Most features not included in main code. (And probably will not be included)
Features:
-Hordes wander randomly around cities
-React hordes to sound
-React hordes to light
-Check light indoor/outdor
-Hordes visible on overmap
-Show size,direction and speed of horde on map.
-React hordes to smell and track. (Add track map)
-Player leave tracks on overmap.
-Removing tracks every 20 min by rain - 50% tracks, by sunny - 5%, in other cases - 1%.
-Hordes move and get signals between opermaps
TODO: -Check light indoor. (Invisible outside)
-Despawn zombies back to horde, if player go far away (hard to code) -Make hordes visible on overmap -React hordes to smell and track. (Add track map) -Don’t place tracks if player in water -Hordes move and get signals between opermaps -Show size,direction and speed of horde on map.
-Optimization
Допилиные орды зомби. Отличия от основной ветки:
Орды мельче, но их больше
Орды выслеживают по свету и следам
Следы исчезают в сильный дождь, при кислотных осадках, хуже - в сухую погоду.
Следы не остаются если ходить в брод/плавать.
На карте можно посмотреть размер орды и скорость
Орды ходят и получают сигналы через стыки карт.
Сообщайте об ошибках, предлагайте идеи по улучшению. Не стесняйтесь.
Have horde size determined by the amount of buildings in a town. Because I have had somewhat near 200+ zombies spawn after spending the night in a town that was only a house and a general shop together.
It strange.
Size of horde and size of city spawn point - same. 1 in 16 cities with size < 5 generated without zombies. In this case city have no zombie horde…
Calc size of horde: city size * 80 - zombie heads.
I not see building count attribute for city in code, but i can remove horde, if city size < 3 for example.
But i not thick, that it help, because hodre 200+ heads means city size > 5.
…if city with size>5 have two building - it’s very strange…
Well I was playing with city size at 5. But because the size of cities variates slightly during worldgen, the game may still generate very small towns. Perhaps the code is assuming that every city size matches the worldgen option?
Hm…I think no, because i get diffirent populated hordes. May be game generate small city with size > 5… who know? Need debug.
I can see you saves?[/quote]
Ha… I died to the horde but if I duplicate it ill surely upload one.
By the way, thanks for the work you are doing on this, the implementation is already very fun.
I explored the save I had and there was a bigger city some 7 map tiles from the two building town (couldn’t see it because it was night). So the fighting must have attracted a horde from the bigger city.
Good this would be awesome. Wake up, think im doing good. got my stash. oh shit, did i set enough traps outside my shelter? goddam, why do i have so many windows to defend?
If I create a new world and move only character save file to world folder (to make my char with his stats and items appear in a middle of somewhere in the new world) would hordes be present?
I think yes, because world with hordes would be generated, but… to be sure.
BTW, concerning light sources. Does boarded up window counts as lightproof? Or I should apply some curtains and so on.
BTW 2, hordes has finite amount of Z’s, so if I kill (X) Z’s, horde will vanish and no longer appear anywhere, am I right?
Hordes are so, but so MUCH FUN! Made a pretty easy city into a nightmare. Could escape tough. I would make love to all of you programmers. /me is joking, btw.
BTW, concerning light sources. Does boarded up window counts as lightproof? Or I should apply some curtains and so on.
Yes. If you can't see via something, it counts as lightprof. To the hordes have not seen the light enough that its source was not visible from the all edges of the map.
BTW 2, hordes has finite amount of Z's, so if I kill (X) Z's, horde will vanish and no longer appear anywhere, am I right?