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Rydygier

[SP] Warping Plague

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All right, wip file updated:

 

Warping Plague 1.20 wip2

 

- new init setting for Zone SFX intensity (previous default is now under "high") - how loud/far, how often;

- new init setting for hallucinations (Audio only, visual only, both, none);

- new setting for Zone growth rate. There's some statistical spread, but on average: current/default is normal. Very slow - 4x slower. Slow - 2x slower. Fast - 1.5x faster than normal, Very fast - 2x faster, than normal, which means is likely, that for "very fast" around day 20 Arudy will be inside the Zone with all usual consequences of that fact. Note, zone growth isn't exactly linear, in other words, growth rate isn't constant. Daily increments tend to be slightly bigger each consequtive day;

- improved "returning to the town" code (safer placement to avoid collisions with nearby vehicles etc);

- now crafting magazines costs ammunition, as was intended, not materials. Cost is calculated using bullet/mag characteristics (caliber, typical speed, hit, indirect hit, indirect hit range, magazine mass, bullet count), also (main factor) type of weapon. Ranges roughly from 1-2 per mag (handguns) through around 5-7 (SMGs) and 30-75 (rifles-sniper rifles) to around 200 per MG belt, but what really matters is the cost per bullet, which makes probably the cheapest 0.45 handgun bullet and most expensive - 0.50 APDS sniper bullet. 

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I just restarted with the new wip2 version. So far everything seems to work fine.

 

On day 2 I stumbled upon an orange box in a field near the closest hamlet (somthing with an L, due northwest-ish). I immediately took fire from Marcus, who kept shooting my poor atv. After killing two raiders I checked the box which gave me the option take the contents - but nothing happended. The box was just empty. Is this intentional?

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Looks like The Fittest looting encampment (they sometimes establish such temporary presence to ransack the town more efficiently, no serious opposition, if player is lucky may even "steal" the box content unnoticed). Possible at day 2. Still, after using "Take the content" action there should be some sound and message about taken content (even, if you had no room for any stuff, it would be like "Food +0" etc.). Marcus there is a coincidence. 

 

EDIT: but I found some script error in the code responsible for taking the content from these particular boxes. That would explain lack of any effect (and you would probably see same error log in RPT file). I'll fix that, thanks. 

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Hey Rydygier, started a new run on wip3. Great stuff had happened since the last run! Kudos!

 

A suggestion: Can you do the autosave at the beginning of a day instead of the end of the day? I think it would be more convenient, because e.g. newcommers, production etc, would be saved in case you have to reload. Feels better to me.

 

When it comes to production upgrades and atmosphere and immersion I would rather like to read something like "Found hydroponcics tray. Food production +12%, or "Found plant light.." and "Found autolathe trim. Ammo production +10%" instead of the raw, crude values. Just an idea. 😃

 

Just QOL: I would like to see the current day number on top GUI.

 

Also, your nighttime monologues are a fancy, moody addition!

Keep up the great work.

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Thanks for the input, I like these ideas, so I'll see, what can be done about them. 🙂

 

As for useful part names, if (any of) you wish, feel free to suggest as many, as you want, my vocabulary is limited and I do not now many of such technical/specialistic terms. 

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Quick and frank feedback on stuff that annoyed me after day 13, wip3 (please keep in mind that I really like your works)

(default settings, nothing adjusted)

 

- bug: Usually I can loot another building after I got the info that Im tired already.

 

- The scenario needs an AI mod, pretty badly. The AI is so damn boring. I miss at least some competition.

- - patrols are often mowed down before they can react (with a vermin in singlefire mode)

- - defenders on the "hidden cache" missions dont move from there spot. They are spawned in houses, so I can take them out one by one. Boring.

- - found the gang boss by accident. He was standing in a small hut, doing nothing, nobody else around. Quick shot to the head, dead. Boring.

(my Ai difficulty setting is set to skill:1.0, precision:0.4)

 

- too many silencers (they are everywhere, almost a cheat vs our marvelous Arma AIs..)

 

- waaaaay too much Materials. At day 8 I was already swamped with over 1k materials. Build stuff and was down to 200. On day 10 I had a hidden cache, plus some firefights and back to over 1.2k materials. Build more stuff (now over 2.5k storage) and on day 13 Im over 1k again. Way too much. (Im not even producing any)

- - Material drops from bandits are definatly too high. Main driver for overflooding with materials.

