My overall preference is for the 2-3 spread, certain desirable areas blocked off, possibly requiring a few stages to get to somewhere you want to go, but for the most part basing layout on how the structure is intended to work rather than catering to exploration.
That having been said sometimes those are complimentary. For example the desirable areas are generally going to also be defended as a matter of course, such as food/medicine/armory, so it might be reasonable for each of those to be in lock-down, requiring extraordinary measures to get in.
Awww, light sources only propagate in squares. The vault looks really disorienting with only a few light sources… might increase it to 60% of the main halls being lit.
Finished with the new tiles. Went with conveyor belts and light/heavy/old/electronic machinery. Heavy machinery is ideal if you want enough metal to work on a vehicle, electronic will provide… more electrical components, light would be the most common, and finally old is going to be a staple for an inner-city abandoned factory that I’ve been putting around with for a few weeks.
[quote=“Kristover, post:39, topic:6230”]M60 can be fired and manned by one person, though without stabilization there should be a huge accuracy penalty. Also, reloading should take a long time as well (physical act of reloading happens quickly; the loader though has the belt ready to go - a single guy would have to retrieve, prepare and reload themselves).
I would recommend if you are going to add a machine gun in, pick the M240. It is the current US machine gun, way more reliable than an M60 and much like the M2HB .50 Cal, would likely be in the inventory for a freakishly long time.[/quote]
Uh, the SAW is already in-game IIRC (though I think it’s the M249?? could be mismatched there?).
If we had New! Modern! late-2030s weaponry in military hands, it’s feasible that “current” stuff might be outdated and issued to the NG, possibly finding its way to militias, etc.
So, I finally got around to creating a couple of custom monsters for the vault. Town and sewers are roughly done and a reward has been placed at the end. Use the link below to download and compile and give me feedback.
I swear the lights still looks square! Maybe they aren’t big enough? You’ll see some near the vault entrance…
I’ve been looking at everything from the bays you find in basic training to little cruise ship cabins. I’ll probably use a mix but I can’t seem to find a design that I’d like to use for the ‘standard’ room.
Cruise Ship Cabin
|-|--|
|S|@@|
| +
|t|cL|
|-|--|
If we’re going to need several hundred+ beds we might as well have a design we like.
I would do something like the cruise ship cabin, but more communal. Something like
[tt]
|------------|–|------------|
|##{##{##{##{|…|##{##{##{##{|
|…+…+…|
|##{##{##{##{|…|##{##{##{##{|
|------------|…|------------|
|~|~|~|t|t|.t|…|TCCCT.BBB…|
|…|+|+|±|…|C…CC|
|…+…|C…TT|
|~|~|~|cScScS|…|TCCCT…TT|
|------------|…+…CC|
|~|~|~|cScScS|…|…|
|…+…|…PPP…PPP…|
|…|+|+|±|…|…PPP…PPP…|
|~|~|~|t|t|.t|…|…|
|------------|…|------------|
|##{##{##{##{|…|##{##{##{##{|
|…+…+…|
|##{##{##{##{|…|##{##{##{##{|
|------------|++|------------|
[/tt] #: bed, {: locker, t: toilet, ~: shower, P: pool table, c: counter, S: sink, T: table, C: chair, B: bookcase
Everyone has a bed and a locker, the locker blocks view between beds, you’ve got 4 sets of dorms, communal bathroom, and a recreation center, and it’s all contained in a nice little pod.
In the Fallout games there was only room for about 50 people in the game level, they simply didn’t want to go to the trouble of doing that much level layout, and their engine might have had trouble with levels that large, and it would have been tedious to explore. We suffer these problems to a much lesser degree, so we can have a more realistic layout.
Btw, the cheapest berths in cruise ships are communal areas, you have to pay quite a bit more to have your own room. Also all the staff berths (with some exceptions, captain, doctors?) are communal.
So yea, I’d expect a handful of suites for VIPs, some number of rooms for IPs (possibly with families?), and barracks for the rest.
Cruise ships still do communal stuff? I had no idea. Well… I guess outside of the US, that makes sense.
If anyone wants to run through the administration level of the vault it is up on github:
Without items you might have to reference the map to find out what the section you are in is called. Next vault/base complex is definitely getting a tracked tram. Trying to make passages big enough for the golf cart size vehicles is a huge pain.
An idea, as far as room design goes, you could do pod housing for the lower classes, literally just a bed and maybe a locker either next to the pod door or on the other side of the bed. Stick a few of those in a small-ish dorm room, and you’ve got a space efficient housing design for the people who can’t afford better.
I was thinking a design like the Alice Garden Pods in Deus Ex, but a bit less vertically planned.
Nah, that’s an old screenshot I had lying around from when circular distances were first added.
I have a directory of all my screencaps on my webserver, so I reuse them if it makes sense instead of taking new ones. You can also tell because that’s before we adjusted the dirt/grass ratio, that’s why everything is brown.
On-topic, if you’re going for high-density housing, bunk beds are an option. There’s no practical difference, but it’ll help with implying that people are really packed in.
Adding basic npc support for jsons and need some help testing it… best place to test them would be some kind of colony. Scrounge the forums for ideas and went with the evacuation center. Eventually need some enhanced merchant mechanics but it works fine for a test bed.
If all goes well, necropolis should end up with a few survivors of its own (if you have static npcs on).
[quote=“acidia, post:54, topic:6230”]Real world work sucks but all is well.
Adding basic npc support for jsons and need some help testing it… best place to test them would be some kind of colony. Scrounge the forums for ideas and went with the evacuation center. Eventually need some enhanced merchant mechanics but it works fine for a test bed.
If all goes well, necropolis should end up with a few survivors of its own (if you have static npcs on).[/quote]
One major project at a time?? Who would think of such a thing!?