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old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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odie,
The maps are randomly generated. Sometime you will have more of one thing then another. I will consider making the tree houses build-able on more trees, sounds good!. Maybe I could make one of the 3 types a "low" tree house that can be built at smaller trees too.?

Yes there are way less fish now. But you can build the Habitat at level 2 that spawns fish for 14 days straight. Then later at level 6 you can make Fish Attractors that are insanely effective and spawn many of fish for a few hours. Also it makes the rafts more important(to go find the fishing holes). All-together with bait and tackle you should be able to fish well...it is just more of a challenge until you level up some.
edited 1×, last 01.08.14 04:10:50 am

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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JJ,

I am enjoying my island. This is the best version by far.

How about changing the game levels to (in the menu to create random island):

1) Extremely easy (+++ everything with steroids, etc)
2) Normal (our Hard mode today)
3) "The Survivalist Mode"
Same thing as Normal, but no manual saves allowed, only auto-save when sleeping.

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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sounds cool! I have to get someone else to "re-compile" the mod in order to mess with the menu where you choose the island size and mode. I can not touch that without someone else doing it.

So it is unlikely. But...before the mod is done I will make hard mode extremely harder even in late game. I have to add the event animals and the upcoming event natives that both will be attacking your supplies and crops. Then finally I will adjust hard mode in the end, once I see how that plays out with events.

I know what your saying...hard mode is only really hard for the first week.

If i have my way...when the mod is done...you will not be able to save at all but once every 7 days if you sleep 9 hours. (maybe every 5 days I dont know yet, I want you to be able to quit playing the game when you want to, but you will have to play to a certain day/s to save...or you lose by quitting.)
edited 1×, last 01.08.14 04:29:26 am

old Hi JJ

odie
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@user JasJack67:

On Fish: Ah yes i see what you mean. I guess keep it this way then. Maybe tweak the ratio of the fishes. That might help. Seriously i see way too much pirahnas. And aint them supposed to be non salt fish? hahahha.

ON saving: I dun think saving every 7 days is a good idea. Stick to normal saving since death can come easily.

On scripting: I might be able to help, but only after my exams. I roughly knows how the 4 files work. But I really need sit down with a list of all the animals possible to have, versus their id. Then the rest i can work out an excel table for u by lvls and get it done. Exams are looming for now.

On IDs: Which brings me to the point. I think we need to reorganise the entire scripts across all the files. Very messy. And we need a catalogue file of all the IDs used (so we know wats not) and what ID is for what. Maybe u have that. Would really help as a documentation (for modders who are new). Even for me, it should help.

On Trees: YEAH! I be looking forward to tat!!

On Events: Speaking of events, i cannot help but notice for almost all the events.... the 'animals or stuff' never appear near me. I can rarely find them. Only once i found as a matter of fact. Perhaps their 'appearance' radius can be much nearer to the player? I am still checking this out but so far for > 20 events, it is liddat for me. I almost find it a nuisance cos i cannot find the idiot, whilst yet i cant slp. :X

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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yes i agree...next update, the event animals will spawn "near" as the message indicates. "Deer are near!"

I likely will not re-script the entire mode to accommodate orderly ID's. That's what would need to be done if I re-organize the ID's. I keep notes on this mod and keep a ID list and I do have a way I can deal with them. Sorry if it makes it difficult for anyone else.

ID's are just numbers, they do not affect the outcome of the mod. I have been working on this mod almost 2 years, I simply know it inside n out. What makes it difficult to script at this stage is having to change an ID or add an ID to work with another ID. Doesn't matter what the number is, you still have to find it in every script and edit the script to work the way you expect it too.
edited 1×, last 01.08.14 07:30:05 am

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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starting flints was set to:
---- S-M-L
easy 4-6-6
norm 4-6-6
hard 2-4-6

changed to:

easy 6-9-12
norm 5-8-10
hard 4-7-9

there is also a 1 in 100 chance you find flint when hitting any stone.

I only agree to this because often you find hidden objects underneath a tree after chipping it down, or they get hidden inside the larger rocks, most players probably do not destroy things looking for them. I do not want that to be a required task either, just to find something that is glitched. They are nice little surprises though sometimes. That is also something I can not fix with a script...like finding 2 different trees rooting from the same spot, or growing through a rock.

old Re: TheSurvivalist:Christmas Update 12-24-19

curlymatt
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Hi Everyone,

New to the forum and to this mod of Stranded 2. I'll start by saying that this mod is excellent. It's makes Stranded 2 such a more thoughtful game, and that I'm thankful for your developmental genuis JasJack. Reading all parts of the diary in game and going through much of this thread was exceedingly helpful.