 

- After 13 days scavenging, taking out bandits, searching for survivors I wish something would happen during scavenging. Anything!

 

- Autoscavenging is annoying sometimes. Sometimes I dont want to loot this buidling, but i have to go in to shoot somebody. Sometimes I drive close by to a building and it autoscavenges. Sometimes my storage is full and it wastes the loot by autoscavenging. (Especially annoying with the hidden cache, when it overfloods your storage.)

 

- The "find the survivor" part could be fleshed out, instead of being a "hunt the needle in the haystack". What I would like to see is some low level drama and moral dilemmas maybe? A bit like the other survivor groups in e.g. State of Decay have to be convinced to join you, or prever to stay alone. What about the Walking Dead dilemma - they dont want to join us? Maybe we should raid them for their stuff then? What if they hide away and maybe try to raid us later? Stuff like that could really spice up the day to day grind.

 

Besides that - really love how far the mission has come. And holy F* - the anomalies are so...surprising. Glad I showed them to you. They are amazing in this mission.

 

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- bug: Usually I can loot another building after I got the info that Im tired already.

 

Can happen sometimes. Depending on psyche state, you can search less or more houses per day. But also each successful search raises your spirit a bit, so in certain cases searching the "last" house will make your protagonist reconsider...

 

Quote

- The scenario needs an AI mod, pretty badly. 

 

Try to use some. There may be slight interferences, but possibly will work OK in overall. I rather wouldn't write from a scratch own AI solution just to spice up the opposition a bit, mostly because it's a topic for whole project by itself, while there are such mods already... Unless I do some day after all... 

 

Quote

- too many silencers

 

Nothing, I decided. Weaponry is just randomized from the overall pool. The more silenced weaponry available in game, the bigger chance, one will carry it. Maybe they can be most of the time removed, I'll check that. 

 

Quote

- waaaaay too much Materials.

 

OK, can be rebalanced, no problem... But there was less of them once and it was requested to make them easier to find. Perhaps I should add another init setting to allow the player to choose, how much he'll find during the looting. BTW I'm not sure, if few thousands is too much indeed. They are supposed to be accumulated in big quantity. Late in the game depending on your choice on how to finish the scenario, you may need few thousands. 

 

Quote

 After 13 days scavenging, taking out bandits, searching for survivors I wish something would happen during scavenging. Anything!

 

🙂 That's the though one and the essence of the mission design problem, especially if recurrence is inscribed in the very concept of the scenario, like here. As soon I figure out anything else cool enough, I'll add it. 

 

Quote

- Autoscavenging is annoying sometimes. 

 

It may be. I could add a switch for scavenging mode, but it will not solve accidental scavenging in all cases. So perhaps there would be required player's action to perform the looting? From the other hand, I think, auto looting is very convenient most of the time. Hm. Something to think about. 

 

Quote

- The "find the survivor" part could be fleshed out

 

Not sure about details, but I could think about something doable here indeed. 

 

Quote

Glad I showed them to you. 

 

🙂 Me too! Great stuff. 

 

All right, don't worry, such kind of input is really appreciated, I need to now, what players doesn't like in order to improve the mission. And it pushes my thoughts forward. Also makes 1.20 release closer perhaps... 

 

 

 

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I'm adding immersive descriptions to the loot. Any ideas to be included, anyone?

 

RYD_TS_FoodD = //food loot
	[
	"Canned meat"
	];
	
RYD_TS_AmmoD = //ammo loot
	[
	"Loose bullets"
	];
	
RYD_TS_MatD = //materials loot
	[
	"Steel plates"
	];
	
RYD_TS_FoodED = //food production loot
	[
	"Gardening tools"
	];
	
RYD_TS_AmmoED = //ammo production loot
	[
	"Reloading press"
	];
	
RYD_TS_MatED = //materials production loot
	[
	"Angle grinder"
	];

 

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Have 3 questions first.
1. What do the colored (yellow, green) triangles on the map mean?
2. If I have understood this correctly, fast travel only works 1km around the base, per scout then come 100m on it. What's the point of this if I want to end up on the island, so I would need 1000 scouts or how?

