PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Got a nice feature working today:

AI Break Block does targeted block hits based on improved obstacle check.

Now it is a 3 block high check. AIs go after middle, then weakest of low/high. Favors the low, since if they destroyed med/high, they would have to jump.

 
A ton of stuff with vehicles has changed and a lot of it is exposed in xml now, with more xml to come.
Absolutely awesome!. Can't wait to play alpha 17! Having these options in xml is what gives every update a great reason to keep playing as the game improves. I am so glad we can do some messing around with vehicles. I always play each update as it is at first and run a server for it. I usually find some things I like to adjust in xml and this is much appreciated.

 
very nice faatal, im glad to hear that its getting corrected, it was annoying watching them hit blocks or miss entirely cause they were trying to hit the block that was already destroyed, now our bases are going to take a bigger beating, i like it

 
@fataal Is there anyway to make them target different blocks, currently you can walk to one side of your base and they will all come to that side, I would rather they attacked all sides of the base trying to get in.

 
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Got a nice feature working today:AI Break Block does targeted block hits based on improved obstacle check.

Now it is a 3 block high check. AIs go after middle, then weakest of low/high. Favors the low, since if they destroyed med/high, they would have to jump.
gz sounds good

 
@fataal Is there anyway to make them target different blocks, currently you can walk to one side of your base and they will all come to that side, I would rather they attacked all sides of the base trying to get in.
Hopefully I'll get some variation in pathing/attacking working.

 
Probably a lot of maintenance, overseeing, fixing, defending. Imagine the heat map signature from all this stuff going on? :D
Next thing you know, some dude with a cowboy hat is telling you that another settlement needs your help.

 
Next thing you know, some dude with a cowboy hat is telling you that another settlement needs your help.
I ask me really who thought it would be a nice game idea to force the player to manage 28 Settlements (Its fallout 4 we talk about)

 
Add in a piping system like wiring. Thumbs up from me! I usually make a 2x2 cistern of water inside my base for safe drinking.
I see a problem with that. Unless your system has some sort of filter on it. You are going to be drinking dirty water.

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Got a nice feature working today:AI Break Block does targeted block hits based on improved obstacle check.

Now it is a 3 block high check. AIs go after middle, then weakest of low/high. Favors the low, since if they destroyed med/high, they would have to jump.
Could we see that in action? I don't understand what you are saying.

 
No the worst is when you get a <insert name here> Settlement needs your help! message...and you go there , and the settlement with 750+ defense vaporizes everything as soon as you load in...um the settlements do not , in fact need my help...last time I played I think my Sanctuary had over 1200water(that is the real money maker fyi) and over 1000 defense...how in the hell did they manage to kidnap someone from that well protected of a fully walled in settlement? lol so many stupid things like that , but whatever...

 
Is there any chance that we can get some of the localization text to push from the server? If not a17, then maybe in beta or gold? I have been trying to make some quest notes with custom quests for my server. They work great locally for my single player game, and they "technically" work on the server. You can get the quest note, activate it, and get the quest objectives, but you don't actually get to read what the note is supposed to say or see the descriptions of the objectives.

 
No the worst is when you get a <insert name here> Settlement needs your help! message...and you go there , and the settlement with 750+ defense vaporizes everything as soon as you load in...um the settlements do not , in fact need my help...last time I played I think my Sanctuary had over 1200water(that is the real money maker fyi) and over 1000 defense...how in the hell did they manage to kidnap someone from that well protected of a fully walled in settlement? lol so many stupid things like that , but whatever...
Because as soon as your Ressources and Defense are both over 200 the autoresolver calculates a 50/50 chance.

No matter if you have 100 000 Defense or 200 (read that, no guarantie)

If we get such a system in 7D2D i vote for no autoresolve as soon as the Defense is so high that it is nonsense to loose. Instead as a far better way Gain the attack chance if player is there by +20% each time

 
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Next thing you know, some dude with a cowboy hat is telling you that another settlement needs your help.
I'd honestly love a fo4 settlement system in 7dtd, would give the player something to do once established, as providing for a small village is much harder than just for yourself.

 
I see a problem with that. Unless your system has some sort of filter on it. You are going to be drinking dirty water.
Hopefully he meant safe, as in not running out to the lake in the middle of the night when you are dehydrated and suddenly realize you don't have any water left.

 
I ask me really who thought it would be a nice game idea to force the player to manage 28 Settlements (Its fallout 4 we talk about)
I just fixed the main settlement and packed the entire river with the top water purifiers. I had my extra servants, I mean the SETTLERS, work on making stuff for their beloved "Supreme Overlord AL". :)

I had so many bottle caps I could buy anything!

 
There is a new DEV?

Oh come on people; new dev is being active and answering some questions, give the guy/gal some love. Rep him/her.
...throw Gazz a bone too while you're at it. =)
There is a new DEV? About time some progress happens.... :)

 
Could we see that in action? I don't understand what you are saying.
AI with a blocked path will target specific weakest wall blocks to destroy them and make a hole they fit through.

 
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