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neofit

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About neofit

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  1. neofit

    [SP] Warping Plague (wip)

    I think the work assignment window needs some changes. I understand the need to allow only one assignment change per day to avoid exploits, when for instance in the morning one puts everybody on scout duty for a better fast travel range, then sets everybody to work on stuff before ending the day. But currently there is a problem with guards, and it would be better if we got a confirmation window before the changes are applied. The problem with guards is as follows. On day 2 I usually never get guards since I have no free weapons in the stash. And I don't know if the 5 or so people I have have good skills in that area or not. On Day 3 I usually get 1-2 new handguns, as well as new people. So say I had people 1-5 as workers from day 2, and on day 3 I have 2 guns, and 6 new people. So I click on #6 until he is a guard. He takes one weapon. Then I click on #7 and make him also a guard, not to actually make him a guard but to keep his skill displayed while I check the others. But he takes the second weapon like #6. Then I try to check if #8 is a better guard but can't, no more free weapons. I remove both #6 and #7 from guard duty, but they don't return their weapons. So in the end I won't be able to set anybody on guard duty for this day. As soon as I close the window, all my changes will be committed. So, suggestions: 1. A confirmation window with Yes/Cancel before the changes are committed for the day. 2. Guards should only take their weapon after confirmation 2. A display of all skills for every NPC would save a lot of time too, maybe as a tooltip, maybe as its own window. With maybe a highlight as to each NPC's best skill maybe. Or better yet as a table with showing NPCs vertically, the skills with values horizontally (maybe rounded to 0.x for more room), so we can checkmark the one we want?
  2. neofit

    [SP] Warping Plague (wip)

    Oh, OK. I was hoping they'd scavenge some health packs or real ammo or weapons while wandering about :).
  3. neofit

    [SP] Warping Plague (wip)

    If I understand it correctly, scavengers find stuff, not sure what kind, and workers produce ammo and food? I wanted a report to see what has been scavenged separately from what was produced using my workshops.
  4. neofit

    [SP] Warping Plague (wip)

    No, not per NPC. But I'd like to know that all my scavengers gave me this and that, all my workers produced this, etc. So I see the difference between what was scavenged and produced, and see what I need to adjust. On day 2 I had no weapon in the stash, so I could not assign a guard, this works. Later that day I found one 9mm handun and kept it in the stash. On day 3 I could assign *everybody* to guard duty. I set up 4 guards with no problem, even though I only had one handgun in the stash. Maybe it's because none of them could retrieve the gun from the orange box, just like I couldn't?
  5. neofit

    [SP] Warping Plague (wip)

    Hi, Like the last time, I did not have the option to end the day. Then I thought that maybe the table by the orange box is not just for show, and bingo, the option has been moved onto the laptop :). /facepalm More observations: * It's nice to finally have a reason to kill the NPC. But maybe it won't be too game breaking if the data we get from examining them not be subject to the daily 5% cap? * Since apparently the size of the house matters, it would be nice to see how many slots I am buying before making the purchase? * On day 2, after looting the first house, the game told me that I had 22 houses to loot? Cool I thought, we get more occasions every day. But this was not the case, after the game told me "3 more houses today" I apparently still reached the daily cap, and all the house markers disappeared and looting was disabled. * Can the report be more detailed? On the one hand, the part we have today is fine, with a status of the colony. But then I'd like to also see a detailed daily report, like what did the workers produce, what did the scavengers and scouts do during the last day? * The option to assign a guard only appears on day 2? Also, it feels a bit weird to have someone apparently skilled in something, since I have the possibility to assign the NPC to that task but not others, but then seeing him have a skill of 0.00 is a bit weird. Not much of a "skill", is it? ;). I think that either everybody should be able to do anything with a skill of 0.00, or, if we the current "available for a task or not" situation, skills should start at 0.01? * I had to stop on Day 3 again. I had 5 enemy groups around the town, so I needed to craft some ammo, roll up my sleeves and go to work. Problem is: I can craft ammo, but I cannot take it out the orange box. Nor can I take the new looted handgun. I cannot put said handgun into the box, nor anything else like my remaining clip of ammo. I restarted, still no go, the the orange box is unusable. Exited the game, removed ALL the mods, restarted, crafted one clip, still the same, cannot take out or put anything in.
  6. neofit

    [SP] Warping Plague (wip)

    I only killed them on the very first day. Then afterwards, on the two playthrough I had started prior to this one, I never bothered. At the end of the day, the marker always disappeared, whether I had a guard assigned or not. And I never had problems ending the day, so I presumed that they either got killed by the guard, or just went away. If possible, I'd prefer it if killing them wasn't necessary to end the day. Going outside with a handgun to kill some specops geared mobs is not something I'd do for fun, they don't even drop anything.
  7. neofit