I had a question about large vs. normal islands. It seems like the resources per area are lower on large islands vs. normal islands. Is this the case? Is it also the case that there are less enemies per area on large vs. normal?

I was also curious what the resource differences were between hard and normal generally (I know each map is distinct). I haven't tried hard mode for a significant period yet but am interested in a more frequent enemy spawn, just am not that good at managing resources yet.

Thanks for any help you can offer

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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Hi curly! Welcome!

the map sizes vs resources, and difficulty, vary for each yes.

for the size of the map...the larger the map the more spread out the resources and enemies will be. Yes, the spawn rate is increased for "everything" the larger the map...they are simply spread out over the larger area, making it a bit harder.

for the difficulty...EASY have no hostile units. there is no threat from being attacked by any units. You can only die from starvation, injury, sickness, frostbite, etc. NORMAL has all hostiles, excluding sharks & expert bowman. HARD includes sharks & expert bowman.

another thing: The longer you survive on Normal or Hard the spawn rate of bowman & natives increases, up to about 3 years time. Normal has the amateur bowman(green), Hard has both, the amateur & expert bowman (red).

lastly: Event animals that are hostile do not spawn on EASY. (only deer event)

P.S. There will be added to the mod soon 2 more Events added to the current events. These will be tribes of the two Bowman and natives that will hunt for you. In the next update the event units will spawn closer to the player so BEWARE!
edited 1×, last 02.08.14 05:06:23 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

curlymatt
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Thanks very much. The flint knife addition has made it quite a challenge, makes iron a need earlier on for sure. Perhaps in a little while I'll be ready for hard mode Thanks for all your work!

old Compliments and other things

Boris Abito
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first of all my deepest respect for your work to JasJack67.
You take a simple funny game and bring it to a high level, engaging, addicting, survival game. Thank you.
So, I have an information for you: hitting the eagle's nest often give you several flint. Too much IMHO.
I decided to post when I read about your project to restrict the possibility to save. It's only my opinion but I think this will generate lot of repetition of the same situations, also if there is a random event generator. In my gaming experience (since 1990) this is really frustrating.
My apologies for my bad english.
B.A.

old Re: TheSurvivalist:Christmas Update 12-24-19

misioooo
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Hello!
Thank you for grat mod you managed to develop.
Is there some guide for starters in Stranded 2?
I managed to survive 3 days tops... Most of the time lumbering for bark and eating insects... Most i achieved was campfire (with fire!) and some basic shelter... "Game" looks awesome, but... is it so hard or i am so stupid?
Any tips what is worth getting in the beginning? How to get "flamable" to fire campfire? (beside sheeps...)?
What to eat? And water - is there some water source or only what i can produce (later on... if i survive...).

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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This one is just to make fun of Myst.

Really? 3 islands looking for a flint? I do search for a small island off the main island (just so I can drop my chickens, and avoid having to feed them), but for a flint? Cmmm just hit the shit out of some ore.

Which brings me to surveying.

Cmmmm JJ, should be simple:

1 map = 5 map marks (1 original + 4 around it)

1 map mark = 1 flag (Long wooden handle + flag)

1 Flag = skin + color

1 Color = flowers/seeds + stone

Map mark = The aim is to push player to explore far enough from Camp A during week 1. And if done diligently, to reward the advanced player with a map of the island as soon as possible. So, for every flag the player plants it gets a map marker (if enough paper + charcoal). But flags cannot be planted within x from each other (far enough to cover 50%+ of the island).

So, etc., how you actually implement it matter less, more importantly, o should do it asap, the idea is to deprive the player from a map of the full island from day 1, as it s now, Cmmmmm!!! that is just too easy.

Myst, don't be mad, cmm, I am just teasing.
edited 7×, last 04.08.14 10:05:46 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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boris,
Hey thank you for stopping in! Your feed back is welcome and I will look into the Arie giving flints.


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misio,
hello welcome!!

If you click the DIARY ingame while viewing your RUCKSACK, you will find under CRAFTING and INFORMATION plenty of helpful tips. Example: Under CRAFTING you can clearly see several "combinations" that produce water. Additionally you can see all the combos for most everything. I would take a few minutes and read through the list...then while playing, if you need something specific look it up in the DIARY.

Clicking CHARACTER you can view all the SKILLS and click anyone of them to see what each level will bring.

thanks for hanging in there...keep trying.


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Aedo,
hey actually that idea does sound easy...either I didnt understand before or this idea is new..."to plant a flag and require distance between them"...that is a really good idea, as before I could not see it possible with other ideas. There is 1 command for a map and that is to show the whole thing or nothing...with your idea above that would be the end result...after planting x flags x far apart you get to make the map. "surveying comlete!"

