06:51:12 24 June 2017 |
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GlassDeviant
(Novice) On forum: 10/20/2011
Messages: 8
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creature *.ltx files
In the unpacked gamedata\config\creatrues folder, there are several creature files that I used to edit to change the drop rate of special mutant items, for example:
Spawn_Inventory_Item_Section = mutant_dog_tail
Spawn_Inventory_Item_Probability = 1.0
With the new version, these settings do not appear to work (I don't usually make them 1.0, but I have done so to test and even at 1.0 or 100% drop rate none of the mutants are dropping anything at all).
So for the 1.4002 version, where do I now set the drop rates?
Also, not too impressed with the guy at the entrance of Sidorovich's bunker whose quest you cannot refuse. |
11:34:14 24 June 2017 |
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Byte Me
Senior Resident
On forum: 10/08/2014
 Message edited by: Byte Me 06/24/2017 11:35:32
Messages: 455
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1.4002 gamefiles
---QUOTATION--- creature *.ltx files
In the unpacked gamedata\config\creatrues folder, there are several creature files that I used to edit to change the drop rate of special mutant items, for example:
Spawn_Inventory_Item_Section = mutant_dog_tail
Spawn_Inventory_Item_Probability = 1.0
With the new version, these settings do not appear to work (I don't usually make them 1.0, but I have done so to test and even at 1.0 or 100% drop rate none of the mutants are dropping anything at all).
So for the 1.4002 version, where do I now set the drop rates?
Also, not too impressed with the guy at the entrance of Sidorovich's bunker whose quest you cannot refuse. ---END QUOTATION---
Well under gamedata->config->creatures there still seems to be a file for each mutant. This is the first part of the Pseudogiant ltx file:
---QUOTATION---
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 400 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 2;4.5 ; option for ALife Simulator
current_level_going_speed = 1;2 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
visual = monsters\psevdogigant\psevdogigant
corpse_visual = monsters\psevdogigant\psevdogigant_dead
icon = ui_npc_monster_psevdogigant
MaxHealthValue = 200 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
carbody_name = Pseudogiant
Spawn_Inventory_Item_Section = mutant_giant_eye
Spawn_Inventory_Item_Probability = 0.9
ef_creature_type = 19 ; option for evaluation functions
ef_weapon_type = 3
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_GIANT ; AI class
script_binding = bind_monster.bind
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
---END QUOTATION---
And I have highlighted the relevant text that is of interest. Should work "flawlessly"...
There was an issue with some trophy parts not being coded in 1.3003 and I posted something in community fixes about 2 years ago. They seem to work in 1.4002 IME. That being said, I managed to go through my first game - killing 23 snorks - and getting ZERO "boots" for my troubles. I have checked, and the spawn prob IS still 0.2 - from which you can calculate the probability of 23 failed consecutive spawns as 0.8 exp23...
Which is a wholly unrealistic likelihood and cause for a great deal of teeth gnashing.
For my money, the subroutine used for randomization has 'issues'.
But this is all pretty moot. There are much bigger problems with DC than this.
Exploiting 1.4007 DC as best as I can. I will NEVER, EVER use a "cheat pack" - a game lives or dies on its gameboard. Best of luck, stalker...
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16:31:46 13 July 2017 |
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GlassDeviant
(Novice) On forum: 10/20/2011
Messages: 8
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---QUOTATION--- 1.4002 gamefiles
There was an issue with some trophy parts not being coded in 1.3003 and I posted something in community fixes about 2 years ago. They seem to work in 1.4002 IME. That being said, I managed to go through my first game - killing 23 snorks - and getting ZERO "boots" for my troubles. I have checked, and the spawn prob IS still 0.2 - from which you can calculate the probability of 23 failed consecutive spawns as 0.8 exp23...
Which is a wholly unrealistic likelihood and cause for a great deal of teeth gnashing.
For my money, the subroutine used for randomization has 'issues'.
But this is all pretty moot. There are much bigger problems with DC than this. ---END QUOTATION---
That's odd, I had all the trophy parts working perfectly in 1.3003, iirc, but the same edits are not working in 1.4002 for me. Tested it by setting everything to 1.0 and sure enough every single mutant dropped its part. Or maybe it was an earlier version of 1.300something.
Anyhow I will try again with a completely new from-scratch save file and see how it goes. |
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