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Esroc
May 31, 2010

Goku would be ashamed of you.

Rookersh posted:

Actually, for 90% of the side missions, the survivors will handle them. The popup is just asking if you want to come along to make it go smoothly, and they have fairly long trails for the people who want to do everything.

You can call for scavengers and go run off into the sunset. 90% of the time they'll do just fine, even cross country. The warning is just saying they are under attack, not that they are dead. All those "Kill a guy/Infestation" missions are the same way, if you ignore them long enough, the survivors will go in and attempt it alone, with a set chance to survive/die based on their current stats.

I ignored pretty much every side mission but Missing Person/Ally Needs Help/introduction to new survivor camps after awhile, and had plenty of time each day to go scavenge/clear things at my own pace.

Huh. I did not know that they'd attempt the missions themselves if I ignored them. I've been running around the map hitting every mission I can one after another as they appear, so I guess I just never gave them the opportunity to do so.

I think I'll jump back in now and relax a bit on the side missions. See how things turn out.

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Rookersh
Aug 19, 2010

Esroc posted:

Huh. I did not know that they'd attempt the missions themselves if I ignored them. I've been running around the map hitting every mission I can one after another as they appear, so I guess I just never gave them the opportunity to do so.

I think I'll jump back in now and relax a bit on the side missions. See how things turn out.

Yeah, you just get a popup saying "Ed cleared the Infestation on his own. He's a bit sad you didn't go with him though, -5 friendship.". If things go poorly for your own crew, they just go missing, and you'll eventually get a "So and So is missing" quest. If it's for other survivor groups and it goes poorly, that survivor dies. For missing persons, they have a 15% ( I think? ) chance of finding their way back to base for every Outpost you have. So by Snyders 8 Outposts, it's something you can completely ignore.

Esroc
May 31, 2010

Goku would be ashamed of you.

Rookersh posted:

Yeah, you just get a popup saying "Ed cleared the Infestation on his own. He's a bit sad you didn't go with him though, -5 friendship.". If things go poorly for your own crew, they just go missing, and you'll eventually get a "So and So is missing" quest. If it's for other survivor groups and it goes poorly, that survivor dies. For missing persons, they have a 15% ( I think? ) chance of finding their way back to base for every Outpost you have. So by Snyders 8 Outposts, it's something you can completely ignore.

Good. I'm in Snyder's and have most of the town outside its gates outposted. So maybe things can take care of themselves for once so I can just go joyriding in my knockoff mustang.

Rirse
May 7, 2006

by R. Guyovich
The only sidequest I hate that pops up is the "let trade ammo for food" when the stronghold is already overloaded with food, so I have to cancel it and get negative influence.

Karl Sharks
Feb 20, 2008

The Immortal Science of Sharksism-Fininism

Esroc posted:

It'd be different if say, you could call for help when cornered in a warehouse by a horde.

You actually do get these. If you help out the Army guy, you'll get an option to shell some area with artillery. Another one, I think the courthouse people, will come provide assistance/covering fire or something. Not sure if there are more, but there are those two at least.

Sylphosaurus
Sep 6, 2007

Rirse posted:

The only sidequest I hate that pops up is the "let trade ammo for food" when the stronghold is already overloaded with food, so I have to cancel it and get negative influence.
I tend to justify this you may have a metric shitton of food but if it's all baked beans and cabbage you may need to get hold of something else as well.

coyo7e
Aug 23, 2007

by zen death robot

Esroc posted:

Huh. I did not know that they'd attempt the missions themselves if I ignored them. I've been running around the map hitting every mission I can one after another as they appear, so I guess I just never gave them the opportunity to do so.

I think I'll jump back in now and relax a bit on the side missions. See how things turn out.
The only missions I try to prioritize are "X needs help!" or "You discovered a new enclave," although the enclave ones don't seem to be time-based, I prefer to find as many as possible as quickly as possible, so I can find more/better survivors.

Rirse posted:

The only sidequest I hate that pops up is the "let trade ammo for food" when the stronghold is already overloaded with food, so I have to cancel it and get negative influence.
Petered-out outposts bring in 1 ammo a day.

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

Karl Sharks posted:

You actually do get these. If you help out the Army guy, you'll get an option to shell some area with artillery. Another one, I think the courthouse people, will come provide assistance/covering fire or something. Not sure if there are more, but there are those two at least.

Army guys give an airstrike (Abuse the poo poo out of it because it goes away), courthouse gives you swat back-up, and the Wilkersons give you sniper support.

