Needful things (simple additions to improve the game)

Ok, I guess we don’t orange.

Next.

[quote=“VampyreLord, post:301, topic:5570”]Ok, I guess we don’t orange.

Next.[/quote]

In all honesty, i think that our limited colors are already starting to hurt when it comes to color coding our current variation of zombies or when it comes to adding more of them. and I am pretty sure its something that somebody skilled could do basically in no time.

What would be the disadvantage of having colors like beige, shades of purple, dark red, and orange in the game anyways?

ASCII enemies with a colored background is a great idea in my opinion. A lot more room for distinction. Threat level and such. :slight_smile:
Yeah. More colors/combinations = Good!

[quote=“John Candlebury, post:288, topic:5570”][quote=“Datanazush, post:287, topic:5570”]I’d prefer it to start snowing more than just suddenly becoming winter and white grass.

I do have to say, I like the idea of the trees turning brown, especially if some stay green (You guys have evergreens, yeah?) and they turn orange first.[/quote]

We dont even have orange in the game!

My favourite color is not allowed to exist in the Cata universe. D:[/quote]

gives John lemon-lime

Probably a Curses limitation but I’ll ask around.

Ncurses is supposed to support 256 colors, which should allow for a wider variety, but I had a lot of trouble finding good documentation for it.

Overmap field - field, should use their own monster spawn group instead of GROUP_FOREST.

I was just thinking. There needs to be a difference between darkness in the night and pitch blackness.

Your character is completely night blind, and I know there is no light pollution in DDA like there is in our modern society, but you should still be able to see things like trees, walls, and other prominent structures in the distance when it’s night time.

[quote=“Bonevomit, post:307, topic:5570”]I was just thinking. There needs to be a difference between darkness in the night and pitch blackness.

Your character is completely night blind, and I know there is no light pollution in DDA like there is in our modern society, but you should still be able to see things like trees, walls, and other prominent structures in the distance when it’s night time.[/quote]

NOT simple, so far as I’d know.

Any chance of a heavy duty hatch without a window? I like me some big solid doors, I does.

Only because I have never seen one <and I don’t use the Debug>, but do we have hatchets? Simple but I really like hatchets IRL and would like for my character to have one.

Yes.

And a heavy duty quarterboard! I am so tired of replacing quarterboards on an otherwise very sturdy vehicle.

Was a lurker for a long time. Thought I would contribute with a “small idea” :slight_smile:

Since the game lacks a major challenge after the player has acquired top gear, bionics and mutations the world should evolve at the same time as the player.
Basically this means: make the zombie infection increase power of zombies gradually over time.
We could make it so that after the first season zombies start to evolve.
A season typically gives the player enough time to get some pretty good gear but not bionics, mutations.
More incentive for the player to stack up in a very good safe zone.

Evolution:

  • All Zombie types will evolve into stronger ones. Like pokemon :slight_smile: A basic zombie would become a ferrocious one for example.
  • At first not many zombies will have their type evolved; at the end all of them are.
  • The end of the first type of evolution could be 1 year, therefore all zombies after 1 year would be their best type. (we can make some types of zombies evolve after that, like the brute)
  • The second type of evolution would be a linear increase in damage consistently across all enemies starting at a time cap (i.e. as soon as the 1st type of evolution ends, after 1 year).
  • For this evolution, weaker enemies gain more relative % strength while stronger ones not that much but still is dangerous.
  • This evolution needs a cap of course, unless we use it to create a sort of “survive the most time you can”.

Since I know a solution for this could be hard to do properly, I thought of a way to hack it inside the game logic. (I did study in Computer Science)
For the first evolution, whenever a zombie enters the local vicinity of the player, a roll is made to determine his strict evolution. Low chance at the beginning, 100% evolved at the end.
For the second type of evolution, make it so that the buff in strength is global or so. As much as I hate globals like that :slight_smile: it can be pretty easily done.

Sorry for the long wall haha.
Wish the team the best of luck, you guys did an awesome job until now!

