Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Attention Horse
Jan 5, 2012

Yo man, you are out of step with Imhotep!

El Seven posted:

Is it possible to recruit Heroes other than by completing challenges?

Yeah, they pop up on the map as "Escort" missions.

I'm on Breakdown 7. Zombies finally disappeared from the minimap. I'm probably gonna die a lot.

Adbot
ADBOT LOVES YOU

Kasonic
Mar 6, 2007

Tenth Street Reds, representing
Sadly I think stuff like throwing rucks in trucks is out of reach of modding; adding additional geometry and/or physics properties to stuff is probably too deep in the matrix. (I'd love to be wrong!)

Would it be possible to give the Juggarnaut other freak abilities, like a death gas cloud and a banshee scream? Now that's a motherfucker.

My only out-there suggestion at the moment is if you could cause driving to gradually consume fuel resources. Hell, maybe even vary it between trucks and compacts realistically. But I have no idea if the game tracks driving like that.

Mister Bates
Aug 4, 2010

Kasonic posted:

Sadly I think stuff like throwing rucks in trucks is out of reach of modding; adding additional geometry and/or physics properties to stuff is probably too deep in the matrix. (I'd love to be wrong!)

Would it be possible to give the Juggarnaut other freak abilities, like a death gas cloud and a banshee scream? Now that's a motherfucker.

My only out-there suggestion at the moment is if you could cause driving to gradually consume fuel resources. Hell, maybe even vary it between trucks and compacts realistically. But I have no idea if the game tracks driving like that.

Yeah, that would make fuel much more useful. At the moment it's just for fougasses and outpost traps, and neither consumes very much, so you basically always have more than you need. The only thing I consistently have more of is food.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams

LeJackal posted:

Never leave a character unarmed, in case their AI sends them on a mission!

Maybe it's just because I'm an idiot, but I feel like this is an important point that needs to be emphasized. Don't be an idiot, keep your guys equipped with tools.

This is part of the reason I lost two guys on an anger mission, because the angry guy was unarmed and just looked at zombies as I got torn apart.

Blarghalt
May 19, 2010

What compressor should I use to open up the .pak files? 7zip keeps telling me xml is an unsupported file type whenever I try to edit it.

Atmus
Mar 8, 2002

Kasonic posted:

My only out-there suggestion at the moment is if you could cause driving to gradually consume fuel resources. Hell, maybe even vary it between trucks and compacts realistically. But I have no idea if the game tracks driving like that.

It would be pretty cool, but it would probably not be worth doing if you are trying to go for realism rather than inconvenience. The map is only a couple miles wide, and the least fuel efficient vehicle there should still be well above 10mpg, with a fuel unit being between .5-6 gallons depending on if you go by full 55 gallon drums or half empty Jerry cans. I ignored weight entirely because the game is way wrong about everything else.

Unless I've botched my calculations, the means you could drive everywhere of importance at least once on one unit of fuel, so the background simulation scrounging would give you more fuel than you could realistically use. I'm not saying it can't or shouldn't be done, just that it might produce an unnoticeable/unrealistic result.

Mental Midget
Apr 18, 2005

We're glad you could play SQIV. As usual, you've been a real pantload.

Kasonic posted:

Sadly I think stuff like throwing rucks in trucks is out of reach of modding; adding additional geometry and/or physics properties to stuff is probably too deep in the matrix. (I'd love to be wrong!)

Would it be possible to give the Juggarnaut other freak abilities, like a death gas cloud and a banshee scream? Now that's a motherfucker.

My only out-there suggestion at the moment is if you could cause driving to gradually consume fuel resources. Hell, maybe even vary it between trucks and compacts realistically. But I have no idea if the game tracks driving like that.

I wonder if there's a way to mod it so that if you pick up a rucksack, and then pick up an additional rucksack you're still carrying just one, but it just adds the total value of both rucksacks together when it is turned in. Carrying multiple bags of stuff is like my #1 wishlist item.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
You know, I like the base building aspect of this, but I wish it was more. What I really want is the flash game Rebuild but more fleshed out. If I'm at the Church, I want to be able to build a wall and grab those nearby buildings into my base to grow my base. Sleeping space shouldn't be a problem, because I've got 20 bedrooms within spitting distance of my base. I want to build those into my base, go farther and farther out gathering people and supplies, start ding crazy stuff like setting up an armored RV to go out on scouting missions to grab supplies and people. Setting up actual outposts manned with actual people.

I don't know, more of a zombie RTS than anything else.

El Seven
Jan 15, 2012

Attention Horse posted:

Yeah, they pop up on the map as "Escort" missions.

I'm on Breakdown 7. Zombies finally disappeared from the minimap. I'm probably gonna die a lot.

The only time I've ever had an Escort mission appear for a Hero was right after I've completed a challenge.

