[SPOILERS] The Outpost


If anyone wants to draw a draft for a basic interface for simulated faction-on-faction combat in paint, I’d appreciate it. In the above you can see I just kick out popups for deaths in combat. I was thinking of having three columns with the left and right just listing the people participating from each team. When someone dies their name turns gray or something. Center could be used as a pre-drawn picture of the battlefield so you know what kind of terrain you are fighting on? For now the player isn’t part of the battle so you are just watching how it played out… I guess you may never be a part of it since you will likely teleport to the area of combat and actually fight it out when you can eventually tag along with your companions.

For the simulation the most important values at the moment:
-advantage, increases/decreases initiative roll to simulate having a better defensive position on getting ambushed
-best skill name/value, for each npc… determines overall combat power and attacks
-dodge, determines if the npc avoids getting murdered
-combat power, determines when one force attempts to retreat from the other

Values that may be nice to look at:
-primary weapon for each NPC
-where the battle is taking place
-what terrain the battle is taking place on
-faction for each NPC (your companions are either NONE or Your Faction… not Tacoma Commune, they are simply assisting them)
-rewards/experience for combat?

First version of the Commune is merged, no extra-fancy mission interface yet, but it does have the new commune that you can build from a couple of guys standing around in a barn into a small frontier town.

[quote=“acidia, post:41, topic:9295”]


If anyone wants to draw a draft for a basic interface for simulated faction-on-faction combat in paint, I’d appreciate it. In the above you can see I just kick out popups for deaths in combat. I was thinking of having three columns with the left and right just listing the people participating from each team. When someone dies their name turns gray or something. Center could be used as a pre-drawn picture of the battlefield so you know what kind of terrain you are fighting on? For now the player isn’t part of the battle so you are just watching how it played out… I guess you may never be a part of it since you will likely teleport to the area of combat and actually fight it out when you can eventually tag along with your companions.

For the simulation the most important values at the moment:
-advantage, increases/decreases initiative roll to simulate having a better defensive position on getting ambushed
-best skill name/value, for each npc… determines overall combat power and attacks
-dodge, determines if the npc avoids getting murdered
-combat power, determines when one force attempts to retreat from the other

Values that may be nice to look at:
-primary weapon for each NPC
-where the battle is taking place
-what terrain the battle is taking place on
-faction for each NPC (your companions are either NONE or Your Faction… not Tacoma Commune, they are simply assisting them)
-rewards/experience for combat?[/quote]
So this is your vision of what would happen during a mission? At first I thought the gif would be a simulation of say you use a two way radio one of the factions if a group of merchants and this gives you an idea how long till they get there.

So this is your vision of what would happen during a mission? At first I thought the gif would be a simulation of say you use a two way radio one of the factions if a group of merchants and this gives you an idea how long till they get there.

Using the two-way radios to communicate with your companions that are on mission wouldn’t be hard to implement but there isn’t much need for it yet. The simulation that I was highlighting is just the combat aspect. Instead of spitting out debug messages I used popups till we get some kind of UI suggested/designed to keep track of the relevant information. As far as the caravan’s go, they’ll either be scheduled (Monday/Friday or 1st and 8th of a season) or when the faction has a trade need and sufficient time has passed since the last one.

I think I finally found an outpost (silo, barn, garage, lot, ranch) but nobody seems to be in it. Are some uninhabited or could this be because I dialed back my dynamic NPC spawns to 0.05? I kinda assumed the outpost folks would be static spawned.

You’re good. The ranch is populated (and revealed on the map) through missions from the refugee center. It should be the 3rd mission from the merchant at the window now.

Ah, so I need to find a refugee center too? I hope nobody minds that I’ve smashed up some of the furniture in here for crafting, lol.

Found a refugee center in a new game and got to the ranch quest but whenever I accept it the game crashes. I debug-menu’d reveal map and there’s no outpost anywhere in the genned world, could that be the problem?

edit ; explored off the edge of the map to gen a new section and used reveal-map to ensure there’s a ranch there but still crashing on accept.

Problem signature:
Problem Event Name: APPCRASH
Application Name: cataclysm-tiles.exe
Application Version: 0.0.0.0
Application Timestamp: 0c387360
Fault Module Name: cataclysm-tiles.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 0c387360
Exception Code: c0000005
Exception Offset: 0078ca24
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 3081
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

I’ll catch the error but it shouldn’t happen in a normal map. The ranch is given a 100% chance to spawn but won’t if it can’t find a suitable site in x number of tries. Did you change the default city size to a much larger number? I’ve never had it not spawn on a normal map. It can only search the map that the refugee center is located in… unless there have been new functions added to overmapbuffer.

That would be great if it generated overmaps until it made an outpost if it couldn’t find one in the existing overmap. It would be a good way to force the player to move and explore, but I don’t know how hard it would be to make overmapbuffer do that, or worse, how much it would delay things for the user if it could find one in the first couple generated overmaps.

Yeah the way overmaps currently work, you aren’t guaranteed to get a spawn. That’s why you may need to generate a few for a lab or sheltered start.

Even with a guaranteed minimum spawn it won’t work if there are other specials with a guaranteed minimum and the game doesn’t select enough valid locations to place them all. The placement system could be a fair bit smarter, right now it divides the map into a grid then picks a point inside the grid and then checks for the available specials. It should select a required special and then find a valid location for it ideally.

Do we have an ETA for when part 2’s PR will go through? I’m waiting for this to merge to start playing again.

Is this on the experimental right now?

Yep a lot of it is in there, although some parts are still missing

How do i get the ranch quest im i the latest experimental and it just has me do missions for a representative… do i have to install something? if so how do i do it

The quest happens after you complete the first 2 NPC quests from the merchant, it should prompt you to do something.

Which merchant or do you mean the representative

Merchant. The guy\gal lives near the entrance, behind the thick glass wall. You can talk to them and buy\sell stuff and take quests.
If you see the arsonist, then merchant is nearby.

Sorry for this post, i just want the thread in my feed. This is really interesting!