... ( I really thought my MG build would have a bug when I frist startet it! ) ...'I thought exactly the same. :O'
<tigerndv> To fix the file go to /scenarios/island_survival/stranded/factions/tech/units/you
<tigerndv> then edit the "you" xml
<tigerndv> Then Scroll down to line 414
<tigerndv> Change the building name from "simple" to "advanced", any one of them.
<tomreyn> what about the other two, are there more defense tower types?
<tigerndv> The extra lines are just place holders
<tigerndv> They are unfinished towers
<tigerndv> They do nothing "yet".
For the Spawn Rate I didn't make "more" animals spawn near the player. They will spawn in different locations on the map. (before nothing could spawn deep in the island) Now Animals will spawn.
And the new addition will not make it easier. Some of the new animals are hostile.
Such as.
-Bees
-Bear
-Field Creature (boss)
-******** (surprise)
And I don't Know about the chest max unit count. Keep it? Remove it?
You guys let me know.
Also I added a new command that won't allow players to change the ingame speed. (2x 3x ect) (Thanks to Softcoder)
To help balance that I shortened the building time for most units.
I agree it would be very good to add a hint on how to start the game after you read the initial messages (the "Game paused" note will have faded by then).
Early in the game it is difficult to survive when you respawn since you are short of both food and water. If you have not previously located a source of clear water then it is hardly possible to survive, especially for novices. Maybe you could respawn wit a low water (and maybe also food) reserve, like 5 or 3.
Especially (but not only) early in the game it is very hard to defeat the wolves, since when you get attacked by one, most of the time 2 more will follow up and you can't kill more than one at a time. Plus they will also attack your chests, which can put you in a position where you are unable to recover (I had them destroy all the boxes near the beach which only left me with my shelter - unable to store 100 wood or leaves). (you now give more dammage)
Since the map is so large, it can be difficult to remember the location of the water source. Maybe it could morph into a structure you own once you discover it, so that you can find it easily later on. Or the game could set a marker automatically as it is discovered (or give a hint that the player may want to do so).
There is a currently a bit too much hunting for resources, especially wood (and harvesting wood seems slower than for other resources). Much of the time is spent watching "you" walk around with resources on your back while you carry them home (this is mostly a problem early in the game since later you can easily build new storage boxes).
Too much stress on boxes/chests. Think of other storages, such as a a rat hole, a (former?) fox's den, or some net attached to (non destructible) trees.
A couple more positive ;-) surprises while you discover the island such as meeting a friend from your expedition who also made it to the island (or a survivor of a much older failed ship), but ended up on the other end of it. You don't have to gain a lot of resources this way, a nice chat spinning the overall story further, or the occasional food supply in a more distant edge of the island can be fine.
More quests which are about locations / involve discovering the island but do not always focus too much on resources. Maybe make one resource mandatory but really hard to fine (only in two or three spots on the map)
Currently, unless I missed something, a large part of the map is completely unused (you can not go there). Maybe have a secret passage (covered by wood or palm trees) to this part of the island and hint on it (quest characters talking about the "lost island", resources or blocking objects forming arrows, increased wildlife etc.)
The "You" model could change more during course of the game, starting with just rags, then developing better clothes (leaves, fur etc.) with different properties (armor, bonus to sight and regeneration) as the character advances. Maybe allow to choose from male or female model (or make the model a bit more androgynous, or have a male and a female variant) so more players can identify with "you".
Being able to develop some weapons like a club (and more advanced ones as you advance) or even a simple weapon which allows you to attack from a distance (a simple bow or throwing arrows) would be great.
Thanks for the Feedback. I didn't know such a thing as #PauseGame# existed.I think that does only work in hints?
Also yes the first text is to long and stuff I'll fix it for the next version.
@PT bees killed your base? Maybe I should make the bees not able to spawn until you have built a advanced defence tower.Yes 2 times!!! You have no chance against 20 bees.
And " unplesent" is not a word "unpleasant" is the correct word meaning.Yes i know but you wrote it wrong.
causing discomfort, unhappiness, or revulsion; disagreeable.
Thanks for the Feedback. I didn't know such a thing as #PauseGame# existed.I think that does only work in hints?
Also yes the first text is to long and stuff I'll fix it for the next version.
At the point where you are supposed to "Explore the Island" you must go along the beach at the North East side of the island. After walking there something should happen. (I'm guessing you weren't walking down the middle of the beach but rather out in the water or to close to the shore) Getting to the exact location can be tricky but will be fixed in the next version. Here are the cell coordinates you must go to {424, 282}
Yeah, there was a dog, my character killed it (by himself), and then nothing happened..........
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./start_megaglest --validate-scenario=island_survival=purgeunused
Purged 21.08 MB (217) in files.
*ERROR* In [model.cpp::loadMeshTexture Line: 736] Error v4 model is missing texture [~/.megaglest/scenarios/island_survival/stranded/factions/tech/units/wooden_cannon_tower/models/wood.png] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [~/.megaglest/scenarios/island_survival/stranded/factions/tech/units/wooden_cannon_tower/models/cb.g3d]i have problems with it because the initial worker can't move.... >:( >:( >:(
Fishing (no way to do that)Oh you could make fishing... Just place an invisible resource at the edge of the water... and you harvest this resource using fishing :)
Oh you could make fishing... Just place an invisible resource at the edge of the water... and you harvest this resource using fishing :)Invisible would suck, though. Too hard to find. A model of fish swimming around that renders under the water should work.
I think I might have used all the current tileset and normal resources up. So that can't be a way to fish. But I was thinking maybe spawn in a unit that is a model of fish swimming and have a cell event that kills the fishing unit when you go near it, then respawns it again in 200 seconds or something.You could probably do that. There's a limit to the number of tech resources due to the map's limitations, but I don't believe static resources have a limit. You could use a Lua event to detect when a fish unit is killed and provide food on death.
Hi,
I've translated the language file into Dutch ( island_survival_dutch.lng ).
Is there some place where I can post the result?
Is the code on GIThub?
kind regards,
Egon
here if it's not too big?
Or maybe someone else does know somewhere to upload it?
Cheers.