***

Has anyone had an Escort mission for a Hero that randomly appeared (i.e. not due to completing a challenge)?

Attention Horse
Jan 5, 2012

Yo man, you are out of step with Imhotep!

El Seven posted:

Has anyone had an Escort mission for a Hero that randomly appeared (i.e. not due to completing a challenge)?

I had Escort missions for Heroes that I haven't unlocked yet.

Mister Bates
Aug 4, 2010

FISHMANPET posted:

You know, I like the base building aspect of this, but I wish it was more. What I really want is the flash game Rebuild but more fleshed out. If I'm at the Church, I want to be able to build a wall and grab those nearby buildings into my base to grow my base. Sleeping space shouldn't be a problem, because I've got 20 bedrooms within spitting distance of my base. I want to build those into my base, go farther and farther out gathering people and supplies, start ding crazy stuff like setting up an armored RV to go out on scouting missions to grab supplies and people. Setting up actual outposts manned with actual people.

I don't know, more of a zombie RTS than anything else.

This is actually what I thought this game would be, and I was a little disappointed when I realized it was quite a bit simpler than this. When they mentioned setting up outposts, for example, I thought it would involve actually, like, fortifying a building and furnishing it, a bit like a smaller mini-base, and having to staff it with people. I thought you would have to keep in mind peoples' skills and moods and assign them to various tasks, instead of there just being a simple 'Do you have a survivor with [SKILL] yes/no?' flag that gets tripped to determine whether or not you can do certain things.

I'd like to be able to do something like build a giant-rear end Green Zone surrounded by fences and watchtowers with dozens of survivors and entire empty lots full of gardens. With careful outpost placement you can already make big areas of the map that are entirely devoid of zombies, it would be awesome if you could use those outposts as 'anchor points' to string wall or fence between and make a certain area permanently secure. Etc, etc, etc. I guess that's all a bit much to hope for with an Arcade release, though.

e: Incidentally, there's a Rebuild 3 in development right now as a full-on downloadable game instead of a browser game, they successfully funded their Kickstarter a while back.

Mister Bates fucked around with this message at 20:57 on Dec 6, 2013

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Oh man, I didn't even know there was a Rebuild 2, much less a full on game. Too late for the kickstarter but definetly gonna buy Rebuild 2 for mobile and play the hell out of it.

E: Oh god I can preorder and get alpha access right now take my money please
http://www.rebuildgame.com/

LeJackal
Apr 5, 2011

Atmus posted:

I guess since we are all talking about stuff we want modded in, is there a thing that lets you set the survivor/bed ratio? I would think 2.5 to 2.75 survivors per bed would be the most 'accurate' given the whole sleeping in shifts thing going on, but maybe that's how it is anyway and I'm reading the description wrong.

I think I found the relevant code in facilities.xml to affect housing. I'm going to test it out and if it functions I'll give you some details and maybe a file copy.

code:
<RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
This line controls the capacity of each Bunkhouse or built-in facility equivalent. The OutputAmount variable is what you want to change, just increase it to whatever you'd like. For the 2.5 ratio simulation, you'd make it 20.

I made a quick file copy. It goes in \game\libs\class3.1\rts and will make each bunkhouse/bedroom have a capacity of 20.

I hope you enjoy it!

Atmus
Mar 8, 2002

LeJackal posted:

I think I found the relevant code in facilities.xml to affect housing. I'm going to test it out and if it functions I'll give you some details and maybe a file copy.

code:
<RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
This line controls the capacity of each Bunkhouse or built-in facility equivalent. The OutputAmount variable is what you want to change, just increase it to whatever you'd like. For the 2.5 ratio simulation, you'd make it 20.

I made a quick file copy. It goes in \game\libs\class3.1\rts and will make each bunkhouse/bedroom have a capacity of 20.

I hope you enjoy it!

Yay! I'll download it when I get home from work.

Is there the possibility of having it so that if you have more bedspace available than needed, that you get some kind of small bonus? Say a 10% bonus to Vitality if the person was able to get 9+ hours of sleep, which would be simulated by having a Bunkhouse utilization of say 2 people per bed, while anything between that and the 20 person limit would merely just prevent the sleep deprivation status and penalty?

I'm not specifically asking you to do it, just if the code has the flexibility for it. I don't even want a huge bonus, just something that is nice to have before I cram 60 people into Snyder.

LeJackal
Apr 5, 2011

Atmus posted:

Is there the possibility of having it so that if you have more bedspace available than needed, that you get some kind of small bonus? Say a 10% bonus to Vitality if the person was able to get 9+ hours of sleep, which would be simulated by having a Bunkhouse utilization of say 2 people per bed, while anything between that and the 20 person limit would merely just prevent the sleep deprivation status and penalty?