EDIT: Oh yeah, there's a 4th guy you can call eventually for vehicles.

Shima Honnou
Dec 1, 2010

The Once And Future King Of Dicetroit

College Slice
SWAT's the best one, but I think they disappear from the call-in menu too.

Suddenly POOF three SWAT ninja smoke-bomb in and ruin everything, then smoke-bomb out. Best call in you can get (Wilkerson sniper support loving sucks and bugs out a lot).

Burning Mustache
Sep 4, 2006

Zaeed got stories.
Kasumi got loot.
All I got was a hole in my suit.

Rookersh posted:

I ignored pretty much every side mission but Missing Person/Ally Needs Help/introduction to new survivor camps after awhile, and had plenty of time each day to go scavenge/clear things at my own pace.

It took me a while to figure it out, but I think this is the way to approach this game.

Fellow survivors are expendable, and there's absolutely no way you're going to do every mission that pops up and have a good time doing so, so I think you're really supposed to just do whatever you feel like and approach the missions at your own pace.

I still hope that there's going to be an active mod scene for this because there are lots of little things that could be improved. My biggest complaint so far is that time just passes too fast. I might even try and fiddle with the game's files myself at some point.

From what I've played so far I'm really enjoying this game, but there's lots of room for small improvements.

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal

Rirse posted:

The only sidequest I hate that pops up is the "let trade ammo for food" when the stronghold is already overloaded with food, so I have to cancel it and get negative influence.

I just ignore them; they go away soon enough and unlike most missions I don't think you get negative influence when they expire.

Rirse
May 7, 2006

by R. Guyovich

Trustworthy posted:

I just ignore them; they go away soon enough and unlike most missions I don't think you get negative influence when they expire.

I thought if you ignore these mission they would carry out automatically? If it just goes away, then I just do that unless it a character I like using who got stuck handling it.

Ugly In The Morning
Jul 1, 2010
Pillbug

Trustworthy posted:

I just ignore them; they go away soon enough and unlike most missions I don't think you get negative influence when they expire.

I got one early on, when you don't have many survivors to switch to, and the issue was that I couldn't switch over to Marcus, who was the one offering the mission. Maya was hurt/tired, and Ed was all "Woe is me, some zombie tried to eat my larynx so I'm gonna have a lie-down for a while". It sucked, since I didn't want to do the trade but it was locking me out of having any effective characters.

Esroc
May 31, 2010

Goku would be ashamed of you.
So after I lost Marcus to a fat zombie I took over another survivor who shared the same name with me. It seemed pertinent. Then armed with my new knowledge that you can tell the side quests to gently caress right off I proceeded to be pretty much the laziest, most selfish surivor I could. Ignored everyone, ate all the snacks, ramped every vehicle I found off ledges, drug other survivors outside to use as bait while I gathered up all the guns and kept them to myself.

This game is a total blast if you play a selfish dipshit. The NPC's get so mad.

Esroc fucked around with this message at 07:41 on Sep 30, 2013

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal

Esroc posted:

So after I lost Marcus to a fat zombie I took over another survivor who shared the same name with me. It seemed pertinent. Then armed with my new knowledge that you can tell the side quests to gently caress right off I proceeded to be pretty much the laziest, most selfish surivor I could. Ignored everyone, ate all the snacks, ramped every vehicle I found off ledges, drug other survivors outside to use as bait while I gathered up all the guns and kept them to myself.

This game is a total blast if you play a selfish dipshit. The NPC's get so mad.

The other day I got a character with the Psychopath trait, and her dialogue included a bunch of dickhead quips. Absolutely perfect for a dickhead playthrough.

(Unfortunately I killed her off because she was utterly worthless at doing anything beyond being a dickhead.)

InequalityGodzilla
May 31, 2012

Jonny Retro posted:

Army guys give an airstrike (Abuse the poo poo out of it because it goes away), courthouse gives you swat back-up, and the Wilkersons give you sniper support.

EDIT: Oh yeah, there's a 4th guy you can call eventually for vehicles.

So maybe I shouldn't be ignoring the courthouse and wilkerson's missions then...

Also got this game and you guys were right, it really only has a passing resemblance to DayZ but thus far I'm having a blast, even if getting used to the Xbox controller was a huge pain (I've been a Sony player all my life so...)

Couple of questions though, what can I do to increase other survivor's trust, both ones in my home and elsewhere? And once I max out the trust of other enclaves can I get them to join my home?

Do outposts need any kind of maintenance or should I just be making as many as I can to keep the streets around my home clear?