3. Is there a way to transfer the inventory from the car directly to the crate?

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1. These mark fast travel spots, you found. Yellow - out of your reach currently (not enough scouts), green - in your reach (you can fast travel there). 

2. 1000m for free, then each scout adds 1000m of fast travel range to it, so with 1 scout you can fast travel in 2000m radius around Arudy, 3000 with 2 scouts etc.  

3. No.

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Warping Plague 1.20 wip4

 

Changes, I manage to add so far:

 

- daily autosave moved to new day morning (at daily report);

- added immersive descriptors for found loot. For now only food descriptors are diversed, for other loot you'll always see same descriptor;

- added new HUD element displaying current day and gathered data percentage;

- silencers should be rare now;

- new initial settings allowing to customize, how big will be basic loot (food, ammo, materials) portions found during the looting (not tested);

- new initial setting: looting mode. Apart from current way (AUTO), there's an alternative (ACTION): at lootable house "loot" action should be visible. Player has to use this action in order to loot the building;

- fixed bug:

Spoiler

a body near ruined research base in the Zone center was removed by bodies cleaning code at first night. Exception for this body was added - should stay on place;

- piers should be now excluded from lootable houses pool.

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Have several problems:
1. If I leave a vehicle at the respawn point (red pickup), arrive with another and end the day, then both stand at the same place and usually explode (which means my death). I can get around by getting back in the pickup, but I don't always think about it.

carsgmjmv.jpg

2. My guards cut off. At the moment are in the list 8, but in the village are only 2. Have once been able to pursue one, but have no idea what he is up to. Has kept running.

guard2lk40.jpg

3. Cannot store any items in my clothes.

inventarbkje4.jpg

4. Have waypoints on the map (2 of 3 can I move) what are these good for?

5. Shortly after the beginning, blue markings (similar to a viewing area) appeared on the map in places where I was in buildings. Are so between. 10-20, but has stopped again and now only the crosses are coming.

mapjdk6c.jpg

6.Wouldn't be bad if the guards also take main weapons and equipment out of the box.

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Have several problems:

 

Do you play 1.10, or one of the wip versions above? Wips sorted several issues 1st included, I hope. Are you using any mods? Especially AI mods?

 

2. No idea, never saw such behavior (guards running far from town, right?). I'll investigate. Judging by direction, it is possible, theyr'e going towards [0,0,0] coords, which would mean, something failed to give them proper movement destination coords. I will check that my end. Unless some mod does that. 

3. Not observed by me, neither caused by me. I can't control that from scripts AFAIK nor have any reason to do it. These are perfectly ordinary clothes of EDEN-placed unit. Can be A3's own quirk. 

4. Not my doing again. Never saw that. How/when these appeared? 

5. If you mean blue arcs, these are intended feature (look for valuable location, where all of them intertwine), but shouldn't be 10-20 of them, but max 4. 

6. They pick at random always one piece only from any weapon present in the stash, I believe. Try to leave there only a rifle and make a guard. Equipment - which exactly?

 

Thanks for reporting! 🙂

 

 

 

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I played the 1.20. But now the new 1.20.

 

Mods: KSK 2035, RHS AFRF/GREF/SAF/USAF, cba

 

1.  all fine, no more exploded Cars. 🙂

2. Yes, guards running far from town

3.I don't know if these are still the original clothes, I have tried from time to time to attract others from the looters.

4. These Waypoints always to be seen. I guess that's from the start of the campaign, at least the star position fits.

5. Now only 4 😉

6. Itry this if i find a new Man. Equipment - at the moment i only have Vests.

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So, I didn't see 2 or 4 in any test so far, I'll investigate, if those would happen without any mods for newest version. 3 is nothing, I could fix, however it resembles some A3's own inventory glitches, I was experiencing in the past. 

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Still not sure, how to link these things, but, about the last screen shot, if the weird waypoints positioning on the left is the original one, then I can say, that these two close to each other inside the town, one SAD, are typical for a guard duty waypoints. Each guard gets two waypoints: one SAD in the vicinity of the town center and second - CYCLE, that loops SAD patrols, at the town center. Last, distant position seems player's initial position at the scenario start...