I'm not specifically asking you to do it, just if the code has the flexibility for it. I don't even want a huge bonus, just something that is nice to have before I cram 60 people into Snyder.

I couldn't say. I'm fumbling through the code with my meager amounts of programming experience and still working on my own stuff. This particular simulation you want would require the insertion of an entirely new module somewhere, and that location I don't know. The second problem is placing the bonus effects, which I'm not sure are numerical. From facilities.xml:

code:
<RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
<RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_StaminaBonus_Feast" PauseWhenOffline="True" />
Stat Bonuses are defined elsewhere, so I'd also need to write a new bonus or substitute an existing one.

Overall I'd need to:
1) Locate the RTS element rollover that grants bonuses
2) Insert a 'Super Rested' module
3) Capacity:Population COmparison
4) Apply the Bonus

Not something I feel up to doing. I've already done a lot on this already.

Atmus
Mar 8, 2002
Yeah, that's a lot to go through for almost nothing. Thanks for explaining it though!

goatsestretchgoals
Jun 4, 2011

I don't have time today, but I want to play around with the scavenger code to see if I can get it to let you send more than one scavenger to the same building at the same time. Combined with a removed scavenger cooldown (which already works fine), you could just send X scavengers to a building at the same time to clean it out.

E: And what I _really_ want to mess around with, but probably won't work, would be replacing the 'scavenge this building' option with individual 'scavenge X resource from this building' entries. That way you don't have to collect 3 foods along with the 1 fuel you actually wanted.

goatsestretchgoals fucked around with this message at 22:54 on Dec 6, 2013

LeJackal
Apr 5, 2011

Atmus posted:

Yeah, that's a lot to go through for almost nothing. Thanks for explaining it though!

Well, what I could do is adjust the time limits on something that already gives you a bonus, like Feast or something, so instead of +Stamina and +Vitality for X hours it lasts forever. That is pretty easy.

Atmus
Mar 8, 2002

LeJackal posted:

Well, what I could do is adjust the time limits on something that already gives you a bonus, like Feast or something, so instead of +Stamina and +Vitality for X hours it lasts forever. That is pretty easy.

No, that's cool. I only even brought up the bed thing because it appeared to be handled in a completely unrealistic way. The extra hour of sleep bonus I was asking about was basically just a minor incentive for not maxing out the homesite's bunking abilities immediately. I don't want to fake it by cheesing a different building's abilities.

There's a lot of stuff in this game I would change to be more realistic, but most of it would off-balance an already easy game too much. A lot of the gun related fixes are pretty tempting (especially as I know how much ammunition even in loaded magazines you can fit in a small backpack, and how long even poorly constructed suppressors last), but it would ruin the difficulty for me. Maybe I will change my mind in the higher levels, but that's then and this is now.

I guess another change I would be interested in would be swapping the cartoonish 'Front wheels detach and go flying off' thing when you hit the Juggernauts, but it's funny enough and rare enough that I kind of want it to stay. I guess if I ever got around to modding it myself, I would try to prevent that from happening, but swap in a lot of extra body/engine damage. I don't know how involved any of that is or if it's possible though.

gyrobot
Nov 16, 2011

Kasonic posted:

Sadly I think stuff like throwing rucks in trucks is out of reach of modding; adding additional geometry and/or physics properties to stuff is probably too deep in the matrix. (I'd love to be wrong!)

Would it be possible to give the Juggarnaut other freak abilities, like a death gas cloud and a banshee scream? Now that's a motherfucker.

My only out-there suggestion at the moment is if you could cause driving to gradually consume fuel resources. Hell, maybe even vary it between trucks and compacts realistically. But I have no idea if the game tracks driving like that.

Or use it to act as power generators for everything from nice hot baths to electronics

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams

Atmus posted:


I guess another change I would be interested in would be swapping the cartoonish 'Front wheels detach and go flying off' thing when you hit the Juggernauts, but it's funny enough and rare enough that I kind of want it to stay. I guess if I ever got around to modding it myself, I would try to prevent that from happening, but swap in a lot of extra body/engine damage. I don't know how involved any of that is or if it's possible though.

After I did this with the front wheels, I backed into it and trashed the back wheels. Then I drove that baby home.

Mister Bates
Aug 4, 2010

gyrobot posted:

Or use it to act as power generators for everything from nice hot baths to electronics

There's apparently some stuff left over in the code suggesting that there was supposed to be a power generation and consumption system involving fuel use, it just didn't make it in. Maybe it can be reactivated via modding.

Eediot Jedi
Dec 25, 2007

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

So anyhow I noticed that when scavenging ammo the type of ammo found has a bias towards the gun you currently have equipped. Want to find more grenade launcher grenades? Bring your grenade launcher with you.

