Apiaries would allow Honey as a viable recipe ingredient. Blueberry Pie? Medicine recipes?
Sweet and Sour Pork!
Funpimps can easily make 3 or 4 changes to recipes to make Honey necessary and Apiaries viable at all stages of the game.
Apiaries would allow Honey as a viable recipe ingredient. Blueberry Pie? Medicine recipes?
Sweet and Sour Pork!
Funpimps can easily make 3 or 4 changes to recipes to make Honey necessary and Apiaries viable at all stages of the game.
Apiaries won't be necessary anyway. There are a few simple (in terms of ingredients) dishes that most players cook.
- Vegetable Stew - All ingredients are grown on the base.
- Meat Stew - nutritious and requires only fat and meat from the ingredients, the rest grows on the base.
- Hobo Stew - even more nutritious than meat, but requires hunting dead bears, convenient when living in the wasteland.
Everything else is cooked less often, since it either gives small effects or requires rare ingredients.
There's nothing wrong with variety. Model airplanes can be used not only at the airport. I don't think the airport will weigh down the game as much as the skyscraper.
I think a couple of small airplane models (Cessna, etc.) and a couple of helicopter models, with crashed variations, would be handy.
As for an airport POI, I have a follow-up question for folks who want one. Do you care if the runway is limited to a maximum length of around 150 blocks (~150 meters) which is slightly larger than the parking lot of a large POI, or would you say that it be important to be able to predictably string together some content such that something like a 450 block runway be possible?
For reference, my local regional airport has a runway of 5,600 feet in length and 100 feet in width, which would be 1,700 blocks by 30 blocks. Naturally, a POI of actual size would be massive, but how long would give you the feel of a runway?
I wonder if the existence of Apiaries might necessitate dropping the curative effects of honey from 5% to something lower or a change to the way being infected is treated? I ask because if you have lots of honey available, why would you bother with herbal antibiotics or the full antibiotics?
I think a couple of small airplane models (Cessna, etc.) and a couple of helicopter models, with crashed variations, would be handy.
As for an airport POI, I have a follow-up question for folks who want one. Do you care if the runway is limited to a maximum length of around 150 blocks (~150 meters) which is slightly larger than the parking lot of a large POI, or would you say that it be important to be able to predictably string together some content such that something like a 450 block runway be possible?
For reference, my local regional airport has a runway of 5,600 feet in length and 100 feet in width, which would be 1,700 blocks by 30 blocks. Naturally, a POI of actual size would be massive, but how long would give you the feel of a runway?
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I wonder if the existence of Apiaries might necessitate dropping the curative effects of honey from 5% to something lower or a change to the way being infected is treated? I ask because if you have lots of honey available, why would you bother with herbal antibiotics or the full antibiotics?
I didn't mean an airport on the scale of reality. It seems to me that something of average size would be enough (without fanaticism). This would be just within the framework of optimization. I think an airport would be an unusual poi for this game. Planes and helicopters have many uses outside of an airport.
@Laz Man Regarding poi, what interesting things are being worked on in this regard now??? Are there plans for water poi, airport or something similar? Will there be more poi for patch V2.2, 2.3?
Level design is doing some planning around potential bandit POI locations while also addressing other underrepresented POI categories. All new POIs coming online at this point will most likely be held for 3.0. However, there might be a few exceptions (e.g. unfinished POIs that made it into previous builds)
Level design is doing some planning around potential bandit POI locations while also addressing other underrepresented POI categories. All new POIs coming online at this point will most likely be held for 3.0. However, there might be a few exceptions (e.g. unfinished POIs that made it into previous builds)
I didn't mean an airport on the scale of reality. It seems to me that something of average size would be enough (without fanaticism). This would be just within the framework of optimization. I think an airport would be an unusual poi for this game. Planes and helicopters have many uses outside of an airport.
Yeah an "actual" airport would be way too big of a poi. They could obviously have a terminal, the parking area for some planes, a parking garage, and the actual runway could be destroyed so it only goes so far out to save on space.
Hell have a crater right in the middle of the runway as if a bomb landed there.
Could also put a creepy underground installation underneath as if some nefarious wrongdoings were going down...
Nope. I think the pathing is fine and don't want to spend the time or the performance or potential bugs/exploits changing it. Maybe if I am bored some years from now it might be fun to toy with.
I just would like to know why sometimes when I'll run or walk by a zombie, they occasionally will just do weird kind of stuff and randomly hit a building or Flag pole instead of just coming after me.
Prey is the game I am currently playing! Have had it for many years, tried twice, but never even made it half way. Started it again a few weeks ago and am maybe at the half way point this time.
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Lets not be crazy! I did a lot of work on that boulder throw and it will still be in there. Only the model is changing. Same with Plague Spitter. He will still be spitting.
@faatal I just hope we don't see 300 Frostclaws and Spitters once we get into those zones- these mobs should feel special and come out every once in a while.
I just would like to know why sometimes when I'll run or walk by a zombie, they occasionally will just do weird kind of stuff and randomly hit a building or Flag pole instead of just coming after me.
Whenever that happens, as soon as you hit the zombie (like shoot it or stab it) it fixes it. My totally uneducated guess is that the zombies calculate paths to you only every so often, and when this happens (the zombies weird out), the last time they checked for a valid path to you, there wasn't one (or they couldn't calculate one for some reason). When you hit them, I presume they're forced to calculate a path to you again, and they'll then act normal, assuming there is an actual valid path to you at that point.
There's nothing wrong with variety. Model airplanes can be used not only at the airport. I don't think the airport will weigh down the game as much as the skyscraper.
