|
Post by mikeweeks2346 on Apr 13, 2015 19:27:12 GMT
in the EHC 0.18.1 version of the mod, besides the decrease in eagles, was there any further tweeking of the spawning rate of animals?
I'm asking as a very general question, as not to provide any possible spoilers to others who haven't played yet.
Of course, if it's "no", then it's "never mind ..."
|
|
|
Post by JRavens on Apr 13, 2015 21:18:10 GMT
The overall distance of animal spawning was changed. The vanilla game has them spawn like 20-30 apart which makes for all the crazy constant animal attacks and interruptions. I changed that to something like 100 meters which spreads animals out and my (limited) understanding of the spawn system is that these can spawn in nearly a 360 degree area around you so many times you may in fact be moving away from an animal (which also feels like it has the side benefit of occasionally spawning things like elephants walking away from you in the distance).
I did change several of the vehicle spawns so that a wide variety of vehicles would spawn about.
I had hoped to include Yeti's and cultists, but I'm unsure if that's even a possibility. Experimenting will be required.
Let me know though if you are experiencing something that seems out of place. In case I was testing something and left it in (there was a period where I was trying to spwan all sorts of things LOL).
I'll do a mod tutorial on the spawn file soon as well.
|
|
|
Post by mikeweeks2346 on Apr 13, 2015 22:10:45 GMT
Alright. The distance parameter clearly has an impact compared to the vanilla game. So that's good.
Here's a specific point that perhaps a quick(?) code check can be looked at:
During Act 1, while in free-roam not once, ever (and I kept looking, and roaming, and looking, etc, etc), did a specific barnyard animal spawn that is required for two first level crafting items. Just an observation, as once done with Act 1, not a problem in coming across them once free on the restriction of Banapur valley.
|
|
|
Post by JRavens on Apr 14, 2015 20:25:26 GMT
Thinking back I seem to recall that in vanilla I didn't find them (well at least not live ones anyway - plenty of unusable corpses around the wolf farm) until I met Mr Chiffon. 2-3 spawned around that first little house and then of course from there you do come across a fair amount. I kind of like that it slows the initial progression a little and it's completely possible that they did it intentionally.
If I had my druthers I would make each crafting item have a large amount of levels that provided only a tiny increase each so say the first level of wallet had 20 levels each providing +$100 maximum capacity and each requiring 5 Bharal skins. This would really extend the hunting and provide a reason to keep on collecting skins. *Obviously the numbers would have to be balanced out. That was off the top of my head.
But like many things this type of system is difficult if not impossible to implement *sigh*
|
|
|
Post by bontainer on Apr 14, 2015 21:02:29 GMT
In Act 01 there is only one scripted pig spawning, right after the Wolfs den has been destroyed. Pigs are scarce in Act One, the only two spawn ponts I know of are sometimes at the farm with the wolves, after the mission, in the area where the Tuktuk parks, and in the meadow above the exit of the valley. Of course, with the mod you can leave the valley and find lots of pigs just behind the two crashed busses.
Generally, IMHO, animal spawning is decreased copared with Vanilla.
|
|
|
Post by mikeweeks2346 on Apr 14, 2015 22:10:38 GMT
As I stated, in free-roaming in Act 1. I got the one pig which spawns during Wolf Den mission, and was aware of where normally the pigs spawned in vanilla. Never had an issue in vanilla regarding at least having pigs spawning. So that was the reason for the question.
With more time using the mod, I'd totally agree there appears to be less spawning of all the animals compared to vanilla.
|
|
|
Post by pj on Apr 20, 2015 17:37:08 GMT
I think Bontainer was simply educating others following this thread, Mike, rather than misunderstanding or questioning your reason for your first or second post. He has an enthusiastic, creative, modding mind which is also like a steel trap, he knows what's important, remembers things that most folks forget, (or deem unimportant) and having him here, bringing up these gems adds a great and useful flavour to the forum. Much better he does this than just ignoring you!
Personally, the spawning isn't a concern for me (the eagle attacks were, being d***** annoying), but I like the idea in JR's second paragraph. I like, too (I think it was your idea) that the NPC spawning radius should be increased, such that Ajay can be "a little busier" on his long walks through the country...
The change that Bontainer's shop system has had a big impact on the game, too. Along with the (JR's) multiple plant leaves for health, etc., the new costs associated with weapon attachments and the available weapons limit has certainly slowed that rapid progression down, and has made for a much more challeging and enjoyable game. The previous "hit every tower in the Buzzer" philosophy has gone, replaced with a much wiser and more cautious approach.
All the Best,
pj
|
|