The files are such a tease. I thought I had finally found the value that determines how many resources you get when you return a rucksack, but changing it did nothing as far as I can tell. Also found the multiple for influence cost but again it seemingly did nothing. I think I'll have to run a longer test it could possibly be related to daily summary stuff and only take affect after that.

I figured out why that guy in the huge hordes video posted earlier didn't drive into them. Beyond a certain number of zombies the game starts glitching out and running over them does nothing, which is a massive shame. I can't find the variable to make hordes themselves bigger, also a massive shame. :(

Also here are some proposed changes I'll make later today. Any feedback and/or suggestions welcome! Beyond these changes below, the intention I have is to eventually increase the amount of ordinary zombies to fairly insane levels, while keeping freaks to a minimum and making army zombies much, much rarer. Increase the damage ordinary zombies do. Removing the ability to add silencers to most weapons bigger than SMGs, except for a few rare guns.

What I'm going for is to make clearing an area a challenge, but once you've done it you'll have some peace before the zombies return. I also want to make some skills level faster, so you might hit max level before the second apocalypse.

  1. Triple the amount of ammo found for most ammo types (groups of 10 bullets > 30)
  2. Increase amount of ammo that can by stacked in a single inventory slot (30 > 120)
  3. Increase amount of 50 cal found to groups of 5 (1 > 5)
  4. Halving bullet weight
  5. Increase launcher grenades found to groups of 6 (1 > 6)
  6. Halving launcher grenade weight
  7. Decreasing xp required to max Cardio by a third (3,600 > 2,400)
  8. Decreasing xp required for Cardio levels 2 & 3 (400) to 200 each level
  9. Decreasing xp required for Cardio levels 4 & 5 (600) to 400 each level
  10. Decreasing xp required for Cardio levels 6 & 7 (800) to 600 each level
  11. Decreasing xp required to max Wits by a third (1,500 > 1,000)
  12. Decreasing xp required for Wits levels 2 (100) to 70
  13. Decreasing xp required for Wits levels 3 & 4 (200) to 140 each level
  14. Decreasing xp required for Wits levels 5 & 6 (300) to 200 each level
  15. Decreasing xp required for Wits levels 7 (400) to 250

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

LeJackal posted:

I couldn't say. I'm fumbling through the code with my meager amounts of programming experience and still working on my own stuff. This particular simulation you want would require the insertion of an entirely new module somewhere, and that location I don't know. The second problem is placing the bonus effects, which I'm not sure are numerical. From facilities.xml:

Stat Bonuses are defined elsewhere, so I'd also need to write a new bonus or substitute an existing one.

Overall I'd need to:
1) Locate the RTS element rollover that grants bonuses
2) Insert a 'Super Rested' module
3) Capacity:Population COmparison
4) Apply the Bonus

Not something I feel up to doing. I've already done a lot on this already.

There's generally at least three things i've found that seem to need to be changed for a fair number of stat tweaks. The variable handling the UI display if it exists, the actual variable (In the case of stuff like skills.) for usage, and any relevant RTS data that isn't referenced by a global variable. For RTS stuff it may be one or two more or less, depending on what you want to mess with.

It's actually not that difficult to do. The really hard part is finding this stuff in the code first. Thankfully, the global variables are mostly all in one file named something like "global constants". They seem to handle a fair amount of the game, and the actual file names for the XML/Win.BMD files are fairly indicative of what each file handles, usually. The really complex stuff is in how the AI's logic for the game is handled. It's such a complicated mess. :stonk:

Mental Midget posted:

I wonder if there's a way to mod it so that if you pick up a rucksack, and then pick up an additional rucksack you're still carrying just one, but it just adds the total value of both rucksacks together when it is turned in. Carrying multiple bags of stuff is like my #1 wishlist item.

You'd have to mess with how rucksacks are handled. And how NPC's handle them. It'd be easier to just create a mod for loading them into cars, really.

If you wanted to create a cheat mod that let you pick up multiple sacks, you'd probably want to address how NPC's handle multiple rucksacks, weight increasing with each sack, etc, etc. At least one of the hero models doesn't show rucksacks to begin with, so it's not that much of a graphical issue as much as it is a coding issue.

Kasonic posted:

Sadly I think stuff like throwing rucks in trucks is out of reach of modding; adding additional geometry and/or physics properties to stuff is probably too deep in the matrix. (I'd love to be wrong!)

Would it be possible to give the Juggarnaut other freak abilities, like a death gas cloud and a banshee scream? Now that's a motherfucker.

My only out-there suggestion at the moment is if you could cause driving to gradually consume fuel resources. Hell, maybe even vary it between trucks and compacts realistically. But I have no idea if the game tracks driving like that.

