-
Notifications
You must be signed in to change notification settings - Fork 4.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Revamp the military base #78463
base: master
Are you sure you want to change the base?
Revamp the military base #78463
Conversation
The military base is a globally unique special, so I don't think it's a problem if its layout is somewhat predictable from game to game (adding to the underlying guess that military bases set up by the same military force probably use the same basic layout principles). That shouldn't be considered as criticism of your effort, but rather as a tempering of impulses to go overboard with layout variability, and instead focus on local variability (destruction, vehicle placement, and other factors that would vary based on circumstances rather than overall layout). |
As an idea, make underground floors. Headquarters, warehouses, generator room, pump room, localized mothballed (or not) shelter. Basically anything that needs to survive a strike on the surface. Additionally will help with downsizing if size interferes with base placement. P.S. A mesh perimeter fence? So civilians can stare at the base? |
Summary
Content "Remade the military base"
Purpose of change
The current military base is very predictable in its layout and is in a very good state for having gone through a bunch of riots, people fleeing cities, and reality breaking.
Originally I tried doing this using a mutable but I wasn't satisfied with the way I had to build the perimeter wall and couldn't quite get the roads to look like I wanted, so now it's a special that uses nests to randomize buildings.
The following is a map of what buildings go where
Where light gray is the outer walls, black is road, green is field, yellow is parking lots, dark gray is a1x1 OMT building, blue is a 2x2, orange a 3x3, and purple is 2x3 barracks.
As is visible on the above map, this resizes the military base from 10x11 to 15x15 OMTs, increasing it to this size might have an impact on how often it spawns, haven't seen it struggle yet though.
The following still needs to be done:
helipad,armory,small warehouse,parking lot,radio tower,small power stationDescribe the solution
Added a palette and mapgen that spawns every nest.
Screenshots and descriptions of each OMT:
1x1 OMTs:
Perimeter wall
The perimeter wall is all around the outside of the base, the corners in the military base have towers on them.
(The grass under the furniture is gone, I'm too lazy to get a new screenshot)
Checkpoint
Road
Straight & curved
Crossroads
Dead end
Tee
Armory
Armory 1
Armory 2
Helipad
Small warehouse
The warehouse has its own itemgroup which spawns a lot of food and general utility
Small parking lot
Radio tower
The tower continues up to z6
Small power station
2x2 OMTs:
Cafeteria
Offices
Shooting range
Warehouse
3x3 OMTs:
Motor pool
Hospital
Communication center
I also added dormant zombies to the military base zombie mongroup and adjusted itemgroups for spawning items in new buildings and things like that.
Describe alternatives you've considered
Making it a mutable but from my attempt to do that it's very clunky to do the walls and building placement in a satisfying way.
Just add nests to the current mil base instead of remaking it.
Testing
Game compiles & loads (for now)
Additional context
There is a small bugfix included in commit 7854905 which makes not specifying rows work for mapgen bigger than 24x24, kindly made by @Procyonae.
As one might expect, finding detailed info on US military bases is pretty hard so this is a lot of guesswork.
If anyone has suggestions, feel free to let me know