Does that Black Fever thing ever come into serious play? Because after a bit of hesitation I set up my home in the house of the dude who died from it but I'm absolutely rolling in medical supplies so I'm not sure if should be worried.

Should I be paying any attention to the character traits?

Also I'm terrible at melee combat and basically just sit there spamming the attack button until everything is dead. Dodge? Special moves? What are those? :downs:

coyo7e
Aug 23, 2007

by zen death robot

Feeble posted:

So maybe I shouldn't be ignoring the courthouse and wilkerson's missions then...

Also got this game and you guys were right, it really only has a passing resemblance to DayZ but thus far I'm having a blast, even if getting used to the Xbox controller was a huge pain (I've been a Sony player all my life so...)

Couple of questions though, what can I do to increase other survivor's trust, both ones in my home and elsewhere? And once I max out the trust of other enclaves can I get them to join my home?

Do outposts need any kind of maintenance or should I just be making as many as I can to keep the streets around my home clear?

Does that Black Fever thing ever come into serious play? Because after a bit of hesitation I set up my home in the house of the dude who died from it but I'm absolutely rolling in medical supplies so I'm not sure if should be worried.

Should I be paying any attention to the character traits?

Also I'm terrible at melee combat and basically just sit there spamming the attack button until everything is dead. Dodge? Special moves? What are those? :downs:
The only missions you really want to skip to keep the game from progressing, are Lt. Tam's missions once you go up the water tower for the initial survey of the town. You can do every other mission that comes up as long as you don't go out into the field when Tam starts getting lippy on his radio, and then play indefinitely without the game going any farther. FWIW though you can't get to the theme park and final area without doing the Tam missions.

The Fever never comes up aside from plot-related points IIRC, although maybe I had one or two survivors fall ill to it in the 40-50 hours I put into the game, I don't remember it actually happening to the extent it was noticeable, although I think if you're really low on medicine and don't have any medical building you will end up with people getting Sick here and there - I think their portrait turns green?

Outposts should be placed strategically based on what resources you want, and/or what areas of approach to your safehouse, don't have a booby trap yet. The traps will decimate most hordes (although they're not gauranteed, they can miss the group of zombies occasionally since it's a regular mine, just invisible.)

Outposts with no stacks of supplies left, should bring in 1 ammo per day, according to the game devs. I never bothered to track it carefully enough to notice. The only reason to not have as many outposts as possible, is the cooldown between setting up new ones - I personally like to leave one open slot for outposts while I'm collecting ammo and weapons and poo poo, so I can set up an outpost wherever I'm scavenging, put all my stuff into the locker, then break down the outpost and move on.

Enclaves go up in trust when you either go help them, rescue them, find their missing people, or trade with them via the missions your own survivors sometimes want to go on. Buying poo poo from their locker doesn't do anything to their friendliness, that only costs you some influence - I make a point to buy all the ammo and snacks I can from every enclave I come across. Sometimes though, an enclave will simply die, whether due to too many hordes/infestations nearby, a rescue event which wasn't attended to quickly enough, or you may simply find a single survivor out and about, and when you go back to the enclave everybody is dead (in that case, get everything from the storage locker ASAP, it'll be gone as soon as you leave the building once the survivor does his scripted crybaby routine.)

To raise trust within your safehouse, radio in for scavengers when the person you want to gain trust with, is at the safehouse and not missing/on a mission/tired/injured. Then when they show up where you called, talk to them immediately and escort them home. FYI, if you loot all the containers while the scavenger is en route, they will still get a ruck of supplies, and if ou don't, they'll only take one stack of supplies but will probably loot all the other loose objects in every container in the house.. (this is also a good reason to NOT loot all the buildings immediately near your initial safehouse, it's WAY faster to have a scavenger run 100 fet to you, instead of a quarter mile where they might get hung up on zombies and poo poo.)

Traits don't make much difference outside of Reflex/Powerhouse, Atheletics bonuses (they're handy since stamina is annoying to train), or job skills. Everything else is mostly forgettable or inconsequential, although certain personalities have interesting dialogue, and some of the stuff like "Bad Knees" sound bad but are actually almost completely ignorable (unless you plan on crouch-walking for hundreds of yards at a time, and to be frank, jogging is usually safer).

coyo7e fucked around with this message at 17:16 on Oct 1, 2013

Fuzzy Pipe Wrench
Nov 5, 2008

MAYBE DON'T STEAL BEER FROM GOONS?

