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Dead Enclaves


pasmon79

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I have often encountered enclaves with no member(probably died) and still showing on map.

 

Is there a way to remove such enclaves or in other words a variable to monitor their population similar to defined in

 

"Count." in rtsdata?

Edited by pasmon79
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If they are actually all dead, they disappear after the safe zone around the location timeout. Otherwise, they disband and disappear upon the daily reset (Survived another day).

 

You can see the relevant conditions by looking for <Enclave_Destroy EnclaveIndex="" /> in enclaves.

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In libs directory, they are triggered by the completion of "JoinMission" or lack of trustÃÂ less than 100 for an enclave with dead neighbor less (Do you mean this?). Edited by pasmon79
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Yes, but it depends upon the current State for the enclave. In general, if they loose a member, you will find
<Action ActionFlags="Repeats, WaitForNoMission" ActionId="LoseMember" which has three possible effects,

 

either <ChangeState ActorIndex="" Silent="false" State="Endangered" /> which leads to breakup on next day,
no action for that day (survive),
or setting a non-leader member away (flee). (This is where the 'empty' home locations come from.)

 

<State Alertness="Occupy" Id="Endangered"> will cause the breakup and Enclave_Destroy.

 

It also can happen in some stages if the world population is too high... if there are too many people on the map, an enclave will be setup to disband, using
Action ActionFlags="Repeats" ActionId="NormalizeWorldPop" which changes it to endangered.

Edited by qmjs
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  • 2 months later...

Sandbox_LoneWolf_Survive is the enclave state at the start of Breakdown 1, where the player has one character, no base, and is supposed to go check with other enclaves to see which one to join.

 

Arrive otherwise is the state when an enclave is first created, so for the player enclave, it is Breakdown 2+ where the base is the RV.

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I have some confusion over this matter as i have noted that there is no "Change of State" involved in "Arrive". How does it go to "SandBoxRVbustedInitialize"?

Also "Sandbox_LoneWolf_Survive" is actually preceded by "Change of State" from "Sandbox_LoneWolf_Initialize, which requires finished repairing of "RV"(What the heck?).

This enclave also transits to "LocateHomesite" responsible for the creation of enclaves offering shelters.


<Action ActionFlags="Repeats" ActionId="SpawnSandboxEnclaves Complete" ActionType="Action.Passive" ExecuteTimeStandard="0.5s" OutputDelayTime="0.0" PauseWhenOffline="">
<RTSActionIcon Name="" Id="" />
<NameText Flags="" Notes="" Text="" />
<Actors>
<Enclave ActorFlags="FindOrSpawn" ActorName="Enclave.Home_Sandbox" EnclaveStat="" HideWarnings="" Optional="" />
</Actors>
<Alts />
<Effects />
<Inputs>
<Check InputAmount="3" InputFlags="" InputId="Sandbox.Drifter.HomeSiteEnclavesSpawned" />
<CheckBool InputFlags="" InputId="Sandbox.RVRepair.Finished" Invert="" />
</Inputs>
<Outputs>
<ChangeState ActorIndex="0" Silent="false" State="Sandbox_LoneWolf_Survive" />
</Outputs>
</Action>

 

Edited by pasmon79
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You need to keep in mind that not everything related to a specific topic is located in the same file.
RTSevents handles some of these transitions, as does one entry in missions.

 

Sandbox_LoneWolf_Initialize is set by the exe when selecting a breakdown game at level 1.
"SpawnSandboxEnclaves Startup" action changes state to LocateHomeSite.

 

"SpawnSandboxEnclaves Complete" action changes state to Sandbox_LoneWolf_Survive, but only if you never go and join another enclave, but locate the RV yourself and if so... that becomes Sandbox_BustedRV_Initialize.

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