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old Re: Massive Mod

Nikky_Boy
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Question:
Is there a way to modify Lion and Raptor AI, regarding the pathing around the spawn area?

I want to greatly increase the roam area, to cover most of the island. This way, you will be motivated to build walls and fences.

Also, is there a way to increase the aggression distance? It bothers me greatly to deal with nearly blind lions. After all, they are supposed to see/smell you from afar.

old Re: Massive Mod

Kirschkaffee
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For the roaming range you can edit the range-parameter in the units-definitions. Standardvalue is 300.

For the attacking range the may be a combination of count_inrange and ai_mode suitable.

More >

old Re: Massive Mod

Psytechnic
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Nikky_Boy has written
Question:
Is there a way to modify Lion and Raptor AI, regarding the pathing around the spawn area?

I want to greatly increase the roam area, to cover most of the island. This way, you will be motivated to build walls and fences.

Also, is there a way to increase the aggression distance? It bothers me greatly to deal with nearly blind lions. After all, they are supposed to see/smell you from afar.


Keep in mind, changing the "range" of a unit simply changes how far it can see. This is what you want to change if you want the lion to "spot you" from afar.

The "attackrange" applies to the animal's actual distance to land a strike. Lions are supposed to have a short attack range or you'd have lions biting you from across the map.

As for the roaming, I suspect this may be controlled by the spawning object such as the script in the "pride stone".

old Re: Massive Mod

Nikky_Boy
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Better Wildlife
I modified the behavior of the animals, to better suit my playing needs and for (what I think it is) better realism.

What I'm aiming for:

-To increase the difficulty of this game
-To remove the annoying "spin around the spawner blindly" animal behavior
-To modify animal attributes to be closer to the real beasts.

So far:

All Animals
Modified Collision Boxes to better fit the animal. This means you will have to shoot the main body of the beast in order to hit it.
Raptor tail tip, Lion mane and other extremities are usually outside the collision boxes.
Body Hits to kill!

Raptor
-Assumed the raptors are actually Velociraptor Mongoliensis. See below link for reference:
http://en.wikipedia.org/wiki/File:Vraptor_Scale.svg

-Reduced scale.
-Increased speed.
-Added the ability to detect and engage player from further away.
-Decreased attack range causing the raptor to stop REALLY close to the player, simulating a "oh God get it off me!" attack.
-Greatly increased damage. Being attacked by a lizard with sharp talons the size of kitchen knives should be deadly.
-Reduced life (Small reptile based on speed and agility, not on stamina)
-Removed taming and riding raptors. (Not only impossible but also ridiculous IMHO)

Crab
-Slightly reduced size
-Slightly increased speed (they scuttle pretty fast)
-Reduced life (bashing a crab 10 times with a hammer? Please...)

Fish of all kinds
-Increased speed moderately.

Piranha
-Increased speed
-Decreased damage (Strength in numbers not in bite size. A single Piranha is a nuisance, a few are deadly)
-Made attack range really close to the player. (Small fish clinging to your flesh)

Butterfly
-Decreased size
-Slightly increased speed

Lion
-Slightly reduced size to be just about as tall as the player character
-Increased speed to be slightly above player speed (running away from a lion should not be possible)
-Increased damage, (you should not be able to survive more that 2-3 bites from such a large animal)
-Added the ability to detect and engage player from further away. (Actually further than the raptor does. This is an evolved mammal with keen sense of smell and sight)
-Greatly increased life (this is a strong, large, muscular feline after all)

Turtle
-Slightly decreased size
-Slightly decreased life

Shark
-Increased speed
-Increased life (I dare you to try and hammer a shark to death)
-Greatly increased damage (This is a creature that can bite you and your surfboard in half at the same time)
-Removed the Landshark script
-Added the ability to detect and engage player from further away.

Scorpion
-Decreased size
-Decreased life (This is an insect that you can crush under your boot)
-Decreased distance for agression/chase and distance for attack. (The scorpion only attacks you if you do something stupid like step on/near him)

Sheep
-Decreased size (Good-bye cow-sized sheep)
-Increased speed a lot (Have you ever seen a sheep? They can run, lemme tell ya)
-Decreased life (Had more life than a lion originally)

Dragonfly
-Slightly decreased size
-Slightly increased speed

Fly
-Greatly decreased size
-Increased speed

Snail
-Decreased size just a bit

Monkey
-Decreased life
-Increased speed
-Increased the amount of poop... no, wait, joking.

