Originally posted by Raithon: There is usually a valve that you turn. Follow the pipe.This is correct. Also, moving to the correct forum section. Please take a look around before posting.
Yes, specific traders appear in specific biomes in A22, but this could change as we test and iterate on the design.
Originally posted by Tuvalu: i remember Dead Space 2 having child zombies. Dont heard of anything that it was a problem in certain countries. Even here in germany the game wasnt banned.It's kindof like the way movie ratings work; There's a certain amount of content that can fly under the rating, but once it reaches a given critical mass, the rating goes up. You can have one or two swear words and some mild violence and still be PG-13, add something vaguely sexual and now it's rated R. Take away the mild violence and half the swear words and it can be PG-13 again (assuming the vaguely sexual thing is vague enough, anyway)
Towns flatten terrain, except for mountains. Terrain is generated first, so the more mountains, the less success towns have in generating and you would get less. I reduced mountain max scale a bit and may reduce the default mountain percent. I recently removed mountains from wasteland to allow bigger cities there, but their success rate is not as good as I hoped, so needs more work to figure out why.
I don't think anything is adding them after. Cities/towns use up the space pretty well now.
Maybe. Artists add those, not me.
Is the same. I have not looked at that code. It may or may not change.
Town planning changes involve more successfully making towns on the map. It failed a lot before due to excessive randomness and retrying the whole process instead of specific sections. The town tiles are the same layouts.
A township is a city, town, countrytown, oldwest or roadside type of location made up of a random range of tiles and these change based on world size.
Yes, we want better and more stamp variety, but there is no timeline for when that might happen.
Towns don't have a shape. I think they just grow in random directions, but I have not looked at that code, but plan to as I improve the systems.
Originally posted by SylenThunder:I'm pretty sure I tried that but loaded up to double check before answering; Answer is no, that doesn't do anyt... Read moreOriginally posted by Shurenai: But the pipe shotgun seems to take about twice as long as it's listed reload time in the xml would suggest- Putting it at about 5.2 seconds, instead of 2.6.Should test it by trying to shoot at 3 seconds before the animation finishes. It may be that the animation sequence is not lined up with the reload.
Originally posted by Shurenai: But the pipe shotgun seems to take about twice as long as it's listed reload time in the xml would suggest- Putting it at about 5.2 seconds, instead of 2.6.Should test it by trying to shoot at 3 seconds before the animation finishes. It may be that the animation sequence is not lined up with the reload.
Originally posted by DrLamp:Read moreOriginally posted by Shurenai: Yeah, Aside from the appearance and being able to craft the ammo earlier, the blunderbuss and pipe shotgun are identical- the stats literally got copypasted from blunder to pipe shottie iirc.I swear the pipe shotty feels slower to reload than the blunderbuss though. Is the r...
And that shortfall in no longer being able to craft ammo is at least partially made up for by the general dearth of ammo to be found when looting now
Originally posted by SylenThunder:Read moreOriginally posted by comet_65cali: I mean I remember rolling 3-4 'Busses deep on my hot-bar during A19.IMHO the only real difference between the blu...
Thinking about it, was it the fact that ammo was dirt cheap and available to make without the workbench.
Also man the reload was alright, way better than the Shotty. ESPECIALLY if you know about the Richardson Shotguns.
I don't remember HATING having the blunderbuss as our beginning powder-firearm. IT was a joy to have a high-level blunderbusses cause that multi-hotbar strat worked, and worked well.
What are your thoughts? Is it the Cheap Ammo? The fast reload?
Originally posted by comet_65cali: I mean I remember rolling 3-4 'Busses deep on my hot-bar during A19.IMHO the only real difference between the blunderbuss and the current pipe shotty is the aesthetics and ammunition.
Thinking about it, was it the fact that ammo was dirt cheap and available to make without the workbench.
Also man the reload was alright, way better than the Shotty. ESPECIALLY if you know about the Richardson Shotguns.
I don't remember HATING having the blunderbuss as our beginning powder-firearm. IT was a joy to have a high-level blunderbusses cause that multi-hotbar strat worked, and worked well.
What are your thoughts? Is it the Cheap Ammo? The fast reload?
No new stamps. Artists would typically make those. We could use more. Not planning on making it procedural.
Yes. Any POI could be listed with any combination of biomes.
It could do more than 10k, but no plans for it. We would have to test to see what memory is needed and if we need to, then disable it on some hardware.
You should get more buildings now anyway with the recent changes as cities/towns generate more successfully and even more so if you increase Towns to Many.
Originally posted by lojezao da amazonhinhas:
Sorry, I think "Most of your constructive criticism is about the early game" is wrong, it's about the "survival sandbox", which the whole idea the of the game revolves about.
Yes. Future biome progression/survival/story will probably tie into specific traders, but that is all subject to change.
You can change it by modding rwgmixer.xml: