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Post by Spiderweb on Mar 18, 2015 22:32:13 GMT
Hi All This is my custom world, very much a work in progress, so you may get stuck. steamcommunity.com/sharedfiles/filedetails/?id=410072574Let me know what you think if you can be bothered to load this up. My goal was to get rid of stickers, make progression discovery based (i.e. Advance by using shrines). Currently I've played through to the 3rd leg and made sure the 4th and 5th leg are accessible (you'll get what I mean) I plan to add additional Astari and other challenges. Don't forget to back up your prf saves! Disclaimer: No fluffy bunnies where hurt in the making of this map, and don't blame me if you lose your save games! New version 1.2 steamcommunity.com/sharedfiles/filedetails/?id=412997086
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Post by Gmr Leon on Mar 19, 2015 0:57:19 GMT
Currently checking it out. Did you go wild with the spring/water tool at some point? =O Edit:
On further play, I think that's just a weird glitch with some(all?) custom worlds...As your followers build, springs start popping up during abode construction. Edit2:
Abodes requiring wheat still hits an issue, but I think it may only be due to an easily adjusted (I think?) settlement belief cost. Ran outta wheat settling the farming island and now I'm just waiting on the belief to replenish to clump one together. Edit3: Hm...I don't think we can do this with the existing tools (or if we can, I'm not savvy enough to know how) but your temple placements gave me a fascinating idea. What if we could swap the shrine of belief/resource collection on to those? We know that all the functions exist in some form in the game already due to those shrines existing, but what we don't know is how they're written. I bet it's using: AbodeInRadius(x, y, radius) - returns 0 if no abode found in radius, 1 otherwise ProcessAbodesInRadius(x, y, radius, callback) - calls 'callback' on each abode within the radius, with a context identifying each one onBeliefGenerated - called when a house generates enough belief to be collectable onCollectBelief - called when a house has belief collected So maybe AbodeInRadius with settings around the temple, ProcessAbodesInRadius copypaste coordinates and onBeliefGenerated? I wonder if the other resources' functions are tied solely to PlotsInRadius or Fields/MinesInRadius and the followup is onWheatGenerated/onOreGenerated. I'd be willing to bet that I'm kinda close, maybe not in the function syntax, mind, but in what they're called.
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Post by 13thGeneral on Mar 19, 2015 1:25:41 GMT
Currently checking it out. Did you go wild with the spring/water tool at some point? =O Edit:
On further play, I think that's just a weird glitch with some(all?) custom worlds...As your followers build, springs start popping up during abode construction. I had a similar issue on my playthrough a few weeks back where springs would momentarily appear whenever I crushed a rock. Something in the game is glitched.
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Post by Spiderweb on Mar 19, 2015 2:46:50 GMT
Currently checking it out. Did you go wild with the spring/water tool at some point? =O Edit:
On further play, I think that's just a weird glitch with some(all?) custom worlds...As your followers build, springs start popping up during abode construction. Edit2:
Abodes requiring wheat still hits an issue, but I think it may only be due to an easily adjusted (I think?) settlement belief cost. Ran outta wheat settling the farming island and now I'm just waiting on the belief to replenish to clump one together. Edit3: Hm...I don't think we can do this with the existing tools (or if we can, I'm not savvy enough to know how) but your temple placements gave me a fascinating idea. What if we could swap the shrine of belief/resource collection on to those? We know that all the functions exist in some form in the game already due to those shrines existing, but what we don't know is how they're written. I bet it's using: AbodeInRadius(x, y, radius) - returns 0 if no abode found in radius, 1 otherwise ProcessAbodesInRadius(x, y, radius, callback) - calls 'callback' on each abode within the radius, with a context identifying each one onBeliefGenerated - called when a house generates enough belief to be collectable onCollectBelief - called when a house has belief collected So maybe AbodeInRadius with settings around the temple, ProcessAbodesInRadius copypaste coordinates and onBeliefGenerated? I wonder if the other resources' functions are tied solely to PlotsInRadius or Fields/MinesInRadius and the followup is onWheatGenerated/onOreGenerated. I'd be willing to bet that I'm kinda close, maybe not in the function syntax, mind, but in what they're called. Edit: forgot to say massive thanks for playing it! Funny you should mention springs, I did have a accident with them but removed them all. You have screen shot? I didn't see them on my play through. All my shrine are current to quick to build, was going to alter all those values later. Yeah I thought I'd like to get rid of collection all together, in fact if you don't turn it on you could work stuff off farm/mine/abodes counts rather than any collection. so do a count every x minutes and add to your own persistent variable. Or into the resource buckets if possible. I also think a balance fill update to JobSkill would help, of the super farmers skill from the off? things I personally like are no stickers, abodes unlocking via shrines, having champions in the world.
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Post by Gmr Leon on Mar 27, 2015 18:49:20 GMT
SetOre and SetWheat should be in today's update, haven't tested to see how well they work yet, but I thought I'd give you a heads up. =)
Alsoalso, we've a new symmetry tool alongside generate to make world editing a little easier. It's a little clumsy, but you left click to set the length/width of the area you're going to copy over to the left/right, then right click to highlight the terrain you want duplicated on the opposite side. If you highlight the area to the right, it'll duplicate on the left of the initial length/width line that was set (it remains visible), highlight to the left, appears on the right.