CHEERS!
(FUCK YOU)
I took Alan out for a walk, let him get stuck in a horde until he was down. Then called artillery on him :feelsgood:

E-Tank
Aug 4, 2011

Fuzzy Pipe Wrench posted:

I took Alan out for a walk, let him get stuck in a horde until he was down. Then called artillery on him :feelsgood:

He got sick on me, and he refused to get better.

The irony was right before this he had Shot the pastor for having black fever. I tried to be the better man. I tried to keep him alive, but he never got better, and finally I had to deal with him because he was doing nothing, and eating up supplies. I figured he was bugged.

coyo7e
Aug 23, 2007

by zen death robot
Yeah, that's scripted to happen every playthrough. It's why everyone hates Alan.

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal

coyo7e posted:

The only missions you really want to skip to keep the game from progressing, are Lt. Tam's missions once you go up the water tower for the initial survey of the town. You can do every other mission that comes up as long as you don't go out into the field when Tam starts getting lippy on his radio, and then play indefinitely without the game going any farther. FWIW though you can't get to the theme park and final area without doing the Tam missions.

The Fever never comes up aside from plot-related points IIRC, although maybe I had one or two survivors fall ill to it in the 40-50 hours I put into the game, I don't remember it actually happening to the extent it was noticeable, although I think if you're really low on medicine and don't have any medical building you will end up with people getting Sick here and there - I think their portrait turns green?


I'm currently up to this mission... Just out of curiosity, what exactly gets blocked off/railroad-y once you do it? I'd like to continue my game indefinitely (for now), but I'd also love to get access to the entire map.

Trustworthy fucked around with this message at 20:50 on Oct 1, 2013

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Trustworthy posted:

I'm currently up to this mission... Just out of curiosity, what exactly gets blocked off/railroad-y once you do it? I'd like to continue my game indefinitely (for now), but I'd also love to get access to the entire map.

Nothing forces you to end the game even up to the last mission (it puts a save just before you start it so you can't get stuck past the point of no return), but you lose access to a bunch of radio call abilities and it seems like a lot of enclaves just stop stocking supplies in the "endgame", I don't know why.

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal

The Cheshire Cat posted:

Nothing forces you to end the game even up to the last mission (it puts a save just before you start it so you can't get stuck past the point of no return), but you lose access to a bunch of radio call abilities and it seems like a lot of enclaves just stop stocking supplies in the "endgame", I don't know why.

I should have clarified; I'm up to the mission where Lt. Tam is radioing the bridge and receiving no reply because obviously they're all hosed. Is this the point of no return mission y'all are talking about, or did I misunderstand?

Prokhor
Jun 28, 2009

In one moment, Earth; in the next, Heaven.

coyo7e posted:

Yeah, that's scripted to happen every playthrough. It's why everyone hates Alan.

I just shot him in the face as soon as he got sick. All my interactions were thus pleasant.

Collateral Damage
Jun 13, 2009

Trustworthy posted:

I should have clarified; I'm up to the mission where Lt. Tam is radioing the bridge and receiving no reply because obviously they're all hosed. Is this the point of no return mission y'all are talking about, or did I misunderstand?
No, that just opens up the area beyond the bridge.

Although you lose the artillery strike radio option once you've done that mission. It might be you lose it earlier actually, I only noticed it then.

coyo7e
Aug 23, 2007

by zen death robot

Trustworthy posted:

I'm currently up to this mission... Just out of curiosity, what exactly gets blocked off/railroad-y once you do it? I'd like to continue my game indefinitely (for now), but I'd also love to get access to the entire map.
You can play forever, I literally meant "if you want to stop the game from progressing," rather than "this is when you can't go back." The only point of no return is blowing the gate up at the bridge, and the only thing you "can't return to" in that case, is returning to not being able to cross the bridge.

I figured out the Lt. Tam mission thing because I spent a while screwing around, trying to get a ton of survivors before doing any story missions at all, experimenting to see what missions were reliant on others being completed before they'd start up, etc. :spergin: Originally I think I was trying to see if I could raise Alan or the pastor's friendliness to me high enough to make him a playable character, by calling him to scavenge supplies before I did anything except arrive at the church safehouse. You cannot.

InequalityGodzilla
May 31, 2012

Prokhor posted:

I just shot him in the face as soon as he got sick. All my interactions were thus pleasant.

I waited 2-3 days to see if he got better. He didn't so I went all old yeller on him.

Also, I'm currently holed up in that big old warehouse near where the game tries to lead you to form your second home. I'm generally well stocked but drat am I low on building materials.

