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Dynamic and Growing Town


Tony the Wookie

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Now for something interesting as a change of pace...

 

I added a wall around the bulk of the town, keeping it in between the town and creature spawns for the most part, including an enclave vertibird landing site... :whistling: a couple of spawns were moved over the wall. There is a gully full of mines and some warning signs for the townsfolk. All of the burned out cars have been moved and utilised for the farther out portions of the wall, keeping creatures away all the way to the spooky old tree.

Catwalks are over the gates to give the guards some high ground. The NPCs that have been created so far now get teleported from the cell where they were created to the town and walk around without breaking all of the scripts and topics that reference them.

There is a map marker.

All of it can be set to be initially disabled and enabled via script if there are to be quests for cleaning up the town, securing the town, etc.

One thing I did notice is that there are markers in the road right down the middle of the town. I think they are for eyebot patrols. Does anyone know if eyebots can open gates? :thanks:

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Now for something interesting as a change of pace...

 

I added a wall around the bulk of the town, keeping it in between the town and creature spawns for the most part, including an enclave vertibird landing site... :whistling: a couple of spawns were moved over the wall. There is a gully full of mines and some warning signs for the townsfolk. All of the burned out cars have been moved and utilised for the farther out portions of the wall, keeping creatures away all the way to the spooky old tree.

Catwalks are over the gates to give the guards some high ground. The NPCs that have been created so far now get teleported from the cell where they were created to the town and walk around without breaking all of the scripts and topics that reference them.

There is a map marker.

All of it can be set to be initially disabled and enabled via script if there are to be quests for cleaning up the town, securing the town, etc.

One thing I did notice is that there are markers in the road right down the middle of the town. I think they are for eyebot patrols. Does anyone know if eyebots can open gates? :thanks:

 

Sounds cool. How does it look? You should check, but I think you can just add the AI behavior to eyebots.

 

 

 

 

As for the names...apparently my aforementioned points had no affect on those unwilling to read. Great job, kids.

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Now for something interesting as a change of pace...

 

I added a wall around the bulk of the town, keeping it in between the town and creature spawns for the most part, including an enclave vertibird landing site... :whistling: a couple of spawns were moved over the wall. There is a gully full of mines and some warning signs for the townsfolk. All of the burned out cars have been moved and utilised for the farther out portions of the wall, keeping creatures away all the way to the spooky old tree.

Catwalks are over the gates to give the guards some high ground. The NPCs that have been created so far now get teleported from the cell where they were created to the town and walk around without breaking all of the scripts and topics that reference them.

There is a map marker.

All of it can be set to be initially disabled and enabled via script if there are to be quests for cleaning up the town, securing the town, etc.

One thing I did notice is that there are markers in the road right down the middle of the town. I think they are for eyebot patrols. Does anyone know if eyebots can open gates? :thanks:

 

Sounds cool. How does it look? You should check, but I think you can just add the AI behavior to eyebots.

 

 

 

 

As for the names...apparently my aforementioned points had no affect on those unwilling to read. Great job, kids.

I think they will open gates and such, one came into a radio tower pen with me

but you could just take that out of their script or AI package or whatever

why would it be disabled in case of a quest or something?

for beta testing you mean, or the actual release?

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I thought the wall would be bigger, about 3-4 meters high.

 

Something like this:

http://www.oikoumene.org/typo3temp/pics/9d429a811a.jpg

 

only more damaged

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yes, that is alot of concrete to lug

but how did it get there?

those concrete sections are usually used by the BoS and Slavers in the heart of the DC ruins, where concrete is everywhere

you should add watchtowers, though, that Cliff sometimes goes up to (only a few though) and with ammo boxes/sniper rifle, maybe even a rocket launcher for repainting parts of the wasteland in Charred Raider :P

 

yes, a 20 foot wall would be hard, but once the towns in its best condition, could have a quest (well, an incredibly drawn out one) that makes the walls bigger, but you'd have to escort caravans in and out of downtown, and bring a certain amount of wonderglue to somebody whos fixing up the wall (so 50-100 Wonderglues gets a pretty good section of wall extended) thats just an idea (not that hard to make, though (I hope)) maybe make it 10-15 feet tall total (after the quest is totally over, after several tons of glue and hours of escorting) though that could get tricky to make, even if escorting was just following a few brahmin plus guards over the wasteland, without scripted encounters

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