I have been playing CDDA on and off for a long time now (pre-kick-starter). After coming back to it a week ago I have decided I want to put my mostly completed CS degree to use and take a real stab at improving cataclysm. I have 2 mods partially planned out that I will (hopefully) be bringing to you soon. The first is a content addition mod adding a bunch of items and other stuff I want and will allow me to familiarize myself with CDDA’s code before moving on to my more complicated project: designating bases and a new @base AI for NPC followers.
Here is a brief overview of what i’m planning (Names subject to change). I’ll make new topics for each of them once I’m a little farther along but I wanted to go ahead and say hi and, let everyone know what I was thinking.
Personal Mobility Mod (Skates and Rollers)
Skater is one of my favorite starting professions however, rollerskates/rollerblades rapidly loose their value in the upon reaching mid-game and are nothing but a hindrance in the end-game. You can build a 10 ton death machine why are the options for putting wheels on yourself so small? This mod changes that. Highlights include:
[ul][li]Roller Flags - (different sizes) because the actual speed part of skates is not implemented logically right now. Easy moment on flat,hard surfaces; hard/impossible movement on others.[/li]
[li]Armoured Rollerskates - traditional skates just more metal.[/li]
[li]Rollerpons - basically crampons with wheels instead of spikes. Spring-loaded mechanism lets you switch between having skates or walking like normal[/li]
[li]Motorized Skates - Air gears for you anime buffs. (more realistic version) power them up and leave the zombies behind. (just don’t crash into something)[/li]
[li]Mobility Oriented Power Armour[/li]
[li]Police Tracker Profession - Cybernetic technology has opened up new doors for criminals trying to escape justice. So, how do the police manage to catch these super villans? Simple, they simply send you.[/li]
[li]Toy/RC Cars, Scooters - you gotta get the wheels and motors from somewhere right?[/li]
[li]Roller Bags, Rolling Drawers, Hand Truck, Swivel Chairs - I’m adding rollers so why not?[/li]
[li]Rocket Powered Skates/Boards - Again, why not? It’s an entertaining way to get rid of unwanted NPCs[/li][/ul]
Bases Mod
Allows the player to designate a location on the map as a base. This then acts as a springboard for improvements in the functionality and utility of follower NPCs. The goal is to create a user-friendly way to change NPC behavior depending on whether they are at home or in the field and enable “set it and forget it” NPC base defense. That is, you can tell followers to guard the base and they will arm themselves, defend it, eat, sleep, drink and leave your important stuff alone.
This can be accomplished by creating a new version of the NPC AI for base behavior and swapping the AIs when they are instructed to “Stay at the base and keep watch/rest/craft/be construction slave etc.” They would then stay at the base’s location and follow the rules of the new AI. (inside=safe NPC. outside=zombie food NPC) Later if the player needs something to distract the hoard while they sneak past, they just have to walk up to the NPC and say “come with me.” and the NPC will switch back to the normal AI.
Using paint or permanent markers, doors and stairs could be marked “no access” to block off rooms for the player’s junk and keep NPCs from wandering into dangerous places. Similarly, the NPC could claim a locker and/or bed as theirs giving a loyalty penalty if disregarded by the player. Finally, another locker/cabinet can be marked “communal.” The NPCs can deposit stuff they don’t want here and tale stuff they want/need from it. This facilitates trading among your followers and allows the player to keep his followers fed and loaded by just dumping a bunch of stuff in the painted box occasionally. This also makes a good spring board for independent NPC resource runs; they go out and scavenge for food or whatever and dump it in the communal locker.