Add Bandits

mod

#21

yes.

Theres 2 version iirc. And the version included in the download is obsolete in terms of my mod anywho.


#22

Love the mod, great work!

Not sure if this is happening for other people or just me, but in the later experimental versions (I’m currently using 0.C-14724-g091daba) the bandits no longer seem to fire their weapons. They do still attack but only in melee combat. Really looking forward to seeing where this mod goes!


#23

I have this mod on, but I’m not sure it’s working. Are there npcs identified as bandits, or just hostile npcs?


#24

its monsters looking and fighting as npcs.

youll see more npcs, and theyll have a ‘description’ instead of a list of armor


#25

Hey sorry for bringing this back up but does this still work? Is there a version without pk rebalancing? I’d love to try it, somehow, but i dind’t understand very well.


#26

Yeah, the original worked last time I used it. This needs to be pred! It is the best mod!


#27

Any trick to lower bandits spawning rate? They are almost everywhere


#28

I think you can fumble with the jsons of the spawn rate to do so. But i haven’t touched them in a long time! But you totally should be able to.


#29

Dear GovTD,

according to your profile, the last time you’ve been active in this forum was March 11, 2016. So you’re probably not active anymore. I will include parts of your mod (gov_bandits.json) in my mod “Overmap Rebalancing”. I hope, this is alright by you. If you don’t want my to do this, please message me!
I thank you for fantastic work. :slight_smile:

Sincerely

Leon

EDIT:
I included following credits to you in the Overmap Rebalancing Mod; please contact me if you want changes to them.

== ----------------------------------------------------------------------------------------------------------------- ==
== ==
== CATACLYSM: DARK DAYS AHEAD - Overmap Rebalancing Mod ==
== ==
== // Main Menu // Credits // Credits - GovTD (Mod “Add Bandits”) ==
== ==
== ----------------------------------------------------------------------------------------------------------------- ==

"Add Bandits" was created by GovTD. (http://smf.cataclysmdda.com/index.php?action=profile;u=4954)
It can be found at http://smf.cataclysmdda.com/index.php?topic=12255.0

All rights belong to GovTD.
Thank you for your fantastic work! :)

CONTENT - LET'S HEAR THE AUTHOR:

This is a mod that does just what the title states: It add people (some with guns) into the game who try to kill
you. Simple enough. This mod was mostly just a test to see how this whole modding thing worked out, but then I
decided to pour more time into it, and here we are.
This mod adds a new faction of human enemies who generally spawn within the cities or around potentially useful
buildings outside of them. Better yet, they grow in strength over time much like the zombies and hopefully provide
a constant challenge in the cities that's a little more different than the average stuff you'd normally run into.
The key here is that a great deal of these guys are toting guns, so it might throw off the balance a bit. Just a
warning. If you have any pointers on how to balance these guys out more, I'd be more than happy to hear them.
As for the future of this mod, I do want to try my hand at adding buildings, maybe a bandit leader, and look into
how "DOGFOOD" and "PHEROMONE" work to see if we could get some disguises or mercenaries in the future. Until then,
enjoy the mod and if you have any tips, criticisms, or feedback, I'll get back to you as soon as I can.
Happy Huntings.

#30

[quote=“leon713, post:29, topic:11526”]Dear GovTD,

according to your profile, the last time you’ve been active in this forum was March 11, 2016. So you’re probably not active anymore. I will include parts of your mod (gov_bandits.json) in my mod “Overmap Rebalancing”. I hope, this is alright by you. If you don’t want my to do this, please message me!
I thank you for fantastic work. :slight_smile:

Sincerely

Leon[/quote]

Hey, I want to say that your work is awesome! However, I have a problem that has to do with this mod and your mod: bandits that spawn in houses or streets dont move or aTTACK unless I attack first. I can walk freely through them and nothing happens. Does this happen to you?