    [SP] Warping Plague (wip)

    Nice to see how hard you're working on it. At the end of the first day, I could not end the day. The option was not there at the orange box. I restarted the game with the latest version. Bought 3 houses. I started driving in a NE arc setting up fast travel points in cities, up to the airport and the military zone. Looted all my daily allotment. Get 5% of data and teleported back to my village. Bought an extra house. Then tried ending the day but the option wasn't there. Maybe it is because there were some enemies N of the city when I started. But since I had nobody to protect and they are not giving any loot, I didn't bother. When I got back into the village, the marker wasn't there anymore. I drove N of the village for a few minutes just in case, saw nobody and attracted nobody, so I quit. Also, with the previous version, except on the very first day on my first version, I never killed any mobs around the village. Every morning there was somebody, but the ? marker was gone by the time I returned to the village, and nothing prevented me from ending the day.
  8. neofit

    [SP] Warping Plague (wip)

    Re: enemies As long as the "guardians" do not use melee and teleportation (or any kind of magic at all), I am looking forward to them. Also, as I presume that in 2035+ smart gun technology (with biometrics that prevent usage by anyone but the owner) will be harnessed, I have no problems seeing looters in towns, that wouldn't drop any weapons. Re: encounters One kind of drop may be a keycard or part of a code or something that would open a container or bunker that may have some special data, or technology, or something. Scattered around the island. Goal: I am not a big fan of time limits. Between being a packrat and trying to min/max everything, time limits always give me a lot of pressure of the unfun kind. Even though 100 day seems very generous, I think we may also have some alternative ways to leave the island. Find the codes for a facility that is protecting a boat, find all parts of a boat, find a helicopter pilot, etc. Should be huge though, since, looking at the amount of usable housing and the ammo and materials requirements, we are supposed to have tens if not hundreds of people in the village and a lot of production in order to leave the island.
  9. neofit

    The Scavenger (survival coop 10)

    Hi, Any plans on making a pure SP version using the stock BIS save system?
  10. neofit

    [SP] Warping Plague (wip)

    The balance between food and materials drops feels much better now. I am not sure it should cost anything. AIs are not exactly geniuses. I often see them emptying entire clips into a house corner or the ridge of the hill they are hiding behind. I don't know how their weapons are chosen, but I wouldn't like to see them wasting entire clips costing me 30 ammo resources into the scenery. Besides, when restarting my last game, I received only one refugee in 10 that had the option to become a guard. With a skill of 0.01. Whether the max is 10 or 1, this is the type of guy for whom I will need a whole ammo factory :). You should probably rename this option. It says "Take ammo for your weapon" (from memory). I've tried to use it but didn't understand what it did exactly. I think that for clarity it should says something like "Craft ammo for your current weapon". Please define "later in game". If I'm not mistaken we only get one chance to loot stuff from every building, and I have barely played for more than an in-game week, so knowing whether it's after day 10, 20 of 50 will help. As for the general gameplay, i.e. what I am spending the majority of my time in the game, it feels a bit weird. Boring maybe. I am trying to understand why. What I am spending most of my time on currently is driving. Each morning, the first thing to do is drive North into the same zone for data, and then into one of the cities or villages for some loot. After the first days there is nothing to do on the drive north since every house has already been looted. I am not sure if adding well-equipped enemies to kill with a pistol on a plain for no loot will change much. Theoretically you can drive directly North, but it has to be done at a slow speed because of all the mountains and rocks. So you have to take long detours through West or East roads, through areas already looted the previous days. Rather uneventful, feels like a waste of time. Maybe it is also because the act of looting has been abstracted. On the one hand it seems fine to have a more streamlined loot system, so we waste no time on trivialities: you drive to a house, and often without even the need to disembark and enter it, you get a message with what you have looted. So the act of getting into a house, getting to a box, opening it with anticipation and finding stuff in it (and cursing at yet another rusty can as in Ravage mods) is not there. So, compared to other mods/scenarios based on resources and looting, where we spend most of the time finding and looting goodies from containers, with the current streamlined looting system, the activity has now switched to just driving. Or maybe a fast travel system could change that.
  11. neofit

    [SP] Warping Plague (wip)

