JUSTIYT1 Posted November 2, 2013 Share Posted November 2, 2013 (edited) I'm not sure if you can do this, but can you increase the range for the boundary markers? Right now, my forts all feel confined and tight. Edited November 2, 2013 by JUSTIYT1 Link to comment Share on other sites More sharing options...
GxRay Posted November 3, 2013 Share Posted November 3, 2013 This seems like a fantastic revamp; eagerly awaiting its release! Link to comment Share on other sites More sharing options...
tom57 Posted November 3, 2013 Share Posted November 3, 2013 Really hope this gets up and running, it's a great mod. There are only 2 problems I have with it. As far as I am aware, the fort boundry markers currently act as both the spawn points for enemies and the patrol markers for your guards.Guards need seperate patrol markers as I for one would want my guards to patrol inside my fortifications (or whereever else I want them for that matter) while enemies spawn farther away and attack from the outside. For example, I tried setting up on the anchorage memorial island (I'm running tale of two wastelands) with boundry markers on the other bank (which is very close) and at the end of the bridge. The guards just stupidly try to swim to the markers and get stuck. It would be perfect if I could just have them patrol the island and while enemies shoot from across the bank and attack from the bridge. Also, when I set up elsewhere my guards suddenly started attacking friendly npcs like the traders after about a week. maybe thats just a bug but I heard it's because they are scripted to attack all intruders. If so they need to recognize factions and the players relations with them. Link to comment Share on other sites More sharing options...
MooseKelmavor Posted November 3, 2013 Author Share Posted November 3, 2013 (edited) JUSTIYT1I'm not sure if you can do this, but can you increase the range for the boundary markers? Right now, my forts all feel confined and tight. I havn't gotten that deep into the mod yet but it maybe possible. And i know how you feel, especially when playing with RTS as well.Things get really tight and the npcs from both mods can start to act up so badly that it is useless to have a functioning armed force for your fort/RTS village. tom57Really hope this gets up and running, it's a great mod. There are only 2 problems I have with it. As far as I am aware, the fort boundry markers currently act as both the spawn points for enemies and the patrol markers for your guards.(1)Guards need seperate patrol markers as I for one would want my guards to patrol inside my fortifications (or whereever else I want them for that matter) while enemies spawn farther away and attack from the outside. For example, I tried setting up on the anchorage memorial island (I'm running tale of two wastelands) with boundry markers on the other bank (which is very close) and at the end of the bridge. (2)The guards just stupidly try to swim to the markers and get stuck. It would be perfect if I could just have them patrol the island and while enemies shoot from across the bank and attack from the bridge. Also, when I set up elsewhere my guards suddenly started attacking friendly npcs like the traders after about a week(3). maybe thats just a bug but I heard it's because they are scripted to attack all intruders(4). If so they need to recognize factions and the players relations with them. (1) Im not sure if thats possible, i will look into it. But it may need someone with much more experience in scripting than me. (2) That problem has to do with the pathing of the npcs. I've noticed that problem whereever i build my fort. I read somewhere that the pathing makes the npcs act stupidly and WD dosen't help with that. We've all seen the enemy try to get to us by running thought a barricade or a rock. (3) I, myself, have never seen that. (4) Npcs in WD are not scripted per se, But it has more to do with disposition, AI Packages etc. There is a few scripts to do with the enemys/guards but nothing about who they attack. I will look into it though and see what i can. And, thanks to everyone for the support. My 2 wk waiting period is almost up, so i will really be getting into it and getting an updated version out to you. Edited November 3, 2013 by MooseKelmavor Link to comment Share on other sites More sharing options...
