Author Topic: Adding more static NPCs (houses, cabins, and elsewhere)  (Read 7845 times)

Offline Malkeus

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #15 on: January 03, 2016, 06:34:40 PM »
I don't understand your obsession with setting your fellow survivors on fire...Anyway, I don't know how hard it would be to change it so they don't show up on the map if they are hostile to you...but I'll keep that in mind. Seems as though it wouldn't be a difficult thing to check for, the hard part will be locating the relevant part of the code. Though that's been much easier since I learned you can't trust github's search engine.

Offline Random_dragon

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #16 on: January 03, 2016, 06:55:19 PM »
i dont mind the idea of more static npcs.  but arent they just guarentted friendly fillers?

This is another reason that NPC spawn groups could be useful. That house might gen a random survivor, a doctor, a bandit, etc.

Also, regarding visibility. It seems like static NPCs aren't marked on the map until spotted, last I checked. Either that, or until you're close enough to the area, dunno. >.>

Offline Malkeus

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #17 on: January 03, 2016, 07:20:40 PM »
I think it's a proximity thing. I was assaulting one of Noctifer's incredibly loot bloated Survivor Emcampments™ last night and it appeared empty until I got close. I got jumped by a couple guys on the side of the base and happened to check my map for horde icons. It listed about 6 npcs all of the sudden, none of which I'd seen or had seen me, as they were still in their individual rooms.

Offline Random_dragon

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #18 on: January 03, 2016, 07:30:32 PM »
That would explain it, yeah. o3o

Offline Miloch

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #19 on: January 03, 2016, 08:55:37 PM »
How about a somwhat randomly spawned merchant that talks to you through a grilled window?

Offline Random_dragon

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #20 on: January 03, 2016, 08:57:03 PM »
How about a somwhat randomly spawned merchant that talks to you through a grilled window?

Amusing, maybe. Might need to be the subject of its own mapgen addition. o3o

Offline Miloch

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #21 on: January 03, 2016, 09:06:39 PM »
Could add more production based NPCs too.  A farm that has a farmer on it.  Dunno how hard it be but would require some coding would be to say NPCs based on who they are will value what they need more.
Farmer would highly value new types of seeds, but have almost no value for crops and seeds he produces.
But he would absolutely love a bag of commercial fertilizer.

Offline Random_dragon

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #22 on: January 03, 2016, 09:07:56 PM »
Hmm, not sure, that might entail a lot more scripting. XP

Offline Miloch

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #23 on: January 03, 2016, 09:08:54 PM »
Yeah, I kinda figured.  I just make suggestions and then let the developers/modders decide if they are worth adding. :P

Offline pisskop

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #24 on: January 03, 2016, 09:10:08 PM »
A farmer 5 days after Zday would likely have a gun or 6.

Im trying to imagine the kind of person who would reasonably try to wait it out at a farm and farm up.  And how they would react to new people, groups, and attmepts to trade, sneak around, or loot him.

What skills does he have?  Would he accept an offer at farmhanding?  would he train you?  would he feed you?  would he let you stay a night?


How would he defend himself?  Would he be ther because he likes to farm, wants to stay at his/this home, or is pretecting something, like his fams?
« Last Edit: January 03, 2016, 09:11:42 PM by pisskop »

Offline Random_dragon

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Re: Adding more static NPCs (houses, cabins, and elsewhere)
« Reply #25 on: January 03, 2016, 09:13:51 PM »
Yeah, I kinda figured.  I just make suggestions and then let the developers/modders decide if they are worth adding. :P

I do like the idea of expanding with more hints of post-apoc society, yeah.

Still, I'm trying to think of the best first steps towards adding more basic NPCs in static mode. Hmm. Easiest would be things where you don't NEED NPC groups. Like a hunter, possibly with a fixed quest (jabberwock maybe) in cabins, or police NPCs in police stations (or maybe even jails), etc. Stuff that can be easily added in with the least source tweaking, as a start. o3o