beerfly
Colony Rounder
But, what happens if one of them steps out of this square inch ?I see. Thanks !
But, what happens if one of them steps out of this square inch ?I see. Thanks !
Yes! And when a bandit loses a fight against another bandit, he will become a bandit bandit!If a bandit loses a fight with a zombie, could they "turn" into a zombie bandit?
And contrary to the guys in S.T.A.L.K.E.R. you will even understand what they say.I hope the bandits will sit by the fire, play the guitar, tell stories about zombies and jokes )
I hope they will work just like minecraft pillagersSurvager said:I hope the bandits will sit by the fire, play the guitar, tell stories about zombies and jokes )
Survager said:I hope the bandits will sit by the fire, play the guitar, tell stories about zombies and jokes
Sure, I've looked at it, but it works about as well as Vulkan in Unity. Unity is supposedly making a push to improve DX12 support. I saw it on their roadmap. Maybe next year.Ripflex said:Maybe have 4 Bandits being the most to spawn for an encounter and turn off further zombies spawns due to noise or feral sense attraction to avoid heavy performance hits. Also scripted bandits ambushes instead of sleeper spawns in certain POIs would be interesting.
@faatal About Graphic APIs, have TFP consider DX12 for performance boost instead of Vulkan, since Unity has issues with Vulkan ?
<property name="GenerationSeed" value="Eagle's Nest" />
the good news is...@Kinyajuu
Something nice I noticed on A20 that I hope gets a bit expanded in A21:
RWG Generated Worlds, mapinfo.xml now contains the seed originally typed to generate the world. This is great for those who forgot what they input.
Code:<property name="GenerationSeed" value="Eagle's Nest" />
However, without the values of the settings used it is still missing information necessary to recreate the world.
Hopefully in A21 we can also get a record of all the setting used (ex plains, hills, mountains, random, rivers, lakes, craters, cracks, towns, wilderness POIs).
Also for A21, it would be nice if the generator copied/saved a version of the rwgmixer.xml used with the generated world (similar to how saves create a config dump for the XML files).
zombies and bandits are going to fight each other right?faatal said:The number of bandits that are spawned at any one time. Say a bandit takes x2 the performance of a zombie, then I would not want more that half of them in the world compared to the number of zombies a computer can manage and still have a reasonable FPS. Now that does not mean the world will have bandits everywhere. That depends on game play goals. I would like bandits to be rare, because this is a zombie game and 99% of the population is dead or a zombie.
@Kinyajuu
Something nice I noticed on A20 that I hope gets a bit expanded in A21:
RWG Generated Worlds, mapinfo.xml now contains the seed originally typed to generate the world. This is great for those who forgot what they input.
Code:<property name="GenerationSeed" value="Eagle's Nest" />
However, without the values of the settings used it is still missing information necessary to recreate the world.
Hopefully in A21 we can also get a record of all the setting used (ex plains, hills, mountains, random, rivers, lakes, craters, cracks, towns, wilderness POIs).
Also for A21, it would be nice if the generator copied/saved a version of the rwgmixer.xml used with the generated world (similar to how saves create a config dump for the XML files).
Oooh, do I see biome values there? Does that mean we can adjust them?Already way ahead of ya there![]()
A21 genned map contains these
<property name="Generation.Seed" value="" />
<property name="Generation.Towns" value="Default" />
<property name="Generation.Wilderness" value="None" />
<property name="Generation.Lakes" value="None" />
<property name="Generation.Rivers" value="None" />
<property name="Generation.Cracks" value="None" />
<property name="Generation.Craters" value="None" />
<property name="Generation.Plains" value="6" />
<property name="Generation.Hills" value="0" />
<property name="Generation.Mountains" value="0" />
<property name="Generation.Snow" value="4" />
<property name="Generation.Forest" value="7" />
<property name="Generation.Desert" value="4" />
<property name="Generation.Wasteland" value="3" />
Oooh, do I see biome values there? Does that mean we can adjust them?
That is amazing. With that level of control we can create some custom wonders in a minute. Thank you very for coming by!Already way ahead of ya there![]()
A21 genned map contains these
<property name="Generation.Seed" value="" />
<property name="Generation.Towns" value="Default" />
<property name="Generation.Wilderness" value="None" />
<property name="Generation.Lakes" value="None" />
<property name="Generation.Rivers" value="None" />
<property name="Generation.Cracks" value="None" />
<property name="Generation.Craters" value="None" />
<property name="Generation.Plains" value="6" />
<property name="Generation.Hills" value="0" />
<property name="Generation.Mountains" value="0" />
<property name="Generation.Snow" value="4" />
<property name="Generation.Forest" value="7" />
<property name="Generation.Desert" value="4" />
<property name="Generation.Wasteland" value="3" />