 

Maybe it is possible (should not be) to assign a guard/(any other) duty for the unit, that is currently in player's group? That would explain observed situation. And that distant waypoint would explain, why and where guards escape from the town... And since you was mentioning about equipping guards, I could suspect, you might try to equip them while enlisted in your group and then directly assign them guarding. I must check in the code, if that's possible and make it impossible, if so. 

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Yep, that seems the case. Not sure about escaping behavior, but it explains these waypoints. So, what need to be done is to block assigning other duties to towners currently in the player group.

 

Escaping is due to the fact, there was left original, first waypoint, which is always placed, where unit appear on the map. Civilians are initially spawn at [0,0,0], therefore this position was included into patrolling loop. Should be easy to fix by removing initial waypoint. 

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Warping Plague 1.20 wip5

 

- fixed: was possible to assign other job for towners conscripted to player's group. No longer the case;

- fixed: guard's town patrol was including [0,0,0] position;

- expanded loot descriptor lists except for ammo production efficiency.

 

 

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Warping Plague 1.20 wip6

 

One, small idea: warping creatures now have "tactical jump" ability. Something like jet packs of sort. Idea seemed interesting enough to implement, but I need honest opinions as for result - hence new wip. There's no need to play whole thing through in order to test this feature, just go fight with some warping creatures wandering around red exclamation marks on the map. By intention jumps should be used for rapid shortening the distance, jumping over covers, maybe "3D flanking" maneuvers... AI may use jump when closer, than 200 meters from closest known enemy (which usually is the player character).

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After quite a while, I've returned to Warping. 

Always mind-blowing, the story, the implementation of ideas, everything. Sense of dread, anomalous hazards increasing over time, weather getting worse, darker.
That sense of slow impending doom
You get on top of the large boulder to observe how the Universe can cast so much twistedness your mind can barely grasp.

iZcLKMY.jpg

Simply beautiful.

I hope you all are doing well in these hard times, and I hope next year will be better for us all. 

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Amazing scenario! I can only think of two suggestions:

- Include uniforms, helmets/hats and vests as a possible loot in military buildings, with the possibility to learn how to craft them - those with less/no armor and less capacity are more likely to be found

- Have guards attempt to take a uniform, helmet and vest out of the orange stash (if there are any) in addition to a weapon

 

Speaking of guards, when they use up all of their ammunition, do they re-arm automatically (either by script or re-arm order)? I have been leaving them spare magazines in the orange stash to take, but haven't kept count.

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Thanks fot he suggestions, glad you like it!

 

2 hours ago, Dragon Layer said:

do they re-arm automatically

 

Yes, by the script. As long, you have the ammo resource, each shot guard's ammo is replenished, but it costs 1 ammo. If you have no ammo, they will run out of bullets, if they spend all their magazines. The code:

 

_id = _civ addEventHandler ["Fired",{if (RYD_TS_Ammo > 0) then {(_this select 0) setAmmo [(_this select 1), 100];RYD_TS_Ammo = (RYD_TS_Ammo - 1) max 0;};}];

 

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Working on a Livonia port, will upload once I can get it to initialize correctly - currently trying to fix an issue with RYD_TS_Init where the title card does not disappear after introduction cutscene, camera doesn't change and sound doesn't fade. It doesn't progress to the settings menu ([] call RYD_TS_Dialog;) either... probably something is not configured correctly here, I will have to go through and check each section to so what is causing RYD_TS_Init to fail compilation.

 

Being a landlocked terrain, the playable area is the whole map (it is still however restricted to about 50m from each map edge), with zone starting at the Sila factory in the south. I have also added weapons with type = "Shotgun" to the SMG pool, this allows the Kozlice to appear and with mods you can now see a wider range of weapons. The Fittest gang is also made up of the Looters faction instead of Syndikat, though there is less variation in uniforms.

 

Here is the mission source in case someone finds a fix

https://files.catbox.moe/t27jtq.zip

 

2b4gfx.jpg

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Great to see such a news! RPT logs may contain some hint about the cause of the problem. Landlocked terrain may be somewhat harder to explain, how quarantine works etc. assuming, you care about that... If I may advice, if you don't - I recommend to base the port on wip6 linked above. Good luck. 🙂

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