#31

Good evening, StopSignal.

thank you very much for your kind words! I’m glad that you enjoy my mod. :slight_smile:
Tbh: I encountered that problem too. It’s happening only sometimes - and so I didn’t search for the reason behind that problem.
Maybe it’s the games “behaviour routine” for npcs. I don’t know. :frowning:

@everyone:
If anyone knows a solution to this problem: please let me know!

Sincerely

Leon


#32

Alright! Don’t worry, it’s still quite awesome. Thanks a lot!


#33

Good evening, ladies and gentlemen!

While testing, I realised, that the bandits weren’t shooting anymore. So I corrected that problem and they are now the thread again, that they should be. Please replace the existing “gov_bandits.json” with the one in the downloadable archive.
Thank you.

Sincerely

Leon


#34

<3


#35

I just downloaded the fix (I haven’t run across a bandit with a loaded gun on him yet, so I’m not sure if I’ve encountered the bug or if it is the bug) but now I have a whole series of errors occuring when I start up my world. It’s a series that seems to be related to a missing item or creature type.

Debug: item group id_bandit_looter is unknown

Function: virtual void Single_item_creator:check_consistency() const
File: src/item_group.cpp
Line: 120

This error occurs multiple times, with the only change being the debug. It goes through bandit_looter, bandit_highway, bandit_glock, bandit_psycho, bandit_raider, bandit_rifle, bandit_scrapper, bandit_shotgun, bandit_smg, bandit_alpha, bandit_super_psycho, and bandit_super_rifle.

I have a sneaking suspicion I’m A: using an out of date version of this mod, B: Seeing changes to content that requires another mod (Like PK’s Re-imagining), or that this is fixing problems from a build that has come out in the last 14 days or so. Whatever it is, I hope it’s not serious.


#36

Dear CK_Kirbi,

thank you very much for your feedback!
The problem was caused by a mistake I made: I removed the item groups and forgot to put them back. Thanks to your report, I remembered my oversight and corrected it. Please download the file again and replace the old one with it.

Sincerely

Leon


#37

Thank you so much, great work!


#38

[quote=“leon713, post:36, topic:11526”]Dear CK_Kirbi,

thank you very much for your feedback!
The problem was caused by a mistake I made: I removed the item groups and forgot to put them back. Thanks to your report, I remembered my oversight and corrected it. Please download the file again and replace the old one with it.

Sincerely

Leon[/quote]

=D Awesome. Didn’t think that was an actual bug. I’m helping! lol


#39

Any repo or updated version of this around??


#40

Hey, I’m terribly sorry for the necromancy I’m committing here, but I figured that it’d be a reasonable place to post this, rather than making a new thread.

I’ve fixed the mod. The issue was the functionality of “range: #” I.e. “range: 12” (line 128) was changed at some point. It now needs to be formatted as
“ranges” : [
[ 0, 12, “DEFAULT” ]
],

If you want there to be full auto, that’d be formatted as
“ranges” : [
[ 0, 6 “AUTO” ],
[ 7, 12 “DEFAULT” ]
],
or similar. I haven’t tested the exact meaning of default, but I assume that it’s exactly as you’d think, the default of the listed weapon.

The functionality of “burst_limit” (I.e. line 728) seems to have been removed, though I left them as they were as they cause no issues and if anyone can figure out how to get the same effect, we can know the intended burst amount, though I suspect there’s a means of making it fire the default burst for the weapon.

Nearly all bandits were tested and spawning was tested a little bit, though I did get a bit lazy near the end. I’ve only been messing with the code (and really coding in general, I have dabbled, but nothing much) for about 3 days and it took me all day to figure out what was wrong, so I’mma’ bit exhausted working on this and would like to get back to my own project.

If there are any issues, lemme’ know. I can likely fix them.

https://mega.nz/#!bbAD1CSC!zSREEX8OszAuTdWh2odKLdhKxQ4Tb9CNs9WhxUnmKUs
@Brosef Just alerting you to it’s presence.

Edit: Updated link.