There already are several custom airport POIs available. They are some of the absolute worst-performing POIs possible, due to size and complexity. Now, are they a blast to play? Yes, sure, if you have a beefy enough PC. But there is absolutely no way any console could handle even a moderately sized airport POI, and console limitations are unfortunately a consideration when it comes to game development. So are potato PCs, for that matter.
There already are several custom airport POIs available. They are some of the absolute worst-performing POIs possible, sue to size and complexity. Now, are they a blast to play? Yes, sure, if you have a beefy enough PC. But there is absolutely no way any console could handle even a moderately sized airport POI, and console limitations are unfortunately a consideration when it comes to game development. So are potato PCs, for that matter.
And he does the right thing. For example, I don't speak English and Chrome has translation into Russian. Chrome can't translate pages with several languages, so I see these posts without translation.
If you want to get an answer, then you should ask the question in a language that your interlocutor understands. Otherwise, you don't need an answer.
Whenever that happens, as soon as you hit the zombie (like shoot it or stab it) it fixes it. My totally uneducated guess is that the zombies calculate paths to you only every so often, and when this happens (the zombies weird out), the last time they checked for a valid path to you, there wasn't one (or they couldn't calculate one for some reason). When you hit them, I presume they're forced to calculate a path to you again, and they'll then act normal, assuming there is an actual valid path to you at that point.
No, actually faatal already explained this. It's programmed behavior. To give some variety to the AI of each zombie, the game assigns (at spawn) an AI to each zombie ranging from raging/totally dumb to structural engineer that can find the weak spot in your base and path to you.
I didn't mean an airport on the scale of reality. It seems to me that something of average size would be enough (without fanaticism). This would be just within the framework of optimization. I think an airport would be an unusual poi for this game. Planes and helicopters have many uses outside of an airport.
If I was @faatal I'd use the code already available for state roads to generate a straight runway across 10/20 chunks and then, only after that, I'd put some rule to "attach" an Airport POI at the end of such a stretch. I don't know if it's possible, but if it is, it means the could "decouple" the huge runway from the actual Airport Hub building. Basically they wouldn't need to crate a huge POI tile just for this.
No, actually faatal already explained this. It's programmed behavior. To give some variety to the AI of each zombie, the game assigns (at spawn) an AI to each zombie ranging from raging/totally dumb to structural engineer that can find the weak spot in your base and path to you.
If I was @faatal I'd use the code already available for state roads to generate a straight runway across 10/20 chunks and then, only after that, I'd put some rule to "attach" an Airport POI at the end of such a stretch. I don't know if it's possible, but if it is, it means the could "decouple" the huge runway from the actual Airport Hub building. Basically they wouldn't need to crate a huge POI tile just for this.
No, actually faatal already explained this. It's programmed behavior. To give some variety to the AI of each zombie, the game assigns (at spawn) an AI to each zombie ranging from raging/totally dumb to structural engineer that can find the weak spot in your base and path to you.
Ah, ok. So, sometimes a zombie will aggro you, and immediately walk away form you, towards a light pole or something, and start beating on it, even though there's a direct, unobstructed path to you (like you're standing in the middle of the road at the time of aggro, and so is the zombie). When I hit them with an arrow, or smack then with melee, they snap out of it and then they seem to lock on to me without issue.
No, actually faatal already explained this. It's programmed behavior. To give some variety to the AI of each zombie, the game assigns (at spawn) an AI to each zombie ranging from raging/totally dumb to structural engineer that can find the weak spot in your base and path to you.
If I was @faatal I'd use the code already available for state roads to generate a straight runway across 10/20 chunks and then, only after that, I'd put some rule to "attach" an Airport POI at the end of such a stretch. I don't know if it's possible, but if it is, it means the could "decouple" the huge runway from the actual Airport Hub building. Basically they wouldn't need to crate a huge POI tile just for this.
Holy cow. I just realized how freaking easy that would be to do using Teragon! I mean, I'm talking brain dead easy! Teragon allows you to create start- and end-points for custom roads. So you could simply build a reasonable Airport POI building and then match it up with a short section of paved road.
Ah, ok. So, sometimes a zombie will aggro you, and immediately walk away form you, towards a light pole or something, and start beating on it, even though there's a direct, unobstructed path to you (like you're standing in the middle of the road at the time of aggro, and so is the zombie). When I hit them with an arrow, or smack then with melee, they snap out of it and then they seem to lock on to me without issue.
I don't know the extent of the "dumb behavior" honestly, so what you described could very well be a bug instead.
But it's possible that raging dumb zombies could lose interest in you sometimes... maybe.
Holy cow. I just realized how freaking easy that would be to do using Teragon! I mean, I'm talking brain dead easy! Teragon allows you to create start- and end-points for custom roads. So you could simply build a reasonable Airport POI building and then match it up with a short section of paved road.
It is alittle bit more work then "brain dead easy" I think.
Robert spent years trying to create believable cities through code and POI placement but it never reached the level of believability until the introduction of tile POIs. The answer was taking a step back and letting code do the broad strokes while letting level design do the finer strokes (e.g. tile framework and POIs/parts within them).
It is alittle bit more work then "brain dead easy" I think.
Robert spent years trying to create believable cities through code and POI placement but it never reached the level of believability until the introduction of tile POIs. The answer was taking a step back and letting code do the broad strokes while letting level design do the finer strokes (e.g. tile framework and POIs/parts within them).
Okay, let me rephrase. If you already know how to use Teragon, then yeah it's pretty darn easy. The learning curve for Teragon is somewhat steep, but it's a truly powerful map creation tool.
Now, this won't help when it comes to vanilla RWG, no. But if someone really wants a realistic airport POI in their game, Teragon could do it.