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So far that's been the most enjoyable map yet. Not only isn't the map made from cloned sections of road stitched together in various ways (like the vanilla maps), but it actually takes some sort of effort and coordination to complete it.
As to maps - I've been beating my head against a Workshop map called "Road Trip" for probably a week now. I don't know if I can necessarily recommend it, but holds your garage, fuel point and lumber mills on one side of the map, your log kiosk on the other and a single long, arduous, malicious road linking the two. That map needs a lot of preparation and accounting for fuel, as well as just plain old time investment. If you're looking for longer maps, at least.
As for the medium and long log points. Either medium log value needs to go down, or long log value needs to go up. This needs to be done no matter if the lumber mill change were to be done.
I agree, and this was brought up last time we talked about it. I'm a proponent of custom difficulty settings, personally. A difficulty I can tweak to my own tastes is always going to be subjectively better for me than difficulty a developer chose for me. I'm of the opinion that the Hardcore game mode itself should be broken down into individual options. Hardcore achievements and map completion can just require a list of options. That's a broader topic, though.
Again, I agree. The old Spintires had 2/4/6 for Short/Medium/Long logs. For some reason, MudRunner increased Short Logs to 3 points, meaning a double load of Shorts is worth the same as a load of Longs. I absolutely agree that Long Logs should be worth 8 points, just due to how hard they are to transport. The game's most difficult tasks should also be disproportionately more rewarding. Anything less makes those of us who undertake them feel like fools, and it causes friction with team-mates who don't want the added danger and hassle.
Personally, I'd set Short/Medium/Long logs to 2/4/8.
Incidentally, which files inside the package did you modify and how does this sync over multiplayer?
Thanks, I'll have a look through the Media file tomorrow. Any idea how this syncs in a multiplayer game? If my complete guess is correct, the host and clients will trust whatever number of logs you push when you deliver to a Lumber Mill so it might not be necessary to also mod friends you want to play with.
Take first avaiable map in Mudrunner - west side of map is completely useless, all you need to do there is follow actually quite good road on east side all the way up to logs kiosk, load up yourself and go back that road, If your truck is out of fuel... oh look! how convinient! there's fuel station almost right on the path you have to follow... It's like they threw out half, or more, of map by placing siingle logs kiosk. What is reason for existence of logs kiosk in north-west corner, and for fuel station in west ? Also, if you're not a madman that destroys truck on every possible tree you don't even need that second garage.
Second map, former Volcano, changed a lot. I was happy to see this and the new 'gate' thingy just to realise few minutes later It does not block anything... One lumber mill is like 5 minutes away from logs, second actually on other side of island, but still this gate does not alter any of routes... So again, what is reason to have it there ?
I have no idea how other maps look because I'm waiting for friends to play them together because in our case It's bigger challange for me to finish them with their help :D
Back to core of topic.
I agree that Lumber Mill points, or actually logs points are kind of out of balance. Current points makes delivering short logs in multiplayer so much more efficient than anything else. For single player It's medium logs. Longs seem to be there just for fun.
So yeah, I'd totally rebalance points. Maybe 3/4/8 so for 8 objective points you have to make 3, 2 or 1 run. I like Idea of 12 objective points but maybe for multiplayer only. This number means people still can't 'solo' objective in one run but can complete it faster. Multiplayer should be about cooperation :)
Still I'd blame map design and lacking gameplay mechanics for everything bad here ;p
Sorry for the mild necro, but I ran into this mod. I'm not entirely sure how it accomplishes this, but it seems to replace the standard Long Logs with a modded version worth 8 points. So far, I've not seen any real issues with that.
Honestly, I didn't want to mess with my game's settings for the sake of balance, but it seems like the Workshop as a whole agrees with this change. All of the mod trucks I've tried which could carry Long Logs carry 8 points. This at least allows me to use some of those modded trucks without rendering the vanilla trucks obsolete.
https://forums.focus-home.com/category/138/spintires-mudrunner
I found solution-hope you still alive because there is 1.5 years old of your message.
Ok I just added about ten lumbermills trough Spintires Level Editor(that could be find through SpinTiresmod.exe or Standalone ver.) Just resize leng and wide of lumbermill to 1 and duplicate some times(and anytime add a "1" to x or y coordinates. Save and launch. U dont even need to start level again. Thats it