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Currently most of the Metalhead units only spawn once and once they are dead they're dead -- they also occasionally get enslaved by their "allies," and I'm looking at that too. The easy fixes to the infighting are to change the slavers to Metalheads or buff the Metalheads to handily beat the Slavers (or give up and kick the slavers out of town), but I'm not sure if either of these is the right answer. I'm currently thinking world states only for the expansion of the gang (For Simion and Endinn are two places I'm looking at -- Maybe Drinn in a campaign against the UC, but that's gonna take some time), but if I make one for that I'll also make one for their destruction and likely change the way they spawn (and regenerate) once I do.
Ripper Jack and the other two (three?) bosses can occasionally be hard to pin down due to the general chaos of the regions they operate in. For now I like the effect and will leave it, but let me know if it's too frustrating and I'll tie the big guy at least to a building.
I've noticed a lot of mods add stuff (units and monsters) that then become alpha predators in their new environment, or worse, start impacting the rest of the game with oddball units that feel out of place making you lose immersion. Metalheads does that too with the monsters to an extent -- it's why they are so easy to kill (designed to die really) and aren't allowed to leave town (they do anyway -- stupid slavers). I've now taken it as a design challenge to try to limit these impacts as much as possible, or just make them realizing that they are the new alpha and take steps to make them feel like they should be.
I get that it's how the sim side of this works, especially with slavers, cannibals and other kidnappers moving units around the map. I also believe that it is something that more content creators (myself included) need to keep in mind while designing their work. I did try applying this idea when making Metalheads by restricting fancy robotic limbs to named units, and keeping the rank and file in economy grade (with tiny chance of better stuff). I didn't want to flood the world in high-grade limbs, but still wanted to get more robotics out there and keep some variety in the baddies. Time will tell if it worked.
Anyhow, I'm looking for some good, out-of-the-way areas that need some love. If anyone reads this and has suggestions let me know.
After looking at Agnu's behavior I'm wondering if it would be possible now to make "dangerous" recruits with hardwired AI behaviors designed to steal (kleptos) or attack (psychos) or just generally be bad company and randomly get the player in trouble -- not everyone makes a good travel companion after all (especially in a world that shouldn't care about you). It's something I'm playing around with, and may make a mod with a few of them scattered about to make things more interesting if I can get it sorted.
Most of my little mods at the moment are really just experiments with the AI (and other parts of the FCS) at this point so I can get things right before moving on to something big again. I'll be posting them as they are completed (ish) and if they add something new to the game.