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Revamp the military base #78463

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Milopetilo
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@Milopetilo Milopetilo commented Dec 10, 2024

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

image
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:

  • Make everything rotated correctly
  • More 1x1 OMT buildings: helipad, armory, small warehouse, parking lot, radio tower, small power station
  • More 2x2 OMT buildings: cafeteria, office spaces, shooting range, warehouse
  • More 3x3 OMT buildings: motor pool, hospital, communication center
  • Add the barracks
  • Add the parking lot out front
  • Add damage to the base & take new screenshots
  • Migrate old military base
  • Small bunker network under the base?

Describe the solution

Added a palette and mapgen that spawns every nest.
Screenshots and descriptions of each OMT:

1x1 OMTs:

Perimeter wall

image
image

The perimeter wall is all around the outside of the base, the corners in the military base have towers on them.
image
image
(The grass under the furniture is gone, I'm too lazy to get a new screenshot)

Checkpoint

image

Road

Straight & curved
image
Crossroads
image
Dead end
image
Tee
image

Armory

Armory 1
image
Armory 2
image

Helipad

image

Small warehouse

image
The warehouse has its own itemgroup which spawns a lot of food and general utility

Small parking lot

image

Radio tower

image
The tower continues up to z6

Small power station

image

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

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Map / Mapgen Overmap, Mapgen, Map extras, Map display Spawn Creatures, items, vehicles, locations appearing on map [C++] Changes (can be) made in C++. Previously named `Code` Monsters Monsters both friendly and unfriendly. Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Items: Armor / Clothing Armor and clothing json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Dec 10, 2024
@github-actions github-actions bot added the Scenarios New Scenarios, balancing, bugs with scenarios label Dec 10, 2024
@PatrikLundell
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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).

@IdleSol
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IdleSol commented Dec 11, 2024

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?

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astyled astyled PR, label is assigned by github actions [C++] Changes (can be) made in C++. Previously named `Code` Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Items: Armor / Clothing Armor and clothing [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Map / Mapgen Overmap, Mapgen, Map extras, Map display Monsters Monsters both friendly and unfriendly. Scenarios New Scenarios, balancing, bugs with scenarios Spawn Creatures, items, vehicles, locations appearing on map
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4 participants