Bird
-Slightly increased speed

Kiwi
-Slightly increased speed

Parrot
-Slightly decreased speed (it flies somewhat slower than a regular bird. Not too slow)

Eagle
-Decreased attack range (It always bugged me that eagles can hurt you even when they swoop at some distance)
-Increased speed (Eagle dive speed should be fast)
-Decreased aggression/chase range to make them more territorial and less "hunting humans for food and sport"
-Decreased damage (a vulture peck/claw should hurt less than being sliced open by a lion)
-Slightly decreased heath (It's a bird, not a car-sized lion)



Questions:
-Does anyone know what the "eyes" value does?
For instance, the raptor had 10 and the lion had 1. Is it by chance some kind of "field of vision" value?

Things to do (that I can't figure out yet)

I need help on how I may be able to do this:

-Change the behavior of animals from "spin around the spawner" to roaming patterns, or at least larger spinning patterns
-Change the aggression pattern :
*Sharks should hunt fish
*Lions should hunt sheep, kiwis and monkeys.
*Raptors should eat everything that moves.
*Scorpions should poison medium and large mammals that cross their path.
*Vultures should hunt monkeys and kiwis
-After all that is done, some tweaking with the spawn rates will be required in order to achieve a balanced ecosystem.
I believe that the rates of small "food" animals should be increased and the rate of "hunter" animals should be decreased.

If this is possible I'd like to somehow script a creature to STOP at a dead animal that is present in its aggression list, and blank its inventory after some time.
edited 16×, last 15.03.11 01:42:13 pm

old Re: Massive Mod

BiGSiD
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Actually, these are very cool ideas. Even so cool that I think about, to use those ideas (in part, not all) for Stranded2.5.

If i skale or decrease or increase any unit like your suggestion, and it looks like yours, then i have to ask for use of the idea.

To script for hunting animals each other, the best idea is to ask 'Feuer der Veränderung' from german forum-section, he has allways improved such a script, with more or less success ... but i've heard it should be work.

P.S.: Best regards to 'builder2.0' for his work, it's a kind of 'milestone' for StrandedII and any mods.

old Re: Massive Mod

Nikky_Boy
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Oh, yeah, anyone that wants to use any of my ideas is free to do so, with or without credit.

old Re: Massive Mod

BlueLimon
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nikky, did you done these things already? if yes plz post it here it will be (00L!!!1!!!1!!!

old Re: Massive Mod

Nikky_Boy
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Everything above the "Things to do" part is done and in testing.
As said, will not post code until Builder says it's ok.

old Re: Massive Mod

Medieval Nerd
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By the gods!

This is so amazing. I've been looking for a survival game for about 1 month now. Played Robinson's Requiem and Survival - The Ultimate Challenge, back in the day. But wanted something new. I really stumbled upon this by pure chance of way. I play Dwarf Fortress and Deon, a modder in that comunity, has a map mod he made for this game. And well, followed the links and boom.

Ok, so I just got the latest pack posted by Psytechnic (the repacked mod + patch). I was playing the vanilla game for quite a while yesterday. And now this? Wow.

I have to say the learning curve or rather the difficulty with this mod is quite steep compared to vanilla. Simple things like keeping the fire stoked, is a welcomed change.

There is one thing I wasn't able to understand. It seems I have no idea how to cook meat lol. I made the grill, but when I placed my large chunk of meat in the fire. I waited and it said "Meat burnt". How do you know when it's ready? Or is it just a chance that it fails?

Oh and, who's evil idea was it to make water sources run out? lol, I planted an epic crop field next to a water well, and uhm, was surprised by the lack of infinite water.

So yeah, thanks to anyone involved in this project. It's astounding to say the least. Makes Lost in Blue feel like a very simplistic game.

old Re: Massive Mod

Mesarobert
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Medieval Nerd has written
There is one thing I wasn't able to understand. It seems I have no idea how to cook meat lol. I made the grill, but when I placed my large chunk of meat in the fire. I waited and it said "Meat burnt". How do you know when it's ready? Or is it just a chance that it fails?


Since you got the burnt message, you know how to do it, but yeah it's just a chance for the food to burn

old Re: Massive Mod

Medieval Nerd
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OK, so there is no possibility of you letting it overcook by waiting too long. If it works it just works.

Thanks, just wanted to be sure before I wasted more large pieces of meat.

Cheers!

EDIT:

I had another question. I started an adventure game, and I can't seem to find any clay to make the bowls to cool hot soft iron items. Is there a way to get clay in adventure mode? Or is it unavailable due to being a new item?

