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feat(balance): military locations overhaul, part 1 #4051
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scarf005
approved these changes
Jan 6, 2024
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Purpose of change
I've been meaning to rebalance and update military locations for a while, and I decided to tackle the hard part first and hit the military base with the rebalancing stick first. Main reasons are:
Describe the solution
Changes and additions to the location:
|
and-
are botht_wall
just used differently for aesthetics" to free up using one for exterior walls and the other for interior walls, likewise setting aside tiles for elevator and elevator controls.mil_base_mess_hall
.GROUP_ROBOTS_MIL
inside the warehouse, armory, and command center. Removed any zed spawns in those buildings where present, instead making it so these points of interest require contending with potentially more dangerous robots, who should be isolated enough from the zeds outside that they'll be less likely to infight and make things too easy. :3military
itemgroup along with being where the battery for the above mech is stored.Related itemgroup changes:
clothing_military_distribution
to work for spawning assorted relevant clothing items.clothing_soldier_shirt
, including tank top variations.clothing_tactical_leg
andclothing_tactical_torso
to include relevant storage items previously spawned individually in the warehouse.military_ballistic_armor
for specifically the common everyday vests and helmets to be seen in military storage.mil_armor_electronics
for certain other spawns to use, includes the radios, UPS spawns, etc.mil_armor
to make use of relevant child itemgroups at fitting weights, to streamline the group and make places that call this group more consistent with places that call the relevant sub-itemgroups.pwr_armor
so that it uses the same general odds of getting a given variant of power armor as dropped by armored zombies. Additionally has decent odds of pairing a suit with its resepective helm.pwr_armor_acc
to favor the accessories that'd likely be used the most, the hauling frame and mag carrier.mil_accessories
into calls to relevant sub-itemgroups as done withmil_armor
.mil_armor_torso
using appropriate sub-itemgroups.dry_goods
as it was notably not used in any fitting itemgroup but mainly spawned via explicit item spawns in the military base warehouse.bots
itemgroup calling for obsoleted inactive bots.guns_launcher_rocket
as most fitting place for it.book_military
as it was the only noteworthy book in the military base's warehouse not already in that itemgroup.mil_bedding
for use in relevant places, merging some spawns inarmy_bed
into a call to this itemgroup.mil_armor_electronics
in itemgroupsmil_hw
andhelicopter
.inactive_bots_milspec
to have a more logical spread between utility bots, hacks, security bots, and turrets.supplies_mechanics_milspec
to incorporate more military-related vehiclepart items that were present in the military base motor pool but previous absent from the itemgroup, and stripped out some spare part items called for in other related groups.nested_m2browning
andeveryday_m2browning
, adding them toguns_rifle_milspec
andcarried_guns_rifle_milspec
as they were notably absent from those groups.Monster and monstergroup changes:
GROUP_ROBOTS_MIL
for use in military locations. In particular this will also see some use in military outposts and helipads in the future, for now it's used most notably in this location. Includes a few non-military security bots like the lower-tier dispatch bot and riot bots, but excludes stationary and flying bots.DIGS
toCAN_DIG
so they can actually properly spawn and path on hard surfaces.Scenario changes:
CITY_START
scenario despite its overmap special having a minimum city size required to spawn.Changes to mods:
Describe alternatives you've considered
Banishing this awful fucking mess of a location to the shadow realm because holy shit this was so much work to update and there still will likely be some areas that could use improvement.
Notably, while I tweaked the contents of the motor pool workshops a bit it could potentially use a more intimate look, likewise I didn't look at the items in the infirmary, mess hall, communications center, command center, command center bunker, nor the barracks buildings.
Testing
Screenshots:
Warehouse:
Motor pool, showing a hint of the adjusted primary garage and the elevator in the secondary garage:
Armory, now with more danger:
A hint of how much harder it'll be to break into the command center's bunker:
Basement level of the armory building and how it now connects to the tunnels:
Garage space and storage under the motor pool, showing the mech spawn as well:
Additional context
This took so fucking long to finish up. Having to bounce it back and forth between my desktop and laptop didn't help, been a busy past week or two.
Eventually though the military outpost, helipad, and bunker will be overhauled too...
Checklist