Doomofman
Survivor
I think it was even mentioned at the time that it needed more feathers. Hard to tell from the glimpse we can see in the recent imagesIm curious how such vulture is going to hold itself in the air with so few feathers.... lol
I think it was even mentioned at the time that it needed more feathers. Hard to tell from the glimpse we can see in the recent imagesIm curious how such vulture is going to hold itself in the air with so few feathers.... lol
Im curious how such vulture is going to hold itself in the air with so few feathers.... lol
Is the same. I have not looked at that code. It may or may not change.zztong said:Perhaps a diversion, Kinyajuu added code to support this...
<township name="city">
<property name="outskirt_district" value="rural,residential"/>
</township>
... that is, where a township would pick between rural or residential to wrap around a city. I assume that is still a feature.
What I was curious about was if it might become a Tile by Tile randomization when wrapping rather than a one-time type of district randomization? In this way, the edge of a city might become a mix of both rural and residential tiles.
Town planning changes involve more successfully making towns on the map. It failed a lot before due to excessive randomness and retrying the whole process instead of specific sections. The town tiles are the same layouts.Got a couple clarification questions about these (because I am stupid), but more is just a general "do you mind/have the time to go a little more in-depth with what these do?"
Town planning: I assume that this means that the further you go from the center of a town, the more rural the area becomes (like what seems to be implemented in A21, but more refined). Does this also include making sure that tiles don't repeat too often? And in terms of tiles themselves, has there been any improvement to the fact that in some generated towns, there will be tiles that completely block off one half of a town from another? That's happened a few times... I generate a lot of maps lol
Township counts and sizes: What's a township in the context of the generator (sorry if that's been asked before) and does this mean we will see more varied towns than what we have?
Balanced Lakes/river, etc: Not quite a question about the balancing, but are there any plans now or in the future to add more stamps for the aformentioned items? Right now, it seems as if there's only one river stamp (at least only one that I end up getting!), two or three lake stamps, and maybe one or two craters and canyons. It's more difficult to tell that they repeat when you're in game and on the ground, but sometimes when you're flying in a Gyro or looking at the map previewer, it's very obvious.
Obviously these are a lot of questions so I don't expect you to answer them all, but if you can answer any of them (or anyone else can!) I would be very grateful! I know you are busy with finalizing A22 and such. Thanks, if you do end up answering even one!
Towns don't have a shape. I think they just grow in random directions, but I have not looked at that code, but plan to as I improve the systems.What about having the default shape for towns something circular rather than rectangular?
Towns flatten terrain, except for mountains. Terrain is generated first, so the more mountains, the less success towns have in generating and you would get less. I reduced mountain max scale a bit and may reduce the default mountain percent. I recently removed mountains from wasteland to allow bigger cities there, but their success rate is not as good as I hoped, so needs more work to figure out why.Some towns follow the flow of the land: built on the flat as it meanders a short distance through hills.
Would be interesting to see in-game.
I wonder if town/city tiles could be designed to only be placed on flat terrain, non-clumped? String-fashion rather than blobbed. I believe the game now selects a flat area for town/city tiles and even flattens an area if too many hills and mountains are packed into the map. That might satisfy players wanting no towns: they simply then select all hills and mountains.
I don't think anything is adding them after. Cities/towns use up the space pretty well now.There was something in A21 where they said they were adding hills and mountains after towns to fill in gaps. Not sure if they do it both before and after and not sure the exact details. I just remember seeing that. But if they place towns first, that explains the towns not being a variety of shapes as it meanders around hold and mountains.
Maybe. Artists add those, not me.Chaton Noir said:Hello, @faatal! Will the new Grace model have a jiggle physics for the bloody... drool hanging from the mouth, fur on the back and hanging intestines?
Ah, okay. I was sure I saw something about it in the A21 patch notes but maybe I misunderstood what the note meant.I don't think anything is adding them after. Cities/towns use up the space pretty well now.
Yes, specific traders appear in specific biomes in A22, but this could change as we test and iterate on the design.@faatal You mentioned trader biome restrictions in a previous post and it maybe being tied to story progression in the future. But what exactly is happening in A22?
Are specific traders only going to appear in specific biomes for every map? (Example: Jen always in wasteland)
or is it more random like for each map you generate it decides which traders go in which biomes. I hope that makes some sort of sense (Example: One map Jen might only be in wasteland but another map Jen will only be in the desert etc)
Hi faatal, has anyone been working on multi-tiered or multi-step jobs?Yes, specific traders appear in specific biomes in A22, but this could change as we test and iterate on the design.
So when you were talking about remenat shopping plazas@Laz Man.
Are they like ruins, ravaged and broken down or Just another set of plazas
And how do they improve performance. Do you merge them together? Like zoes nails and Vick Garsons
Don't forget to link the news page as well.23 minutes ago, Makaroni95 said: