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dstar3k

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Everything posted by dstar3k

  1. Actually, what I'd like to see is the option to have both available. You can build things directly, and it works the way it does now -- or you can mark that you want something built, and the settlers who don't have otherwise assigned jobs will start scavenging specifically for the things needed for it, rather than using your stores. It takes time for them to find what's needed, and then once they've found everything, time for them to build the structure. I'm not sure whether settlers can scavenge rare or uncommon materials currently; if not, you'd want to either allow them to do so with an appropriate reduction to their chance to find it, or make it so that when specifying what to build, you have to provide the rare (or possibly rare and uncommon) materials. An advanced version would be to allow you to provide some of the materials either in full or in part, so that your settlers don't have to spend time scavenging -- e.g., you have enough metal and wood, so you provide that, but you don't have as much concrete as you'd like, so you let them scavenge for that. If you're going to allow for the settlement limits to be expanded, you'll want to make sure that when that happens the spawn points for the raiders are moved outside the new limits (and I'd move them several yards out, so that building walls right up against the limits doesn't result in them spawning inside the limits the way it does now apparently). As far as having people specialized as e.g. researchers, you'd essentially want a tiered job system, where new jobs only become available when there are a) enough people in the settlement and b) all the lower level requirements are satisfied. For example, tier 2 jobs (e.g., guard,scavenging) would only become available when there's enough food. Tier 3 jobs would only become available when there's enough food, _and_ defense is high enough, _and_ the income from scavengers is enough; below that, everyone would be working on food and finding materials and defense (and you'd need some way to allow people to have a 'guard' job without actually requiring the guard post structure, just providing less defense). Tier 3 jobs would be things like basic merchant and bartender, possibly armorer and weaponsmith (the last two would slowly produce basic (and possibly not-so-basic) weapons and armor for your settlers to use.) Tier 4 would require the same things as tier 3, but would require a _surplus_ of food and scavenger income, plus a sufficient amount of tier 3 jobs filled, plus a certain number of settlers (which would probably be met by default by meeting the other requirements, but possibly not); you might also want to require a certain _variety_ of food sources rather than just a surplus of food. Tier 4 jobs would be second (and possibly third) level merchant, master armorer and weaponsmith (producing higher level weapons and armor for your settlers than the basic armorer and weaponsmith; say one or two tiers lower than you would get from loot based on your level, with a specific maximum). The master armorer and weaponsmith jobs might require a certain number of basic armorer and weaponsmiths before they're available (and, perhaps, you don't assign that directly -- eventually someone gets promoted to the master position. Possibly more than one, but every time one is promoted the chances go down, and maybe you need X basic armorers and weaponsmiths per master -- something like 5 + (5 * the current number of masters).) Tier 4 is probably the first level where researchers would make sense, at least in the sense of academic researchers. Something like carpenters and masons might work at tier 3, providing better walls, foundations, roofs, etc., maybe? Tier 5 would have the same requirements as tier 4, plus a requirement that at least all the guards have weapons and armor provided by a master armorer and weaponsmith. Here you'd have your master researchers and your level four merchants (meaning you wouldn't be able to recruit them until you have a settlement that's advanced enough, which I think probably makes sense for most of them (although I've only encountered two so far, so I could be wrong); the vault-tec rep would probably be an exception, or maybe you have a chance to recruit them at a lower level settlement, but it's much harder, and recruiting one (that's not the vault-tec rep) at a tier 3 settlement would probably require maxed charisma + grape mentats + charisma boosting clothes + local leader 2.) Hmm. This ended up being a lot longer than I expected for something off the top of my head.... Hopefully it makes sense given my limited caffiene input so far this morning. (Also, yes, I used Maslow's heirarchy as a framework for the tiers, if you're wondering.)
  2. If you actually had a visibly bad sector on your drive, you want to replace it immediately. That is not a good sign....
  3. Someone is apparently working on a mod to let you make notes in your pipboy, so it looks like it's probably possible, depending on whether or not a better settler ui needs new functionality made available from F4SE.
  4. Not having a limit on the number of files downloaded at a time is bad; as a programmer, I'd point and laugh, except that I've made worse mistakes in my career (no, I won't say what they were... worse, remember?). I will say that 5/10 files is perfectly reasonable for larger files, but for small files (where more time is spent setting up the download than actually downloading the file) might be a bit low. It might make more sense to have a limit for small (<200K? 300K? 1M?) files that's higher (20/40, perhaps?) and keep the 5/10 for files above that limit. (Or, if you want to get really fancy, have files under 1M count less -- e.g., the 'cost' of a file is size/1M, capped at 1, so 100K files only count as a tenth of a file. Heck, for files above, say, 50M, you could have them count as more than one file -- e.g., cost = max(min(size/1M,1),size/50M) (I think that does what I described... I need more coffee if I want to produce valid code). Just a suggestion....
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