tom57 Posted November 6, 2013 Share Posted November 6, 2013 Yeah, I know all npcs act stupid when it comes to pathing.I guess the guards attacking traders must be a bug then. It only happened after I traveled to new vegas then back to dc so maybe its just not fully compatible with TTW. I'll look in to that. I wish I could help you with this but I'm still useless at modding.I have noticed a couple of things that you might find useful though.I understand Fallout 3 is differently scripted and both you and Elderwind have probably thought of this but perhaps it could help, particularly in making static guards more stable. Firstly, I've noticed that there are static guards in the base game. Boone and Manny in novac and the guard who shoots from the top of the megaton gate for example. they all seem to stay put when an enemy comes along. Also, the popular underground hideout mod (fallout 3 version NOT new vegas) has a system symilar to WD where you could buy defences for the entrance, build robots at the workbench and hire guards who would be dropped off by vertibird and could be made to patrol or be assigned to guard tower, or sniper tower static positions by talking to them. There would also be random attacks ranging from raiders to enclave and the whole bunker would go into lockdown mode if they got inside. It was pretty good. Sorry for the big post again but I hope it helps. Link to comment Share on other sites More sharing options...
spartenkiller897 Posted November 6, 2013 Share Posted November 6, 2013 I really wish you luck on this, by the way are you adding voice acting to this mod? Link to comment Share on other sites More sharing options...
MooseKelmavor Posted November 6, 2013 Author Share Posted November 6, 2013 tom57Firstly, I've noticed that there are static guards in the base game. Boone and Manny in novac and the guard who shoots from the top of the megaton gate for example. they all seem to stay put when an enemy comes along. I think those have to do with a mix of patrol markers and packages, but i will have a look.As for the underground hideout mod, i havn't played it. spartenkiller897I really wish you luck on this, by the way are you adding voice acting to this mod? I would like to add voices for the fort characters but i have no experiance in adding and using voices. If anyone knows of a decent tutorial for adding voices, let me know and i will have a play around. Link to comment Share on other sites More sharing options...
bjornl Posted November 7, 2013 Share Posted November 7, 2013 this guy (top link) is very good an easy to understand so long as his accent doesn't throw you.http://www.youtube.com/watch?v=NWtIRBPVedw another optionhttp://www.youtube.com/watch?v=dOYQqhEiJbs Link to comment Share on other sites More sharing options...
tom57 Posted November 8, 2013 Share Posted November 8, 2013 Just so you know, in a new fort the guards started attacking traders again. On both occasions it was soon after buying a sentry bot. Link to comment Share on other sites More sharing options...
irswat Posted November 9, 2013 Share Posted November 9, 2013 I enjoyed WD except for the instability of it. Two things I was disappointed about when I played:1.)Once I turned raids on, random raids hardly, if ever, happened. I was hoping for more frequent raids. It seemed very unnatural to open a menu, and choose from a small list of enemys to begin a raid. Raiding parties should be composed of random enemies, drawing from all enemies in game, and they should spawn randomly. The frequency of the raids could change based upon players skill level, bases development, etc. 2.)Why can't WD randomly spawn any enemy in the game? I'm unfamiliar with the engine, but perhaps you could create a program that goes along side WD that you run outside of F:NV. This program can go through all your esms and compile a database of enemies, guns, armor, etc. This would make it possible to easily spawn random raiding parties, with diverse attributes (armor, weapons, etc) based on the players skill levels. Depending on the difficulty level you could spawn raiding parties consisting of complimentary enemies (like a couple powerful long range enemies spawning with aggressive enemies with melee weapons).I assume these two changes are not very difficult. I could probably create the progrram mentioned in #2 if you explain to me how raiding parties in WD are created and spawn, and what information is needed to do so.Someone mentioned a Zombies mode. I think what they mean is something like Zombies for Call of Duty. I agree with them that it could be an excellent "Easter egg" for WD. You would need to implement the above first. The gist of Zombies is this:waves of increasingly difficult enemies spawn and attack you from every side. by killing enemies you gain points. the points are nececssary to rebuild barriers (like barred windows and doors) at points where the zombies spawn from. the points also allow you to do things like open doors, activate traps, buy weapons/ammo/armor, etc.A VIDEO: let me know if you are interested in my idea discussed in point #2. Link to comment Share on other sites More sharing options...
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