Thanks!
edited 1×, last 13.03.11 07:04:55 pm

old Re: Massive Mod

Builder2-0
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Nikky_Boy has written
Ok I had a bit of time and tested some things.

First of all, I don't know how to "release" (or rather communicate this to the people) as to not upset Builder. I am posting here simply because this is the most active thread. This modifications can also be applied to the vanilla Stranded2.

I modified the behavior of the animals, to better suit my playing needs and for (what I think it is) better realism.
At first I will describe what I have modified. The actual code will not be posted until Builder gives permission.
If this is inappropriate in any way, please tell me so and I will remove it from here and start a new thread.

Better Wildlife

What I'm aiming for:
[snip]

If you want to post it as a mod for MM, only upload the files you have directly changed. Like a patch.

old Re: Massive Mod

BlueLimon
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Nikky_Boy has written
As said, will not post code until Builder says it's ok.

Builder2-0 has written
If you want to post it as a mod for MM, only upload the files you have directly changed. Like a patch.

Now you can upload it nikky

old diffculty settings

trashcan988
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hello, I was wonder where the location for the diffculty settings are. i would like to edit things like on nromal have fountains enabled and a few other things. any help would be great.

THanks

old Improved Wildlife

Nikky_Boy
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Exact description of this mod on Page 85, the large post.

tl;dr version:

-All aggressive animals see and engage you from far away.
-Hitting animals is now harder, as collision boxes (hit areas) have been edited to not be larger than the animal as they previously were. Use targeted body shots to kill!
-Animals are faster than humans. Climbing trees and rocks highly recommended at least until you get better weapons.
-Animal sizes closer to real world.
-Animal "life points" closer to real world.

-Raptor- Fast, small, deadly. Easier to kill.
-Lion. Tank. Nuff said.
-Shark. Submarine. Nuff said.
-Vulture. Territorial. Less likely to attack unless near nest.
-Scorpion. Harmless as long as you don't step near it.
-Sheep. No longer cow-sized.

Other tweaks.

Warning!
The game is now significantly harder. You may have to generate 10 to 50 random/hard islands until you get to survive the first day!

/tl;dr

I did not and never will modify the items dropped when the animal is killed and other things. I am working on animal behavior and attributes alone

This is for the latest version of Massive Mod.
I promise to update and sync as fast as possible with Builder's releases.

Thank Builder for the mod. I did almost noting. Just modified a few numbers.


Download at:
http://www.filedropper.com/units

Put the units.inf file on top of the existing file in:
%your game location%\Massive Mod\gamefiles\mods\Massive Mod\sys

Generate a random raptor hunter map. If the raptors are fast and the size of a large dog, you've installed it correctly.
edited 1×, last 15.03.11 02:54:21 pm

old Re: Massive Mod

trashcan988
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I would like to add animals like lions and stuff on an easy map but looked over alot of the files, not sure where to enable it. maybe i missed it but can some one let me know where or how i can do that

old Re: Massive Mod

googa
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Hi,
I just cant have soft nails to become hard (usable) nails.

Should I press the left or right mouse button while keeping a water container in my hand?

should I remove the fuel from the fire before watering it?

How do I start with pottery?
I've been stuck fora ages and haven't yet been able to build anything that requires nails.

Thanks a lot.

old Re: Massive Mod

ckaseman
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Just came back to Stranded2/MM after many months away, and it's just as much fun as I remember.

However, I find that I am unable to forge any iron tools, aside from hooks, spearheads, nails and bolts, despite my forging skill being above 75.

Specifically, I really, really need an axe head. I need logs to build things and it's getting frustrating having to rely on finding the random ones rather than being able to cut down trees.

This is a fresh install of MM, downloaded just a couple hours ago, from the link on page 74. I've also installed the page 80 patch.

old Re: Massive Mod

Astura
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Is it still possible to build the monkey school? Cause when I tamed a monkey a Hammock appeared instead of the school
Another thing, time doesn´t pass in mine, except I sleep, so I can´t really use the lava forge
edited 4×, last 25.03.11 10:40:24 pm

old Somewhat off topic

Spartacuscat
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Me and a few other friends are trying to get into this mod but well crap, it's pretty darn hard to be honest
Maybe we should start a topic to dump the recipes and other important in game stuff about the mod? Or maybe we can start a scratchpad entry? It's really a suggestion to make the mod much more user friendly for other newbies such as myself. I know that Builder is trying to make a guide but why not let his fans do that for him while he just worries about the actual modding?
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