咕咕嘎嘎?! Chara路
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你知道吗?你不知道 Zombie spawn map is now generated automatically. -- Two levels of noise are applied to the spawn map to generate a variety of Z spawn configurations. -- Noise is seed-based so each new game will return a different configuration, unless a specific seed chosen. Details: An improved Zed Spawn Heat Map system has been implemented. The Heat map is now generated automatically based on certain tiles' locations on the map. Each of those selected tiles is given a certain radius of influence and a zombie spawn multiplier. For instance, Military tiles will have a large radius and a high zombie multiplier, while Vacant tiles (ie: broken windows for instance) will have a medium radius and a low zombie multiplier. This system is also coupled with a seed-based cell noise that subtracts from the aforementioned zombie spawn heat map in order to break the predictability of, for example, always having lots of zombies next to a military base. There are two noise levels overlaid on top of each other which will provide variety on a residential scale and on a district scale. ie: Sometimes a normally busy building will have no zombies (or at least fewer zombies), and sometimes and entire street or block will be voided of zombies (think LV) The system will work with all modded maps and allow workshop mappers to adjust their heat map if they are not happy with the generated result. This system does not drive the presence and the number of zombies inside houses, this is done through an entirely other system, it only affects Zombies spawning outside buildings. We will be adjusting the tiles selection (that generate those areas of infleunce) so as to make sure there are not too many weird edge cases, but overall we hope that this will be a much more robust system that will provide a more consistent Z distribution and a certain level of surprise. You can look at what it looks like in debug mode under the map options. In the images attached to this post you can see the zombie heat map of
幻兽帕鲁的流水线方面有种原始的美 作为比较喜欢玩工厂游戏的,幻兽帕鲁的设计体验下来,有种原始的美。 没有优先级,没有逻辑规划,没法下达指令,帕鲁又占体积碍事导致想按哪个,哪个按不出来,全都是f键,帕鲁完全是想干啥就干啥,满地乱跑,并且由于设计里木场和石场优先级都比较高 所以今天造第二基地时出现了外面有6 7个矿要采,但这边一建了采石场就全部去采石头了。没管家里外面抓了一会儿帕鲁,回来一看矿是一个没挖啊 所以强烈希望有个阀值,石头木头够数就得了。同时也能设计优先度和自动采矿,别非得亲自把帕鲁一个个扔过去才知道要采矿 还有就是,矿生成点不明,不跟木头一样,矿哪里都要,我这边挖了就直接没了,虽然不知道这矿是不是原地长出,但我还要造基地啊,万一设施盖了点位我也不知道,所以我就不敢乱建,而且圈就这么大,我看后面也就共有三据点,地少人多的 另外还有一点,这造建筑的手感简直是史,史中史💩,建个房难受要似,建个楼梯像吃了坨大的(底下甚至没法塞三角架),迷惑的没有支撑(飞天屋顶有时可以有时怎么都不行),费解的摆不了地基(有的地基都长土里了,我又没法修平),以及大型设施部分出了圈外帕鲁就完全不管的设计,,,,真是沟沟又史史啊
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