Author Topic: Overmap Rebalancing - Update (2016-11-29)  (Read 10333 times)

Offline Arek_PL

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Re: Overmap Rebalancing - Update (2016-08-26)
« Reply #30 on: September 24, 2016, 01:21:06 PM »
overmap tiles are largest part of map

Offline pisskop

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Re: Overmap Rebalancing - Update (2016-08-26)
« Reply #31 on: September 25, 2016, 05:41:29 AM »
^^^  that

Imagine your character.  A tileset doodad, or a proper '@'.
Now, imagine the world around them.  trees, shrubs, guns on the ground, windows, and zombies.
This is the local map.

Now, press 'm'.
This is the overmap.  Each tile is part of the regional map.
Each and every single regional map tile is made of 24x24 local tiles.

Now, imagine a gigantic square.  5-8 times larger than the map region revealed by a lab.
This is the overmap proper.
Regions so large they can git 5-6 size 4 cities in them and still have space for vast wilderness.  Regions that can comfortable fit a size 12 city in them.
Unless you have a car, and are dedicated to driving around and never revisiting old areas, you will be lucky to ever see more than 1 overmap region.  2 or 3 if you reside on a border.

The game generates structures in overmap chunks.  These regional tiles are permanently placed once you enter a new overmap, but will be randomly generated when they enter your reality bubble.
For instance, if you went to a gun store.  If you saved the game with it 5 regional tiles away you could continuously walk to the store, and quit the game and reload it every time it didnt have an rpg in it.  The game will always know a gun store is on that regional tile, but will not spawn the gun store itself until you enter its area.


In this way, the mod here will regulate how many of any specific structure will spawn in any 1 overmap.  So, an evac center (where all the npcs are) will spawn 1 time per overmap region.  If you ever see 2 on your map at once, you know they belong to different overmap regions.

Offline ifonly

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Re: Overmap Rebalancing - Update (2016-08-26)
« Reply #32 on: September 25, 2016, 10:51:25 AM »
This mod is perfect for me, but it still not working for me. Receiving same error when trying to create new game: http://imgur.com/aWEhvGD
Does this mod works for anyone at the moment?

Offline Midaychi

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Re: Overmap Rebalancing - Update (2016-08-26)
« Reply #33 on: September 26, 2016, 10:45:09 AM »
If you have that crash, go into your overmap_rebalancing folder and replace the regional_map_settings.json with this one
https://www.dropbox.com/s/8vklw7gvf14n9xx/regional_map_settings.json?dl=0

For some reason, recent experimental builds moved definable constants for the weather out of the source and into json. Which I mean, I guess is good, except they also made it a required subsection and error if it doesn't exist. I basically just added this to the end of the overmap rebalancing json, copied from the base game's version.

Code: [Select]
      },
      "weather": {
        "base_temperature" : 6.5,
        "base_humidity" : 66.0,
        "base_pressure" : 1015.0,
        "base_acid" : 0.0
      }
   }

Offline Garfink

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Re: Overmap Rebalancing - Update (2016-08-26)
« Reply #34 on: October 07, 2016, 07:11:51 PM »
I see thanks for the clarification!  I see and I have got this working and its pretty darn good, the map is so much more .... Apocalyptic...  I assume its this mod that is causing many more burnt down buildings in cities?

Question for the author:  Quote: "Personally, I prefer maps with small cities, that are far away from each other."  So what are the World generation settings that you play with personally to get this?  I have got mine on city size 6 and distance between cities at 7. 

Offline Wojtek94

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Re: Overmap Rebalancing - Update (2016-08-26)
« Reply #35 on: November 02, 2016, 11:50:29 AM »
Overmap special "2fMotel" has invalid location ,,by_hiway"

Any ideas how to fix it?

Offline BorkBorkGoesTheCode

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Re: Overmap Rebalancing - Update (2016-08-26)
« Reply #36 on: November 02, 2016, 02:53:11 PM »
Were the commas there originally?
Inactive.