    On the one hand, I remember seeing my first 2 enemies. I have my little revolver, they are in some kind of specops gear, so I am already drooling at the thought of getting their leet stuff so early in the mission. So of course I was very upset when they disappeared :). On the other, you are right, getting all this very early is bad. My best memories of Pilgrimage are from the parts where I disembark nearly naked and am trying to get stuff. Maybe we can think of a compromise? For instance, leave corpses, but nothing lootable. I can imagine, without breaking my immersion, that instead of a magical disappearance, the weapons on those bodies are of from 2035+, with security like some kind of fingerprint or genetic sensors that prevent usage by someone other than the original owner. Just an idea. Re: ammo crafting. Can we have an idea of how it works, in general? For instance, I have one guy withe skill 0.30 producing ammo. I have a P9 in the orange box and a Zubr in my hand, i.e. not in the village storage. What type of ammo will be produced? Equal amounts for each weapon I own or have in storage? How much? I suppose we are talking about magazines, not individual bullets? Will it consume materials? Does the loot pool work in the same way as in Pilgrimage, i.e. if we begin the scenario with for instance the African Conflict mod, will the loot pool automatically include all this DLC's gear?
  12. neofit

    [SP] Warping Plague (wip)

    Hi, Great to see that Mr Ryd is back making a completely original dynamic scenario. I've played for about only 4 days so far, and here are some notes, in the order that I have taken them. But first, a bug. I went to the military site, saw a large group of enemies, jumped off the ATV and hid in a bunker. I saved as soon as I get inside. When loading the game again, the ATV was nowhere to be found. There was no shooting between me seeing the group and the saving, so it couldn't have been destroyed before I saved. I haven't played Arma3 in 6 months so I don't know if any BIS patches did something to this part of the game, but I have never ever lost a vehicle upon reload, either in vanilla Arma3 nor a mod. Now the observations: * A "Holster Weapon" feature would be nice * I think "victuals" should be renamed as food. In games it generally includes drink, with "food" as a general means of sustenance. * A HUD Explanation would be nice. What exactly do the numbers in "Ho: 10(5)/11" mean exactly. I suppose it's housing, 11 available (2 houses + mine?), 10 invited, 5 free? * Data Gathered: 2.6456% ? Maybe round it up to 2.65? * I am finding too much food and way too little materials. I've capped my housing possibilities during the first day, then could only buy an extra house on day 4. At the same time I've looted 300+ units of food which will last us for weeks. * Military zones should have more non-food items. I'd say, almost exclusively mats and weapons. From my experience, it's mostly food there as everywhere else. * "Return to town by vehicle": the option disappeared for some time, even after a reload, then came back later. Come to think of it, it may have been that it is disabled when not too far from the red areas. * Immersion breaking: "Sorry refugee, I don't have a king size bed for you, I'll leave you to die in the wilderness" :). Suggestion: still take them into your village (I know I'd rather sleep on the floor but in safety), but don't let them be productive until they have proper lodging. * So far I've only seen enemies whose bodies disappear within a second. I don't know what is happening, but in these moments I feel like I'm playing Doom - immersion breaking. * The Instructions say that one cannot change refugee professions. But after a day I could change my guys from one to the other. If it's a bug, I think it's better this way, it makes sense. * Driving a few kilometers to the Zone, then again to loot a bit, this got boring after 4 days actually :). Maybe we can come up with a fast travel system that makes sense? For instance, have one refugee work as your personal driver. Then if you reach a town (like a hidden marker) once, it becomes available as a fast travel destination, as long as you have a driver assigned. Not necessarily having the driver be present at the destination, NPCs are generally hard to control. Also, at first I was thinking that it could have been cool to find an actual physical refugee that you'd have to drive to the village. But then after a few days of traveling I think you have made the right choice of abstracting this part. * Suggestion: loot counter (how many looting occasions I have today). If it's in the HUD already I apologize, but I haven't noticed it. * Suggestion: have in the orange box a way to see last night's log, plus a general status window showing the production efficiency, etc. Keep up the good work!
  13. neofit

    [SP/MP] Siege of Athira

    Apparently a DLC is needed, the one with the Courier Bag. I don't have it and was quite frustrated with the first kills, since all of the ones that had a bag had the Courier Bag :).
  14. neofit

    [SP/MP] Siege of Athira

    Also, I am not sure I understand the gameplay. I exit my mancave on a raid, and as soon as I get through the door, I instantly forget where I came from and then have to waste time trying to find my way back? Then, from what I see there is also no way to save during the raid either. So if I have played 80 minutes for instance and have to leave, I have wasted 80 minutes of my life? I suppose I need to win vs Alzheimer's, get back home, and only then my progress will be saved?
  15. neofit

    [SP/MP] Siege of Athira

    Hi, As the description says it is playable in SP, I started it from SinglePlayer>Scenarios. Haven't left my cellar yet. First observation: the Esc>Save option is disabled. Not very good. Second observation: the only other option is "Abort", not "Save and exit". Of course, when choosing "Abort" the game issues a message stating "Your progress AND all saves from this mission will be lost". So how does one save progress in SP here?
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