It'd be possible to add rucksacks to vehicles. But you'd need to do work that falls outside of just changing variables to tweak gameplay. Assuming there isn't something hard coded preventing it, the simplest way I can think of would require you to basically code a special command that a player could execute on pressing a key. We already have access to the XML and LUA files that allow for this, so it's feasible to do that.

If I had to take a wild guess at what needed to be done, you'd need to code a hotkey command (Probably need to find whatever file handles hotkey controls for this.) to handle loading/unloading resources from a vehicle, add a variable that handles the list of rucksacks in a vehicle, with each list being independent to a spawned vehicle (So a variable that'd have to be global in some capacity, while independent in each vehicle.) so that the game didn't just track it in every vehicle throughout the world, and then do the work of coding a way to subtract and add rucksacks to that list when the relevant hotkey is pressed.

If you want to make it really fancy, you'd want to assign a variable to each vehicle type (IE: Trucks, sedans, etc, etc.) that limits how large the list can get, simulating storage space in the car. And have some ease of use features like displaying the storage used/storage max in the message ticker at the top right of the game's screen where all the world messages get displayed in game when you get in a car.

If you wanted to do something more graphically complex than a simple "You loaded the car, it has ___ of ____ space left in it." ticker that appears in the top right of the screen you'd need to edit the relevant models. But that's not really needed if you're clever about how you go about it. Obviously the ticker method is better for workability compared to that since you wouldn't have to mess with graphics. Lots of mod heavy games like Skyrim and S.T.A.L.K.E.R. go the text route as opposed to visually mapping everything out too, so it'd be nothing new.

As far as I can tell you can literally do pretty much anything in terms of editting with the current unpacked files. It's just a matter of how much time you want to put into it. I haven't run into anything hardcoded (In fact, I haven't found any other data files relevant to the actual game itself yet that aren't PAK files.) yet either. The obvious exception to that being mapping out a new level, since you'd need either the CryEngine SDK or whatever tools they used to do that.


The zombie's going invisible thing is also something I noticed. It's probably a delay being caused by some sort of combat related process not being tailored for that many zombies. I can't imagine it being an engine limitation at the very least, which means it could be fixed if you could figure out what was causing it. Who knows what the cause is, though.

Also, I totally forgot to see if I could mess about with models yesterday. Though it seems people are more interested in the code, so there's probably no rush for that.

Archonex fucked around with this message at 18:23 on Dec 7, 2013

Jerusalem
May 20, 2004

Would you be my new best friends?

Haha wow I am terrible at this game, everybody keeps dying! I would be the worst in a zombie apocalypse (well I would be a zombie, anyway).

I feel like I get flooded with missions really early on that makes it hard to really stop and catch my breath, how do I know which if any missions are time-sensitive and which aren't? I haven't really had a chance to stop and talk to anyone or really look into all the journal/character stuff because I felt like I always had to be off doing stuff.

Vitamin P
Nov 19, 2013

Truth is game rigging is more difficult than it looks pls stay ded
It's not a big deal if you miss a few missions. They are more opportunities to increase trust than anything else.

FrickenMoron
May 6, 2009

Good game!

Jerusalem posted:

Haha wow I am terrible at this game, everybody keeps dying! I would be the worst in a zombie apocalypse (well I would be a zombie, anyway).

I feel like I get flooded with missions really early on that makes it hard to really stop and catch my breath, how do I know which if any missions are time-sensitive and which aren't? I haven't really had a chance to stop and talk to anyone or really look into all the journal/character stuff because I felt like I always had to be off doing stuff.

I'd focus on story missions at the start to be honest.

Le0
Mar 18, 2009

Rotten investigator!
The voice acting in this game is so aggravating, I cannot stand it anymore I think. "It's good right? I mean it doesn't suck" :eng99:

Danith
May 20, 2006
I've lurked here for years
I got to breakdown level 5 and couldn't take it anymore. Zombies much faster and come from miles around at the slightest sound. Take more damage, and seem to have an easier time interrupting you. Also the total lack of resources :(.

After losing 3 of my people and not finding any materials in the entire left side of town area I suicided the rest into packs of zombies. I think I'll hang on level 3 or 4 for awhile and just chill.

Mister Bates
Aug 4, 2010
Once you've unlocked a hero, if you start a new game in which you aren't playing as that hero, can you still unlock and recruit them over the course of the game? Or do I only get all these heroes on my first playthrough?

Eediot Jedi
Dec 25, 2007

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

Le0 posted:

The voice acting in this game is so aggravating, I cannot stand it anymore I think. "It's good right? I mean it doesn't suck" :eng99:

Ahaha I had a look at making the game not play the voice files for Lily's conversations, but still leave the subtitles as they are also in the file that points to the voice files.

Turns out the subtitles in the file mean nothing, it gets them automatically from the voice file anyway.

