PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
9500 Hours in game between hubby and me. GO TFP!!!!!
- - - Updated - - -

post two or 3 shows zipline is on hold
Actually:

Dropped Features: Served up with total disappointment...

Behemoth

Ziplines


Plains & Maple Forest as full and distinct biomes

 
Actually:Dropped Features: Served up with total disappointment...

Behemoth

Ziplines


Plains & Maple Forest as full and distinct biomes
Instead of full and distinct biomes , what we need is more flat biomes.

A lot of the terrain is made flat by humans in real life. The RWG currently is way to hilly. That and more POI's spawning on flat areas (Anywhere).

So in flat pockets within hill or mountain terrains. Otherwise mountains // hills // lakes etc are just wasted space atm.

Not talking about 1 or 2 hills in the neighbourhood. But that stretch of 4 km of hill Area with 0 POI spawning there.

 
Instead of full and distinct biomes , what we need is more flat biomes.
A lot of the terrain is made flat by humans in real life. The RWG currently is way to hilly. That and more POI's spawning on flat areas (Anywhere).

So in flat pockets within hill or mountain terrains. Otherwise mountains // hills // lakes etc are just wasted space atm.

Not talking about 1 or 2 hills in the neighbourhood. But that stretch of 4 km of hill Area with 0 POI spawning there.
I am sure that with the new POIs there will be a new way of generating elevation and difference between structures and landshaft. They won`t leave it like that, but I also wanna see what is new, can`t wait.

 
I am sure that with the new POIs there will be a new way of generating elevation and difference between structures and landshaft. They won`t leave it like that, but I also wanna see what is new, can`t wait.
I hope that they changed something with the RWG mixer, and not just pump out 100's of POI's for Navezgane. But still leave RWG empty and weird. But can't comment on that until release.

 
Actually I would like to. A17 has something that makes this easier: fixed id numbers are gone.
But there is still a big problem for small mods at the moment: You can't combine them, as one small mod has a high probability of overwritting parts of other small mods. And obviously a player wants to add more than one small mod, i.e. pick a mod selection out of many small mods.

TFP will have to add something like an override folder, with the data in there adding or overriding data in the standard files. I'm prettty sure we will get that eventually, but before that small mods are a lot less usefull.
So we need the mod loader to either identify duplicate entities in the XML between mods so we can prioritise which one we want or have both entities in the game like valmod does with the machete.

At the recipe level it would be pretty easy via steam workshop but I think some of the larger mods that redefine the gameplay like Medieval would need some flag in the XML to identify them as stand alone mods.

 
I hope that they changed something with the RWG mixer, and not just pump out 100's of POI's for Navezgane. But still leave RWG empty and weird. But can't comment on that until release.
Same. The fact that RWG is gonna be pregenerated, hyped me a lot, and if the terrain gets some bear hugs will be awesome. Yes, lets see it first.

 
I hope that they changed something with the RWG mixer, and not just pump out 100's of POI's for Navezgane. But still leave RWG empty and weird. But can't comment on that until release.
Seems like they are obsessed with Navezgane this Alpha and forgetting about RWG. :upset:

 
Instead of full and distinct biomes , what we need is more flat biomes.
A lot of the terrain is made flat by humans in real life. The RWG currently is way to hilly. That and more POI's spawning on flat areas (Anywhere).

So in flat pockets within hill or mountain terrains. Otherwise mountains // hills // lakes etc are just wasted space atm.

Not talking about 1 or 2 hills in the neighbourhood. But that stretch of 4 km of hill Area with 0 POI spawning there.
Noticed this too. Some cities in hilly areas would be and are hilly, but many cities are flat simply due to the fact they were built in valleys and next to rivers for obvious reasons. I feel there is a lack of

a) grasslands/planes/river/valley areas that are completely flat

b) cities that are in these flat areas, or cities that have flattened some areas out even if the surrounding terrain is a little bit hilly

If there is already a good mix of hilly vs. flat cities and I've just gotten unlucky, then my bad, but I remember flying around A16 for quite a while without seeing any actual flat planes areas except for oceans which don't count lol.

 
Seems like they are obsessed with Navezgane this Alpha and forgetting about RWG. :upset:
It could be because we haven`t seen or have any more info about RWG, it just could be in a progress that is yet to be finished. RWG is always upgraded, but since it is much more complicated maybe we can just give the pimps some time. A bit more.

 
b) cities that are in these flat areas, or cities that have flattened some areas out even if the surrounding terrain is a little bit hilly

If there is already a good mix of hilly vs. flat cities and I've just gotten unlucky, then my bad, but I remember flying around A16 for quite a while without seeing any actual flat planes areas except for oceans which don't count lol.
I don't know what alpha it was.... But one had reallyyyy bad city dumping. We had a giant mountain zone where the road would almost go down vertically. 50-70 blocks to have a city dumped at the bottom. Some roads were so steep you almost couldn't drive upwards.

I would really like your idea of more river / valley cities. And even flat zones. Because they're only natural. (not counting certain South American Indians who build giant cities on top of mountains) They had alpacas to carry the stones!

 
So we need the mod loader to either identify duplicate entities in the XML between mods so we can prioritise which one we want or have both entities in the game like valmod does with the machete.
At the recipe level it would be pretty easy via steam workshop but I think some of the larger mods that redefine the gameplay like Medieval would need some flag in the XML to identify them as stand alone mods.
Someone *cough*Sphereii*cough* will need to take the reins and enforce standards before putting mods on his launcher. The good news is, he's got great relationships with all of the big modders, to make it happen.

 
Seems like they are obsessed with Navezgane this Alpha and forgetting about RWG. :upset:
Do you assume they don't add all the new POIs to RWG? I would have thought they would add them automatically by now. Whoever does this should have scripts and tools by now to do this with minimal work.

Now if you are MM and want to show people the new pois, what map would you start? Navezgane, where you set them up in exactly the right neighbourhood and you know where to find them? Or RWG, where you can't be sure if the pois you want to show are there at all because of the randomness?

In other words: I don't exactly get what you expect TFP to do in RWG.

EDIT: Ah, I get it. You want more flat areas. I really don't, but tastes differ.

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top