PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You can simulate that already perfectly:
1) Just throw away 20 meat stew and 60 glasses of water every week.

2) If you don't have that much, next week you only need to throw away 19 meat stew and 57 glasses of water.

3) If you have enough to do that and are below 20 meat stew, next week add one meat stew and 3 water again

4) Throw away 100 blocks of wood, cobblestone or cement plus 50 iron*(week number) and the same amount of ammunition each week. If not, remove 1 meat stew and 3 glasses of water, as usual. (Bonus: you can also build unused houses with the material if you want to see something for your effort)

Reality check (not necessarily directed at you, Siveria): If anyone thinks TFP can create a complex interesting settlement mini game in about 3-6 months where bethesda with 10 to 20 times the developers somewhat failed (or at least didn't really excel) you are gonna be disappointed.

The best that can happen is that TFP does its homework and puts in and exposes enough mechanisms into XML that modders can try their hands on making settlement mini games.

The obvious effect will be that some people will again not understand that modders just use the mechanisms provided by TFP and ask what useless stuff TFP has been doing in A17. And why was TFP not able to implement what modders seem to have done with their little finger. :smile-new:
I believe modders will do such a thing if only developers give to the community proper tools.

 
It's true. It's a lot of effort to stab through a skull and there's a very good chance of your knife getting stuck... and also a chance of the zombie not even being disabled because people have a rather simplistic concept of how brain damage works.
What you want to hit (with a knife or bullet) is the brain stem.

Instant and guaranteed takedown.
That would be in the back of the neck, just below the skull.

 
Or Jule or August
Who cares, its done when its done
I care, I want to play it as soon as possbile
Ok, lets assume A17 comes out 4th of July (otherwise Madmole eats his beard :smile-new: ).

First case: You don't know beforehand when it comes out. On what date are you able to play the game?

Second case: You know **today** that it comes out on 4th of July, by some freak accident in Area 51. On what date are you able to play the game?

 
Right? Makes me think of all the fake knives penetrating all the fake skulls on The Walking Dead :laugh:
That has always bugged me too, but hey... it's a TV show.

Someone else mentioned hitting the brainstem for a kill and I would agree with that in general... this does help explain away why weaker weapons would take multiple headshots in 7DTD... so it is not really "immersion breaking" for those who understand this.

 
I dunno if this was ever put out there will there ever be boats in the game to cross the huge lakes?
It has been talked about/ asked and I believe the official answer is:

Water needs a complete over haul first.

- - - Updated - - -

Lets try something here.

(Readies myself for a fail)

Who has wants/ desires/ needs for the electrical system in A17?

What would you like to see added/ taken away/ fixed?

 
It have to be made to act like water, not only look like water. Most known info is that will happen in A18 or later.

 
Who has wants/ desires/ needs for the electrical system in A17?
What would you like to see added/ taken away/ fixed?
More practical use for the electric system beyond lights and defense. Tie them into production.

Why do we need a generator or battery to power a light, when we have magical workbenches and cement mixers that do massive amounts of work with no one around to man them?

 
There is an older boat mod, so ... it's completely doable.

But I get the impression the pimps want to do it full blown right. I'm patient, I can wait. =)

/still praying for no earlier than an august release date

 
Hey faatal
I got another question. Your telling me that the zombies will attack weakest block. On many POI's the weakest point are the windows. Really the ones that are not boarded up, like the shop windows.

So if zombies follow the path of least resistance then are they more likely to come through the windows than doors?
Door heath is divided by 4, so if a window has 100 and a door 500 (125), then they will choose the window, but it looks at 2 blocks of height and most windows are up in the air, so the block below the window would be considered and the combination may be weaker than surrounding walls or doors.

 
Door heath is divided by 4, so if a window has 100 and a door 500 (125), then they will choose the window, but it looks at 2 blocks of height and most windows are up in the air, so the block below the window would be considered and the combination may be weaker than surrounding walls or doors.
What was the logic in prioritizing doors? Because they're multi-dim and it's a 2 for 1?

Because windows, and subsequently the block below it, would be the more logical choice I would think.

Just curious, sometimes I'd love to be a fly on the wall during y'alls crazy discussions. :)

 
Door heath is divided by 4, so if a window has 100 and a door 500 (125), then they will choose the window, but it looks at 2 blocks of height and most windows are up in the air, so the block below the window would be considered and the combination may be weaker than surrounding walls or doors.
I see. Thanks. :)

 
What was the logic in prioritizing doors? Because they're multi-dim and it's a 2 for 1?
Because windows, and subsequently the block below it, would be the more logical choice I would think.

Just curious, sometimes I'd love to be a fly on the wall during y'alls crazy discussions. :)
Just because? I don't know. A legacy decision I ported from the old code, which makes some sense to me, since zombie have a bit o consciousness left and people use doors in life.

 
I see, thanks. Tell me, are you going to keep it two passage or one? Sometimes I see crawlers came though one block high openings.
That needs thought and work if we allow one high holes. There is some inflexibility in the path system that improves performance, so the pro/cons would need to be weighed.

 
Just because? I don't know. A legacy decision I ported from the old code, which makes some sense to me, since zombie have a bit o consciousness left and people use doors in life.
I always use the window :)

 
To answer your question, it's not as though there's a "floats" flag you just set to true in the xml.
I am moving in that direction. The are some experimental buoyancy values I added, but not finished yet.

 
@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.
that would cause another tunneling problem like back in A6 or7 where they tore through mostly terrain instead of walking around it, Wouldn't it?

 
From @Faatal's message it seems like most of AI Work is done, new town is ready, new vehicle is ready. So what are we waiting for? Why A17 is not released yet ... so hyped man. I see it is going to be ready in next 1-2 months quite easily now.
Much AI/pathing work is done, but I have a fair bit more to do and bug fixing after that.

 
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