For the record, you can go to class3.1\contentmanager\scenes.xml, search for whatever dialogue really grinds your gears and just delete the voice file. It won't play the voice file, it won't play the subtitle either though.


Danith posted:

I got to breakdown level 5 and couldn't take it anymore. Zombies much faster and come from miles around at the slightest sound. Take more damage, and seem to have an easier time interrupting you. Also the total lack of resources :(.

After losing 3 of my people and not finding any materials in the entire left side of town area I suicided the rest into packs of zombies. I think I'll hang on level 3 or 4 for awhile and just chill.

A really pro tip is to use the radio room to search for resources. It takes about 10 minutes and so far has never given a false positive, it seems to always direct you to a cache of whatever you're after. When it finishes you can start searching again while you go out and collect the one they found.

Here's the mod I said I would make earlier.

https://www.dropbox.com/s/vluk185lxt4rbdu/Forksmod.zip

Download, unzip to your Steam\State of Decay folder. Uninstallation is just deleting the files.

Detailed changes were in my previous post, but basically, you should start with/find triple ammo for guns, can carry much more ammo in each slot, ammo weight halved, requirements to level Wits & Cardio reduced by a third, and I snuck in a fix to not being able to make homemade Molotovs.

LeJackal
Apr 5, 2011

Tommofork posted:

Detailed changes were in my previous post, but basically, you should start with/find triple ammo for guns, can carry much more ammo in each slot, ammo weight halved, requirements to level Wits & Cardio reduced by a third, and I snuck in a fix to not being able to make homemade Molotovs.

Not to stomp around on your work, but can I ask you where/how you changed the XP requirements for Wits/Cardio? I'd like to add that to my mix of mods I've been working on.

Danith
May 20, 2006
I've lurked here for years

Tommofork posted:


A really pro tip is to use the radio room to search for resources. It takes about 10 minutes and so far has never given a false positive, it seems to always direct you to a cache of whatever you're after. When it finishes you can start searching again while you go out and collect the one they found.

Thats how I finally found 1 place with materials. Of course, half way there a scavenger I called (there were 2 materials!) was mobbed by at least 2 hordes some how and died, and my other dude died trying to save him and my dude going to collect their things died with more zombies coming out of the woodwork. Also so many zombies were around my home base, which was kinda retarded considering I had literally 3 conclaves of survivors a house or 2 away in every direction

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal
The last couple pages have been awesome, modding-wise. Thanks Tommo and company for working on this stuff. I'm loving Breakdown, but would love to tweak a few things.

It's good that Juggernaut spawn rates are editable, but has anyone found a way to actually edit their health yet (sorry if I missed it)? I don't necessarily want to eliminate the poor fatties from my game, but as someone already posted, I'd love it if they had a more realistic amount of HP; i.e., they shouldn't be able to shrug off a face full of buckshot.



Cantorsdust posted:

I wonder if there's a way to set it so that when you get in the RV, it takes you back to the same level, not the next one. So I could tinker around at a low difficulty level forever rather than ramping up the difficulty until I die.

Also this. I'd love to just exist at level 2/3 difficulty infinitely, resetting the map to another level 3 when I've depleted resources. It seems I can edit the quantities of stuff/zombies pretty easily, but is there a way to edit the more subtle stuff that changes, such as zombies' sound sensitivity, toughness, etc.?

Trustworthy fucked around with this message at 18:05 on Dec 7, 2013

LeJackal
Apr 5, 2011

Trustworthy posted:

The last couple pages have been awesome, modding-wise. Thanks Tommo and company for working on this stuff. I'm loving Breakdown, but would love to tweak a few things.

It's good that Juggernaut spawn rates are editable, but has anyone found a way to actually edit their health yet (sorry if I missed it)? I don't necessarily want to eliminate the poor fatties from my game, but as someone already posted, I'd love it if they had a more realistic amount of HP; i.e., they shouldn't be able to shrug off a face full of buckshot.

I found well - not their Health per se, but a way to alter their effective health. Do you know how to mod this, or should I make a file for you?

LeJackal posted:

Well, actorconstants in game\libs\class3.1 has some promising lines:

