bad, so you could just add that on at the end.

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