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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well...i can make a button that if you hit it, and you have a map and charcoal on your player, it will show the "map marker" menu to add a marker. Other-wise if you do not have the required 2 items it will inform you that you need them, and not show the map marker menu at all...just a message.

old Map/Map Marker script test M buttom

JasJack67
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To All,
This below will be in the next update if you wish not to mess with scripts. Currently you can simply hit the M button to view the map (if you made one).

This new script for next update enhances the M button to do 2 functions...show the map OR put a Map Marker on the map. (single hit M shows map, double hit M shows the marker menu to mark where you stand with an X and text.)


ok Aedo,

The first script is the existing script in the game.inf file. You will find it scrolling "almost" to the bottom of the file when it is opened.

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//SHOW MAP
        on:keyhit06 {
                if (count_stored("unit",1,73)>0){
                         map;
                }else{
                         msg "I have not made a map of the Island yet!",3;
                }
        }

1) You need to go into that file and scroll down and find the //SHOW MAP script that is in that "code" above.
2) Scroll over the NEW script below...right click and COPY it.
3) Then go to that file and location and scroll over the existing script and right click to PASTE the new script over it from below.
4) click FILE and SAVE

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//SHOW MAP
        on:keyhit06 {
                if ($mapmarker==0){
                         $mapmarker=1;
                         timer 0,1500,1,"mapmarker";
                }else{
                         if (count_stored("unit",1,73)>0){
                                if (playergotitem(4990)>0){
                                        freetimers 0,"mapmarker";
                                        $mapmarker=0;
                                        local $x,$z,$marker,$w;
	                                $x=getx("unit",1);
	                                $z=getz("unit",1);
	                                $marker=create("info",36,$x,$z);
	                                clear;
	                                $w=inputwin("Enter a Map Mark name",0);
	                                setindicatorlook $marker,4;
	                                setindicatorinfo $marker,"$w";
	                                showindicator $marker;
	                                freestored "unit",1,4990,1;
	                                freevar $w,$marker,$x,$z;
	                                skipevent;
                                }else{
                                        msg "I need something to write with, like charcoal maybe!",3;
                                        freetimers 0,"mapmarker";
                                        $mapmarker=0;
                                }
                         }else{
                                msg "I have not made a map of the Island yet!",3;
                                freetimers 0,"mapmarker";
                                $mapmarker=0;
                         }                         
                }
        }

        on:mapmarker {
                if (count_stored("unit",1,73)>0){
                         freetimers 0,"mapmarker";
                         $mapmarker=0;
                         map;
                }else{
                         msg "I have not made a map of the Island yet!",3;
                         freetimers 0,"mapmarker";
                         $mapmarker=0;
                }
        }


The map will now work like this:
1) Hit the M button ONCE and the map will be shown within 1.5 seconds.
2) Hit the M button TWICE and you will get the Map Marker menu instead of the map.

note: Rules still applies...you must have a map on you to view the map with M, and you must have a map & charcoal on you to make a mark "double tapping" M...or you get a message telling you why not etc.

--------------------------------------------
P.S. Aedolaws...if you kindly test this for me I thank you. I already did test it but sometimes fresh eyes find something to fix. Also you can still do the combo from the rucksack for a marker if you like. There is a old bug i never could fix so skip that...it is: If you open the map marker menu and then cancel without putting in text, YOU STILL GET A X on the map. I can not fix that currently. Will keep trying later though.

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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Hey guys, I have modified fish/fishing for the final time. I do not believe I need to work on the fish system any more.

Below you see the new fish skins, they look real good swimming around the sea too.

IMG:https://www.mediafire.com/convkey/76d3/db6xhvi0q58mndd6g.jpg


One thing you will find different besides the "look" of fish...is the loot when you kill a fish with some weapon besides catching them with your pole or rod. You no longer get fillet if you kill a fish, instead you will loot the fish and get the "whole fish" that you will need to fillet with your knife yourself.

The other thing I changed is the amount of fillet when you use your knife on the whole fish. As follows according to size:

small sunfish =1 small fillet
piranha = 1 small fillet + 2 teeth
purple angel = 2 small fillet
green bass = 1 large fillet + 1 small fillet
rainbow = 2 large fillet + 1 small fillet


Nothing is different as far as gameplay, you just do the same as you have been, and you should see it makes more sense. imo.

Quote
Skyppy
hello and welcome to the mod.
Glad your liken the game!
edited 2×, last 05.08.14 08:21:21 am
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