InequalityGodzilla fucked around with this message at 01:10 on Oct 2, 2013

Shima Honnou
Dec 1, 2010

The Once And Future King Of Dicetroit

College Slice
Alan won't get better. I've heard if you don't address the problem there's a chance that someone with the black fever can turn into a zombie and take a few random NPCs down eventually, but I've never seen it.

Karl Sharks
Feb 20, 2008

The Immortal Science of Sharksism-Fininism

Feeble posted:

I waited 2-3 days to see if he got better. He didn't so I went all old yeller on him.

Also, I'm currently holed up in that big old warehouse near where the game tries to lead you to form your second home. I'm generally well stocked but drat am I low on building materials.

I wonder if any mods will come out that can edit home sites. It really irks me not being able to upgrade the built in facilities of places. Doesn't make much sense considering how much space there is inside the warehouse. Surely you could fit some munitions machines in there or something.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Karl Sharks posted:

I wonder if any mods will come out that can edit home sites. It really irks me not being able to upgrade the built in facilities of places.

I'm not 100% as it's been a while since I looked at it briefly but I'm pretty sure it is possible. Either by editing the home site to have a normal version of the building or by editing the built in building to have an upgrade path.

I know you can edit the time, cost and produced items from building actions. I was looking at it to do quality of life mods like producing 3x as many silencers for 3x cost and time. Also stopping EVERY BUILDING EVER making you go pick up random item X to be built in a reasonable timeframe.

Could also do new interactions like producing home made ammo etc, but I would try and add a new trait like armourer to offset it.

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal
In my current playthrough, I finally gave in and moved to the warehouse for the luxury of expanded facility-building. After a poo poo-load of upgrading, it's serving as an okay--albeit not a terribly inspired--home.

However now that I have a superstar team of 16 veterans and a luxury HQ, it makes me want to start another game and play as small and lean as possible; sticking with a smaller base and only keeping members around if they have amazing skillsets. Maybe cap my party at 8. I might even do something I read about elsewhere; kill off Marcus & company as early as possible (which is as soon as you cross the first broken bridge, not as soon as you reach the church, as those lying wikis would have you believe!), as well as the initial church housemates, then play only with random characters (and Lily). So I guess that last part means I'd basically just be playing crappy DIY survival mode.

Speaking of which, do we know anything about the survival mode release, other than that it's supposed to be "before the end of the year"? I'm dying for that option; sounds like a hoot.

On another related note, does anyone ever build extra bunkhouses and play with a group larger than 16? Leveling up skills and keeping that many people equipped sounds ponderous to me, but I'm curious.

Also, does anyone ever play without a machine shop? I think I'd be lost if I couldn't repair cars; replacements would just keep getting less and less convenient as I had to scavenge further and further from home. My base basically has its own motorpool; I'm constantly driving off in fresh cars while my beat up ones are getting repaired.

Karl Sharks
Feb 20, 2008

The Immortal Science of Sharksism-Fininism

Tommofork posted:

I'm not 100% as it's been a while since I looked at it briefly but I'm pretty sure it is possible. Either by editing the home site to have a normal version of the building or by editing the built in building to have an upgrade path.

I know you can edit the time, cost and produced items from building actions. I was looking at it to do quality of life mods like producing 3x as many silencers for 3x cost and time. Also stopping EVERY BUILDING EVER making you go pick up random item X to be built in a reasonable timeframe.

Could also do new interactions like producing home made ammo etc, but I would try and add a new trait like armourer to offset it.

Could you, or someone else, point to the right tools/methods to mod it? It seems like it'd be a simpler game to edit with stuff like that compared to other full fledged games, but I have no idea where to start. And Googling is just giving stuff about mod suggestions and stuff about sharing saves.

OldMemes
Sep 5, 2011

I have to go now. My planet needs me.

Trustworthy posted:

On another related note, does anyone ever build extra bunkhouses and play with a group larger than 16? Leveling up skills and keeping that many people equipped sounds ponderous to me, but I'm curious.

Largest group I've had is 36, but after the second patch, Lily would always fail to find more, so I guess the patch adds a population limit?

I was curious what would happen if I drained the map of resources and had an unsustainably high population. The answer is: not much, since when the simulation is running when you aren't playing, NPCs seem to find supplies from...somewhere constantly.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Karl Sharks posted:

Could you, or someone else, point to the right tools/methods to mod it? It seems like it'd be a simpler game to edit with stuff like that compared to other full fledged games, but I have no idea where to start. And Googling is just giving stuff about mod suggestions and stuff about sharing saves.