code:
<DamageValues Max="75" Min="50" Name="Damage_ToJuggernaut_Vulnerable_Unarmed" PerSecond="0.0" Stat="Health" />
      <DamageValues Max="175" Min="150" Name="Damage_ToJuggernaut_Vulnerable_BluntLight" PerSecond="0.0" Stat="Health" />
      <DamageValues Max="175" Min="150" Name="Damage_ToJuggernaut_Vulnerable_EdgedLight" PerSecond="0.0" Stat="Health" />
      <DamageValues Max="300" Min="230" Name="Damage_ToJuggernaut_Vulnerable_BluntHeavy" PerSecond="0.0" Stat="Health" />
      <DamageValues Max="50" Min="35" Name="Damage_ToJuggernaut_Normal_Unarmed" PerSecond="0.0" Stat="Health" />
      <DamageValues Max="135" Min="100" Name="Damage_ToJuggernaut_Normal_BluntLight" PerSecond="0.0" Stat="Health" />
      <DamageValues Max="135" Min="100" Name="Damage_ToJuggernaut_Normal_EdgedLight" PerSecond="0.0" Stat="Health" />
      <DamageValues Max="225" Min="150" Name="Damage_ToJuggernaut_Normal_BluntHeavy" PerSecond="0.0" Stat="Health" />
      <DamageValues Max="1000" Min="800" Name="Damage_ToJuggernaut_Explosives" PerSecond="0.0" Stat="Health" />
      <DamageValues Max="250" Min="250" Name="Damage_ToJuggernaut_FireBombImpact" PerSecond="0" Stat="Health" />
      <DamageValues Max="0" Min="0" Name="DamageDoT_ToJuggernaut_Burning" PerSecond="50" Stat="Health" />
      <DamageValues Max="15" Min="15" Name="Damage_ToPlayer_Juggernaut_Light" PerSecond="0.0" Stat="Health" />
It seems that Juggernaut Health is elsewhere, as are spawn rates. Still, it seems like I could just make these values much larger and effectively decrease their health anyway - even if I don't quite understand what some of these damage types are. This file also include damage the Juggernaut does to players so I can essentially neuter these annoying fucks in one go. I can make them (for practical killing purposes) made of paper and weak as kittens.

Eediot Jedi
Dec 25, 2007

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

LeJackal posted:

Not to stomp around on your work, but can I ask you where/how you changed the XP requirements for Wits/Cardio? I'd like to add that to my mix of mods I've been working on.

No worries. It's in expertise.xml in class3.1\libs\rts. In the first section they skills are defined as an expertise. You want cardio basic & survival (which is wits). Ignore the basic abilities and bonuseffects and go to Tier PointsToComplete="X". Each tier is a skill level, and the points required to reach it from the previous level. Search something gives 5 xp to Wits, not sure how the library bonus affects it. Not sure exactly what rate cardio xp is given. I know with shooting each kill is worth 10 xp points.


Danith posted:

Thats how I finally found 1 place with materials. Of course, half way there a scavenger I called (there were 2 materials!) was mobbed by at least 2 hordes some how and died, and my other dude died trying to save him and my dude going to collect their things died with more zombies coming out of the woodwork. Also so many zombies were around my home base, which was kinda retarded considering I had literally 3 conclaves of survivors a house or 2 away in every direction

Bring along a couple of firecrackers. If you think things are going south, throw one and book it. Zombies will ignore you so you're free to heal up/pick off a few/escape. They're really good for letting you survive long enough to pick up fighting skills.


Trustworthy posted:

The last couple pages have been awesome, modding-wise. Thanks Tommo and company for working on this stuff. I'm loving Breakdown, but would love to tweak a few things.

It's good that Juggernaut spawn rates are editable, but has anyone found a way to actually edit their health yet (sorry if I missed it)? I don't necessarily want to eliminate the poor fatties from my game, but as someone already posted, I'd love it if they had a more realistic amount of HP; i.e., they shouldn't be able to shrug off a face full of buckshot.


Also this. I'd love to just exist at level 2/3 difficulty infinitely, resetting the map to another level 3 when I've depleted resources. It seems I can edit the quantities of stuff/zombies pretty easily, but is there a way to edit the more subtle stuff that changes, such as zombies' sound sensitivity, toughness, etc.?

What you could do is edit the Breakdown levels so that levels 1 through 10 share the same difficulty. There might be some modifiers that can't be changed but most, like zombie populations, percentages of freaks etc can be.

However, I think the game might be bugging out a little on loading difficulties. I've been doing test runs and I use the setting which hides zombies from your minimap to see if the changes are working, and it seems to work when I start a new game but after goes back to normal after reloading the game.

E: oh right I suck at reading. I'm sceptical that zombies get tougher or are more sensitive to sound at higher levels. I think that's just a factor of more zombies being around.

Eediot Jedi fucked around with this message at 19:06 on Dec 7, 2013

Karl Sharks
Feb 20, 2008

The Immortal Science of Sharksism-Fininism

Tommofork posted:

No worries. It's in expertise.xml in class3.1\libs\rts.

Which file do I need to extract to find that?

LeJackal
Apr 5, 2011

Tommofork posted:

No worries. It's in expertise.xml in class3.1\libs\rts. In the first section they skills are defined as an expertise. You want cardio basic & survival (which is wits). Ignore the basic abilities and bonuseffects and go to Tier PointsToComplete="X". Each tier is a skill level, and the points required to reach it from the previous level. Search something gives 5 xp to Wits, not sure how the library bonus affects it. Not sure exactly what rate cardio xp is given. I know with shooting each kill is worth 10 xp points.