This would work the same for horizontal swaths of land, so highlighting above duplicates below, below duplicates above. Hope that makes sense.
Edit: Should note, unfortunately the highlighted area doesn't remain active when you switch to raise/lower or any other tools, so it's not like you can fill in the selected area and expect it to appear simultaneously above/left or below/right of it. Nevertheless it may be pretty useful. =O
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Post by Spiderweb on Mar 27, 2015 20:48:42 GMT
SetOre and SetWheat should be in today's update, haven't tested to see how well they work yet, but I thought I'd give you a heads up. =) Alsoalso, we've a new symmetry tool alongside generate to make world editing a little easier. It's a little clumsy, but you left click to set the length/width of the area you're going to copy over to the left/right, then right click to highlight the terrain you want duplicated on the opposite side. If you highlight the area to the right, it'll duplicate on the left of the initial length/width line that was set (it remains visible), highlight to the left, appears on the right. This would work the same for horizontal swaths of land, so highlighting above duplicates below, below duplicates above. Hope that makes sense. Cool I'll check it out tonight if I can. Been trying to make the daily collection code a bit more straightforward.
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Post by Spiderweb on Mar 31, 2015 13:45:58 GMT
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Post by Spiderweb on Mar 31, 2015 21:43:40 GMT
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Post by Spiderweb on Apr 5, 2015 18:05:01 GMT
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Post by Spiderweb on Apr 5, 2015 18:09:03 GMT
For next editor project going to make Homeworld use these mechanics.
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Post by Spiderweb on Apr 9, 2015 5:51:29 GMT
Questions for devs mrdrpink, pavlemihajlovic I'm using opt-in - Is there a shrine limit? I keep losing shrines off the end of templepositions.csv in my custom world. currently I'm patching these files by giving subscribers a new .zip file of all the custom files in, because uploading from godus to an existing workshop item doesn't seem to work? Is it just me having that issue? currently I can move Astari archer by leashing them? Has Astari Raiding been disabled? Are you aware a lot of granite/gems on screen at one time causes massive slow down? thanks Spiderweb
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Post by mrdrpink on Apr 9, 2015 11:56:11 GMT
How many shrines have you placed around your world?
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Post by Spiderweb on Apr 9, 2015 12:54:02 GMT
How many shrines have you placed around your world? In total I now have 42 (and it appears to be ok), I must of had around 46 (removed a few) and took out #comment lines in case that affected things. In an older csv I had 50 lines in the templepositions.csv file 5 were #comments. 1 was the header and 44 were shrines.
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Post by engarde on Apr 9, 2015 13:42:19 GMT
Wasn't there a 36 limit on Shrines months ago, not seen it being flagged as increased - or maybe that was not shrines. I'd not be surprised to find that the 36 was a 36-ish restriction.
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Post by Spiderweb on Apr 9, 2015 13:53:07 GMT
Wasn't there a 36 limit on Shrines months ago, not seen it being flagged as increased - or maybe that was not shrines. I'd not be surprised to find that the 36 was a 36-ish restriction. I do remember a shrine limit, maybe it was 36 user shrines in addition to their default number. Whatever it was though the .csv files shouldn't have a limit, especially as I use godshrine a lot which gets destroyed after you use it.
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Post by engarde on Apr 9, 2015 14:25:16 GMT
It was more I'd not seen anything posted to say that long standing restriction was lifted so suspected that something else over which you've no control was affecting you the same way.
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Post by Spiderweb on Apr 13, 2015 13:16:09 GMT
How many shrines have you placed around your world? Hi Dave mrdrpinkDid you find out if there was a limit? Also can you try to find out for me what the parameters in this function are? CreateBespokeSettlement() Thanks
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Post by Deleted on Apr 14, 2015 4:03:18 GMT
I like what I have seen in your modding, as it really speaks out volumes about how the game could have been designed properly and how it could be if only 22cans' management gave half a toss - it sounds like more of an actual PC game. Perhaps that is what 22cans is hoping like the Kinetic Void developers - they can just go half-arse, slap a 1.0 (or would it now be 3.0 in Godus' case?) on it, and then expect fans to complete the rest of the game. Except that it wouldn't really work for their "God of Gods". More on that in another thread. It will be a big issue, because of what is involved. Again, good work, wish I could look into it more in-depth - but that isn't worth throwing undeserved money towards a developer who can't market and develop a product honestly just to see a modder do a better job of gameplay design.
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Post by Spiderweb on Apr 14, 2015 14:17:57 GMT
I like what I have seen in your modding, as it really speaks out volumes about how the game could have been designed properly and how it could be if only 22cans' management gave half a toss - it sounds like more of an actual PC game. Perhaps that is what 22cans is hoping like the Kinetic Void developers - they can just go half-arse, slap a 1.0 (or would it now be 3.0 in Godus' case?) on it, and then expect fans to complete the rest of the game. Except that it wouldn't really work for their "God of Gods". More on that in another thread. It will be a big issue, because of what is involved. Again, good work, wish I could look into it more in-depth - but that isn't worth throwing undeserved money towards a developer who can't market and develop a product honestly just to see a modder do a better job of gameplay design. I've actually just finished applying the same mechanics to homeworld. steamcommunity.com/sharedfiles/filedetails/?id=424955338
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Post by Spiderweb on Apr 30, 2015 14:20:06 GMT
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