I'll have a crack at it tonight. The trick is going to be remembering where I found the stuff and then learning a hex editor. I think the files were in the gamedata.pax, and then in the class3\rts folder. I think homesites.xml was one that defined the home sites, but I could be way off.

If you want to have a go, some dude made a tool to make extracting files more straightforward.

If you see a .xml file and a .bmd file, you need to edit the .bmd file with a hex editor. Those .xmls were references used to create the .bmd, but the game only reads the .bmd file.

I've been using Notepad++ to edit .xmls, I haven't used a hex editor in like 10 years so I'll have to try one at random and pick it up as I go.

e: editing text files is about the limits of my modding capabilities so this should be fun!

2nd e: yeah way off on the location. Inside gamedata.pak, there's libs\class3\rts\facilities.xml and facilities.win.bmd. Facilities defines the buildings and their upgrade paths, but holy poo poo making heads and tails of it is sending me insane. :psyduck:

3rd e: I couldn't find a file that defined what is in each homesite. I was thinking of homesitelimits.xml and homesiteinfo.xml, neither of which covers what's in a base.

Eediot Jedi fucked around with this message at 12:18 on Oct 2, 2013

Collateral Damage
Jun 13, 2009

I'm having a real problem finding people to join my enclave. I have contact with half a dozen other enclaves, but none of them trust me enough to join up, and I'm not getting any missions for the ones I want joining.

I want to move into the trucking yard, but it requires 12 people and I only have 8 after I killed Alan. Funny thing is I used to have 10, but someone apparently hosed off without telling me.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Try the 'contact survivors' option on the radio room building, takes about 20 minutes and 100 influence and just might net you a few more survivors. It can fail though.

Karl Sharks
Feb 20, 2008

The Immortal Science of Sharksism-Fininism

Collateral Damage posted:

I'm having a real problem finding people to join my enclave. I have contact with half a dozen other enclaves, but none of them trust me enough to join up, and I'm not getting any missions for the ones I want joining.

I want to move into the trucking yard, but it requires 12 people and I only have 8 after I killed Alan. Funny thing is I used to have 10, but someone apparently hosed off without telling me.

Fame helps, I've gotten a journal message a couple times telling me we're so famous other survivors want to join us.

coyo7e
Aug 23, 2007

by zen death robot

Collateral Damage posted:

I'm having a real problem finding people to join my enclave. I have contact with half a dozen other enclaves, but none of them trust me enough to join up, and I'm not getting any missions for the ones I want joining.

I want to move into the trucking yard, but it requires 12 people and I only have 8 after I killed Alan. Funny thing is I used to have 10, but someone apparently hosed off without telling me.
It's kind of random, keep an ear open for those "missing friend" missions that come over the radio, those are usually some enclave's survivor who got stuck somewhere and needs you to escort them home, those will raise trust rapidly.

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal
The Dead Linger early access is now available on Steam. Pack it in, State of Decay and your hideous graphics!

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Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Tommofork posted:

I'll have a crack at it tonight. The trick is going to be remembering where I found the stuff and then learning a hex editor. I think the files were in the gamedata.pax, and then in the class3\rts folder. I think homesites.xml was one that defined the home sites, but I could be way off.

If you want to have a go, some dude made a tool to make extracting files more straightforward.

If you see a .xml file and a .bmd file, you need to edit the .bmd file with a hex editor. Those .xmls were references used to create the .bmd, but the game only reads the .bmd file.

I've been using Notepad++ to edit .xmls, I haven't used a hex editor in like 10 years so I'll have to try one at random and pick it up as I go.

e: editing text files is about the limits of my modding capabilities so this should be fun!

2nd e: yeah way off on the location. Inside gamedata.pak, there's libs\class3\rts\facilities.xml and facilities.win.bmd. Facilities defines the buildings and their upgrade paths, but holy poo poo making heads and tails of it is sending me insane. :psyduck:

3rd e: I couldn't find a file that defined what is in each homesite. I was thinking of homesitelimits.xml and homesiteinfo.xml, neither of which covers what's in a base.

The issue is that although the xml and bmd files can be extracted, the bmd files are really, really tough to edit. And the game won't read the xml files. I even tried deleting a bmd file and leaving the edited xml file in the hopes that the game would read one if the other is missing, but it just refused to start. Until someone (gibbed? please?) makes a xml/bmd converter, modding will be slow going painful hex editing.

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