Thanks everyone for your suggestions, after a lot of consideration Ecos name will be:
生态物语 - Tale of Eco
Thanks everyone for your suggestions, after a lot of consideration Ecos name will be:
生态物语 - Tale of Eco
Originally posted by ossmpossm: what happened with "wetlands" were they ADDED in the new patch again?Yes.
You guys might want to start contributing to it. Nothing frustrates a new player more than finding information that turns out to be wrong. I'd contribute, but I know nothing.
Well, i help with its setup and stuff the admins need, but we simply do not have the resources for adding the content ourselves currently. Wiki work is extremely timeconsuming.
I found this in the template
{ "CollaborationPreset": "MediumCollaboration", "DifficultyModifiers": { "SpecialtyCostMultiplier": 1.0, "SkillGainMultiplier": 1.0, "SpecialtyExperiencePerLevel": 25.0, "CraftResourceModifier": 1.0, "CraftTimeModifier": 1.0, "PlayerExperiencePerSpecialtyExperience": 0.0 }, "EndgameCraftCost": "Normal" }
The only difference with low collaboration is the skillgainmultiplier? Does that refer to the stars/specialization?
Yes.
Does it also affect the specialty cost distribution? (e,g, 2, 5, 20, 50, 200... soon)
Where is a list of all these settings? The wiki seems to have outdated information.
No, the distribution can not be configured, the cost is affected by SpecialtyCostMultiplier. A full list can be found in the Difficulty.eco.template file.
The wiki is abysmal.
It's astonishingly bad. I think it's mostly because the last major version update redid a whole lot of the recipes, so they practically had to start from scratch, but...that was months ago now.
The wiki is a sole community-wiki, we only provide the infrastructure.
After changing the value, how do you 'update' the existing players? Does it rollback or roll forward specializations?
It was changed in the difficulty.eco file, server was restarted, but nothing appears to have changed in-game.
In the Difficulty.eco you need to change the other values as well, "LowCollaboration" is just a preset used by the Server UI. Sorry, forgot to mention that.
Low Collab equals
"SpecialtyCostMultiplier": 1.0,
"SkillGainMultiplier": 2.0,
As said, I understand that you can apply realism to it, but it doesn't feel realistic, and it most certainly doesn't feel designed to be a realistic hunting sim. Even if I play the patient hunter, have got the right gear to reduce detection range, and wait for the perfect shot I'll still see the doe 'sit' with its head halfway into a tree or meander up and down a sheer cliff.
My only question is if we're going to see some improvements to the way animal AI behaves, or if this is just something we're going to have to deal with.
Yes, one day. It's not a big priority, but there is an AI pass currently worked on though.
You are creating air pollution with your Equipment which leads to ground pollution
This. Air pollutions rains down to the ground, the more rainfall the more ground pollution.
Additionally to the other correct answers of the command and the server ui, you can also change it in the Difficulty.eco config file.