Thanks!

LeJackal fucked around with this message at 19:05 on Dec 7, 2013

Eediot Jedi
Dec 25, 2007

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

It's in breakdownc.pak. And my bad, the full path is game\libs\class3.1\rts.

e: *The full path once it's extracted is game\libs\class3.1\rts\expertise.xml

Adbot
ADBOT LOVES YOU

LeJackal
Apr 5, 2011

Tommofork posted:

So anyhow I noticed that when scavenging ammo the type of ammo found has a bias towards the gun you currently have equipped. Want to find more grenade launcher grenades? Bring your grenade launcher with you.


This is due to the tables in search.xml you'll find under \game\libs\class3.1\rts which control what you find and the likelihood.

code:
 <Prop PropId="ToolChest, TruckBox">
        <Resources Max="1" Min="1" Name="" Odds="2" RoomRestriction="">
          <Resource Id="Materials.Basic" Weight="64" />
          <Resource Id="Materials.Hobby" Weight="64" />
        </Resources>
        <Wants>
          <WantListReference Id="Find.ConstructionStuff" />
        </Wants>
        <Items Max="1" Min="1" Name="" RoomRestriction="">
          <ItemList Id="Melee.Tool" />
        </Items>
      </Prop>
This is a code block from search.xml and you can see that the PropId is what kind of search object, in this case a Toolbox or Truckbox. First it runs through a Resource line to see if we'll get a resource item from this prop. Then a Wants in case there is some construction delay back at base. Finally it goes to ItemList, which we can think of as a loot table.

code:
    <SearchItemList Cap="60" Fallback="" Id="Melee.Tool" Min="40">
      <ItemDefinitionReference Id="Prybar" Weight="12" />
      <ItemDefinitionReference Id="Nail_Puller" Weight="12" />
      <ItemDefinitionReference Id="Wrench02" Weight="12" />
      <ItemDefinitionReference Id="Crowbar" Weight="12" />
      <ItemDefinitionReference Id="Wrench" Weight="12" />
      <ItemDefinitionReference Id="TireIron" Weight="24" />
    </SearchItemList>
This is the ItemList trigged by our ToolBox search above. Each line returns an Item that we can loot, like a Wrench or Crowbar. The Weight variable likely determines the probability of receiving that resource. By adding, removing, or altering lines or the Weight we can reconfigure the search and get some really specific or weird spawns. For example, if you add the <ItemList Id="Guns.Swat" /> line to all the search blocks you'll be swimming in loud black guns! :tfrxmas:


code:
    <SearchItemList Cap="60" Fallback="" Id="Resource.Ammo.Military" Min="60">
      <ItemDefinitionReference Id="AmmoMatching" Weight="12" />
      <ItemDefinitionReference Id="AmmoBullet9mm" Weight="8" />
      <ItemDefinitionReference Id="AmmoBullet556mm" Weight="8" />
      <ItemDefinitionReference Id="AmmoBullet762mm" Weight="8" />
      <ItemDefinitionReference Id="AmmoBullet50bmg" Weight="4" />
      <ItemDefinitionReference Id="AmmoBullet45cal" Weight="2" />
      <ItemDefinitionReference Id="AmmoShotgunShell" Weight="2" />
      <ItemDefinitionReference Id="AmmoBullet22cal" Weight="2" />
      <ItemDefinitionReference Id="AmmoBullet357cal" Weight="2" />
      <ItemDefinitionReference Id="AmmoBullet40cal" Weight="2" />
      <ItemDefinitionReference Id="AmmoBullet44cal" Weight="2" />
    </SearchItemList>
This is a resource block we've broken up, in this case a military ammunition block. The first line returns AmmoMatching which apparently is set to match our equipped gun, so thats why you usually get the kind of ammo you're already using.

Oh, it also contains the Wantlists for various facility constructions.

code:
    <WantList Id="Find.Bedding">
      <WantDefinitionReference Id="Blanket" Odds="90" />
      <WantDefinitionReference Id="SleepingPad" Odds="75" />
      <WantDefinitionReference Id="Sheets" Odds="75" />
      <WantDefinitionReference Id="Pillows" Odds="75" />
      <WantDefinitionReference Id="FoldingCot" Odds="50" />
      <WantDefinitionReference Id="PrivacyScreens" Odds="50" />
      <WantDefinitionReference Id="Dildos" Odds="1" />
    </WantList>
:j: We've run into a snag. We need something to complete the Bunkhouse!

LeJackal fucked around with this message at 19:51 on Dec 7, 2013

  • Locked thread