NEO Scavenger

NEO Scavenger

stefan.priv Jun 17, 2017 @ 3:11pm
Coordinates, cities and more!
Does somebody knows how to find the exact coordinates of the Cryo Facility, or by any chance the point 0, 0 (X- 0 Y- 0)?

And more, how can I script a certain coordinate to have for exampe a town or a suburb? I would really like to make my own cities, but sort of bigger than the Zom Zom's one and if possible, guarded by Detroit's Military...

There's also another problem with the DMC Guards. I'm trying to "clone" them via xml files to be spawned in the same place as Bad Muthas do(I've got a project in mind, so don't ask why I did this). I've "cloned" those Guards several times, with different names such as DMC Guard1 - DMC Guard2 and so on, but after the first days, they are gone and never come back.

Are these Guards scripted to return directly to Detroit, no matter where they are spawned?
< >
Showing 1-6 of 6 comments
Kaaven Jun 18, 2017 @ 5:18am 
Its not the name of the object (be it creature or item) that matters, but its ID number. So when copying a creature, you need to re-create it as either another entry to the list or a fresh entry in your mod files (much better option).

The coordinates are kinda hard to find, cause a hex grid isn't the easiest one to navigate, but the basic is that the north-westernmost hex is 1,1 and then the numbers grow from there. Most top-left one ;)

Generally, what you aim to do is pretty ambitious. You may find some of the information on how to do the modding stuff on the game's official forums and I would STRONGLY suggest to start off with a smaller project, as it is the best way to learn how the data in the game works and interacts.
stefan.priv Jun 18, 2017 @ 8:15am 
Alright, so about the creature spawning, I have to change their ID... Which numbers should allow me to spawn at least 20 new creatures(of course, from already existing factions)?

If it's too hard to modify the map, then nevermind, I can make the Zom Zom's city as the hometown of the project.

Last thing; DMC Guards seem to automatically dissapear from the map once the night comes(meaning their guard shift outside Detroit has finished and are evacuated by the Skycorps, probably), but is there a way to make them stay around the Zom Zom's for some more time? If not, then I can re-design Bad Muthas into something similar to the DMC Guards, modify the faction relationships, treasure ID... Bad Muthas seem to fit more into this, as they have probably better survival skills than the average DMC Guard, so they won't die like flies if things get hard. DMC Guards only survive because they get suddenly evacuated to Detroit.
Kaaven Jun 19, 2017 @ 6:08am 
Well, there is no direct control over the number of creatures or where exactly will they appear. It basically works like that - you place their spawn point on some location (via creatureresources.xml) and set the minimum and maximum number for them there. The number of that creature generated from that point will never be greater than the max number, but can be lower, if creature dies or something... There is a weight parameter there, which decides how likely it is for the game to spawn a creature of that type, as opposed to any other possible ones, when a new creature spawns.

And you are mostly right - Guards do de-spawn after a 8 hour "shift", not leaving any bodies or equipment behind. And yeah, you could possibly create a non-despawning copy of them. But the problem with this (and the reason why Guards de-spawn in the first place) is that the creatures in this game have absolutely no self-preservation mechanics for them, meaning that no matter wha they all eventually die from starvation/cold/thirst after a couple of days, leaving all their stuff behind. And while it does not make a big problem with Muthas, as finding a dead guy now and then, with a crowbar and some basic clothes on him, not only does not break a balance but is actually expected in the post-apocalyptic setting. However, finding dozens of dead Guards everywhere, with tons of high-tech gear on them is both game- and immersion-breaking.
stefan.priv Jun 21, 2017 @ 8:16am 
Thank you very much Kaaven! My problem with the AI has been much likely solved and I'm pretty satisfied with the results! :D

I can finally write about my own personal world of the post-apocalyptic Michigan.
Kaaven Jun 21, 2017 @ 10:56am 
Great! Good luck mate
< >
Showing 1-6 of 6 comments
Per page: 1530 50