If you have questions about my posts, send me a PM.

Offline pisskop

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Re: Overmap Rebalancing - Update (2016-08-26)
« Reply #37 on: November 02, 2016, 05:50:47 PM »
"location": [ "by_hiway" ],

sound right

Offline Zhilkin

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Re: Overmap Rebalancing - Update (2016-08-26)
« Reply #38 on: November 02, 2016, 06:21:08 PM »
Overmap special "2fMotel" has invalid location ,,by_hiway"

Any ideas how to fix it?
See following commit: https://github.com/CleverRaven/Cataclysm-DDA/commit/b7cad63c8df5eaea6c7be2a1e5dbe15677d0be02. You need to replace "by_hiway" with "by_road".
« Last Edit: November 02, 2016, 06:43:55 PM by Zhilkin »

Offline leon713

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Re: Overmap Rebalancing - Update (2016-11-02)
« Reply #39 on: November 02, 2016, 10:26:05 PM »
Good evening, ladies and gentlemen!

Once again:
Considering recent changes in Cataclysm:DDA & PKs rebalance mod, I changed affected parts in my mod.
Before updating, please delete the old mod folder!

Sincerely

Leon

Offline Zhilkin

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Re: Overmap Rebalancing - Update (2016-11-02)
« Reply #40 on: November 05, 2016, 09:55:32 AM »
Leon, do you consider adding dependencies to the modinfo.json?

Like this:

        "dependencies": ["Arcana"],

Offline dongs galore

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Re: Overmap Rebalancing - Update (2016-11-02)
« Reply #41 on: November 07, 2016, 02:32:31 AM »
This mod keeps spawning individual houses (destroyed and intact, all unconnected to roads) out in the middle of forests and fields. Is that intended behavior? I've tried switching to the file that forces road connections for FEMA etc but there are still these random houses spawning.

I'm using the experimental from 11/2 (5814, I think) with PK's Rebalance.

Offline leon713

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Re: Overmap Rebalancing - Update (2016-11-02)
« Reply #42 on: November 07, 2016, 06:23:41 PM »
Good evening, dongs galore!

Yes, this behaviour is intended. To remove it, follow these steps:

1) Open the file "basegame_building_house.json" in the folder [Cataclysm-Home-Directory]\data\mods\Overmap_Rebalancing\Additional_BuildingSpawns_BaseGame

2) Replace its content with the following:
Code: [Select]
[
    {
        "type" : "overmap_special",
        "id" : "house",
        "overmaps" :
        [
            { "point":[0,0,0], "overmap": "house_north", "connect":"road" }
        ],
        "locations" : [ "by_road" ],
        "city_distance" : [10, 50],
        "city_sizes" : [1, 12],
        "occurrences" : [2, 8],
        "rotate" : true,
        "flags" : [ "CLASSIC" ]
    }
]

Please inform me if you encounter any problems! :)

Have a nice evening!

Leon

Offline dongs galore

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Re: Overmap Rebalancing - Update (2016-11-02)
« Reply #43 on: November 07, 2016, 08:02:14 PM »
Thank you for your prompt reply! This is my first time trying to mod cata, I wanted to make sure i hadn't screwed something up.

That edit worked perfectly - I love the mod, but I like doing wilderness survival runs and having extra shelter scattered around the countryside felt wrong. Thanks!

Offline pisskop

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Re: Overmap Rebalancing - Update (2016-11-02)
« Reply #44 on: November 07, 2016, 08:02:31 PM »
Youd be even better off adding a series of houses.  Like an actually routeside.

But Im not going to tell you how to do what is already a good job.

Im here to mention that as soon as this swamp locaion PR on git gets put in
https://github.com/CleverRaven/Cataclysm-DDA/pull/19142

Then I will be having a bit of new stuff, from wasp hives to a township to subways going to malls.