[A12]Citymap v1.2

Started by Dramak, February 09, 2016, 07:30:38 PM

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Dramak

Thanks Haplo!

lolznan123, unfortunately I didn't set any option. I plan to do it but I must find the time (i just became a dad) and learn how it works.

About theses options. As Orion said, it should be possible to have a ruined city.

Let's see the options that I plan to implement :
- inhabited, desert or "desert with the occasional gang"?
- percentage of map covered by the city.
- in good shape or ruined.
- only one faction united as a city or one faction per building ?
- fog of war disappears once and for all or reappears each time you leave the room ?

Do you see other options ? other choises you would like to have ?

EnderMender

Need help no buildings spawn
I do use mods but they don't change anything to do with walls or map generation.

I just get the pop up window for errors saying cannot create roads thats it.

Thanks

Orion

I do think the idea of a simple existing economy is good (although might be tricky to implement). Maybe create a custom form of supply so at least people don't just die off. Like a faction based warehouse where they can pick up (unlimited) free food.

EnderMender

That does sound like a good idea as after a while i have found some of the other factions seem to die out.

rdz1122

You mentioned getting rid of the Fog of War; any way for us to edit the files and do it ourselves?  I have combined this mod with the Zombie Apocalypse, and the only real hindrance is Fog of War in areas that I claimed and try to protect.

Dramak

Hi everyone, thanks for the remarks!
Endermender did you fixed your problem ? If not can you tell me what mod you use? Or even better can you find the one that make a conflict?

Canute, ok i'll add this option for fog of war, good idea.

About food production, I understand. The thing is I want the people to come and steal your food. I want you to defend your stock. But the problem here is they come too soon because they don't have a good enough AI to survive, cook, harvest ingredients. Also they should be afraid of stealing. Maybe I should also  add tools to defend, like lockable doors or alarm against intruders?
Make a magic food dispenser just to fix the economy is really not what I plan to do. In fact my final goal is to simulate a city at war, where you're just trying to survive, find food, find medicine, do some on you're own. But i want the surviving part difficult. And difficult for non-player character too so that they start becoming dangerous, pulled by hunger or despair. Maybe if i don't succeed in doing that AI, i'll do that magic food dispenser, though.

You're very right about hospitality it would improve the others. For the trader good idea. Maybe not all factions but neutral or friendly ones.

Rdz1122. It depends, do you got a compiler ? Maybe i'll be able to do a different version soon with disappearing fog of war. It's not a big change.

Dramak

Also about fog of war, i plan to add a "guard" skill to animals, then they'll keep an eye on the room and even maybe act as an alarm.
But all that "defend your colony, you don't know if someone came in" is what I want to do. What do you think about that?

Orion

A warehouse doesn't necessarily have to be a magic food dispenser. It could have a counter of how much is left, and once that runs out the player will have a problem with the faction of that warehouse.
Possibly the player could bring / trade food with that faction to stock them up and keep them peaceful?

Maybe some factions could run simple farms which would restock their warehouses as long as the farms work well / enough farmers are alive. Others could hunt to do the same. So all the warehouse does is simplify some tasks (e.g. dead animals and produce are directly turned to meals).

Factions could even have deliveries from their other outposts. E.g. a group of their faction comes from outside the map to bring food. If amount of alive people of that faction is low, some will stay.

More advanced factions could get their food supplies via drop pods.

If you create a more or less stable system, factions would still eventually come for each other or the player. Crops sometimes die (and farmers too), animals to hunt can run out, player involvement can destabilize the economy, etc. which all will eventually lead to factions coming for the player. But I think there should be different strategies to keep them at bay, apart from just shooting everyone dead.

Dramak

OK, I think my final goal is to really implement the AI, with people hunting, growing crops, harvesting, gathering stock and cooking... but it will be an enormous work and maybe I'll give up. So I'll improve step by step using transitional solutions that make the mod playable soon. Your solution, Orion, will be rather advanced too. Before that, maybe I'll do something simpler just to balance the mod.
Thanks for the advices :)

EnderMender

Dramak

The issue is that no buildings spawn.

Mods:
City map
Clock
EdB interface
EdB prepare carefully
Rimarsenal
Rimarsenal_Federation
Rimarsenal_hair
Rimarsenal_security
Rimarsenal_Storyteller

thats all of the mods they shouldn't conflict with anything to do with the map gen. and could you send me a picture of what it is supposed to look like so i can see what is not spawning

Grimandevil

This is a very interesting and promising mod/idea, but it should be in a mod-pack form (including mods that fit the idea, adapted to, fixed to work together well, etc). rather than trying to be compatible with everything.
welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.

Bob_Namg

I just realized Dramak and Tynan could get together and sort of mainline this kind of world gen feature to create faction fortresses and villages that the player can send raiding parties to (assuming you could either send people to different sectors or land on faction centers)
"Hon hon hon"
-Anonymous, France

WarlordToby

I'd enjoy this much more if the fog of war would not hide the room upon leaving it.
Also i noticed that the community core library had issues with the world generating, simply preventing things like house "ruin" creating and pawn spawning.

Listen1

I'm really glad that this was made.

I thank you for the time spent on this mod, and look forward to it's continued development in the future.

Jdalt40

Hey just a question but is this mod compatible with modded factions? I mean factions like glittertech and the zombie outbreak mod. Please let me know because I just had a amazing idea for my next survival city map :D