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And a heavy duty quarterboard! I am so tired of replacing quarterboards on an otherwise very sturdy vehicle.[/quote]

That’s a good idea.

AFAIK, we don’t have heavy duty quarterpanels because they would be a to good replacement for armored and not armored windshields. Well that’s what I think Ekarus said when I asked him.

Small reinforced windows set into armoured plates would be nice, along with reduced view width through them. Can you get the game to pretend that vision is blocked in empty tiles that are behind a tile?
[tt]
… =…=
=…= ==.==
==.== =.=
–.-- --.–
…@… …@…

. visible
= not visible

  • blocking
  • pretend blocking to simulate narrow vision
    note: may not accurately depict normal vision…
    [/tt]

Very armoured view ports seem like something that could would exist…

Seems pretty spurious there. Not you, RAM, I’m talking regarding John’s quote. I mean, the difference between a windshield and a quarter panel is that you can’t go through the windshield without breaking it. You can crawl over a quarter panel and with as nasty as creatures are to quarter panels, they don’t seem to crawl that much, even though they can (and should, I think) A windshield seals the interior, a quarterpanel doesn’t. Run over a bloater and you’re not a happy camper.

Does wind-chill apply while driving? If so, that would be reason enough to have a windshield over using armored quarterpanels. Riding a motorcycle in the dead of winter should be a dangerous activity for the uninsulated.

EDIT: I think there was a discussion about adding peepholes to doors. Seems like something similar where you can shift-E to look outside.

[quote=“Hague, post:317, topic:5570”]Seems pretty spurious there. Not you, RAM, I’m talking regarding John’s quote. I mean, the difference between a windshield and a quarter panel is that you can’t go through the windshield without breaking it. You can crawl over a quarter panel and with as nasty as creatures are to quarter panels, they don’t seem to crawl that much, even though they can (and should, I think) A windshield seals the interior, a quarterpanel doesn’t. Run over a bloater and you’re not a happy camper.

Does wind-chill apply while driving? If so, that would be reason enough to have a windshield over using armored quarterpanels. Riding a motorcycle in the dead of winter should be a dangerous activity for the uninsulated.

EDIT: I think there was a discussion about adding peepholes to doors. Seems like something similar where you can shift-E to look outside.[/quote]

What happens is that you can use quarter panel exactly like a cheap easy to replace windshields, infact I recomend you to do this, its much better than normal windshield. So thats why the quote applies, anyways I think that was Ekarus reasoning. I am not even sure.

That has more to do with the durability of windshields and the lack of consequence for driving at speed with no protection against wind, bugs, etc. The average human would need quite a bit of effort to smash a windshield from the outside with their bare hands. If the game doesn’t model the situation realistically enough then I guess there really shouldn’t be a reason to have a windshield anyway. Still doesn’t explain why you can’t have the same quality quarter panels like you can every other part. I really don’t see the balance issue here except in the behavior and lack of necessity of windshields. The real issue is that windshields are superfluous. Armored quarter panels themselves would be balanced by their weight and the resulting effect that has on speed, acceleration, handling, and fuel economy.

Eyes should need enviro protection when you’re moving really fast without a windshield. Continually more enviro protection as you pick up more speed. The same should apply to temperature and windchill. Riding a car, with no heater and no windshield in the winter would be bone chilling in New England. Presumably you could install heating vent parts in a car, that take stroke from the engine to produce a source of warmth for the driver and passengers. I suppose the trick would be to get the game to understand whether or not the cab of the vehicle was fully sealed or not.

I like the idea of partial sealing to account for open windows and the like which will allow stuff to blow in sideways but is a big change from actually being rained on from above. The same could apply to buildings too. There is a big difference between a sealed room and standing under a roof with only one wall.
As for balance issues. I would say that, seeing as it is still early in the game’s development, it would be appropriate to add armoured quarterpanels. The concept seems like something on par with the other things that the survivors are cobbling together, so if balance issues exist then it is probably not the quaterpanels at fault, so adding them can only serve to highlight where the flaws truly dwell…