Survivalist: Invisible Strain

Survivalist: Invisible Strain

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Lemonhead 2 Feb, 2021 @ 1:36pm
Continuation from 'World's dumbest AI' thread
Originally posted by CellNav:
Note the left hand side scripts where there is a "CauseOfDeath" referring to the "zombie", and above that there is one of the basic scripts for Blame without any specific condition. I don't know if "Cause Of Death" means a zombie caused a death or the NPC turned into a zombie causing the death ...

It appears to be the former, though there's no reason both couldn't apply assuming the game notes someone turning as being killed by a zombie. For reasons evident in the scripts that have escaped me between there and here. (This old melon is so ill equipped for this anymore.) I suppose I could hop in and test it next time I'm at this, I'm betting if a community member turns while the PC is standing around, they'll be blamed, just the same as if it were an actual ZombieMurder.

One thing I noted in my search is a complete lack of any interim state in the hostility scripts. Some scripts call for going straight to war with no other qualifier than the script tripping, and many have no apparent impact at all aside from some fun text, from just looking at the script anyway. I'm seeing no memory assignment or relations change for these, etc.

I think there needs to be a more nuanced progression to war. So instead of 'DeclareWar' firing as a guaranteed result of BlameForZombieMurder for example, what about: IncrementVariable (I'm not sure just what variables I'd have at my disposal yet, nor syntax) <Despise?> -80 or whatever and then ultimately a script related to despise value popping off from a faction leader or whomever: "You're nothing but trouble!" -> DeclareWar.

This would allow for a lot of in between states, and possibly allow the player an opportunity to salvage the situation pro-actively.

It might allow for the illusion of memory exchanges, i.e. the community arguing about what to do possibly, presenting 'evidence' (I'm seeing nothing to do with Saw/Witnessed X, though I could certainly make a facade using relationship values), etc. These interactions could then adjust this assumed despise variable this way or that before the sentence is meted out. Interrogating the player could be kind of applied, albeit pretty clunkily.

I'm not sure if it's possible to detain the player at gunpoint yet, but I'm hoping to find something in the looter greet script I can use. (It would be mighty silly to have an across map interrogation, and having someone running after the target to initiate the related dialogue would get very wacky.)

I'd even like to see a delay with the declaration: "You've got five minutes to clear out of here and I'd better never see your face again!" -> DeclareWar Delay=5min
This is what I think I'm going digging for next.

I'm concerned that DeclareWar will then result in the constant raiding business. It'd be nice if there was a defensively red state one could put a community into, but perhaps that's hand waveable.

The goal of all of this being to reduce the theft of the player's agency in these circumstances, and help them understand better what's happening at the very least, before everyone stats shooting.
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CellNav 2 Feb, 2021 @ 4:07pm 
Red Riding Hood wrote some guides, this can be useful when creating the logic, and since there's many examples given in the script then it should be easier to wrap our heads around it. Below is the link to Red's Guide Hub. Personalities, Relationships, and Memories can be used to direct the flow.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2172933883

Also, communities are a tight knit group. Turf War (script) can happen and other communities can throw their members out ... "I've had enough of you Joe" (cling, clang as the swords swing).

I'm sure you've opened those scripts that take 30 seconds or more to load, and it looks like spaghetti on a dinner plate. I fear that is how complicated the "Declare War" would look like, and sometimes I think it might be futile to negotiate because after spending 5 minutes "talking" through the bubble prompts ... well, reloading a save game before it happened has been the habit we all get into when the results are not what we want.

So, going to war ... simple logic, no drama, skips the middle ground, bang-bang (for now).

I think the best example of negotiation would be the scripts when we come across a looter. Inserting an identical script to link the declaration of war. So simple logic flow could be :

1. You killed Joe (or they think you did)
2. Give me gold for Joe's death.
3. But I'm a powerful warlord ...
4. and you know the rest of the story.

Creating a script is just copy/paste with a little red pen. It's like being the director of a B-Movie and we don't like what the story writer did, so we get our pen out and line through it and get the actors back together and .... Take 2 ... and then hopefully the under paid actors can follow the script ... haha.

Even that 1-2-3-4 example above can mix in a little love .... Oh, you just need a hug, then we can avoid war. Yeah, silly but hey, maybe the other guy just needs a hug, plain and simple logic.
Last edited by CellNav; 2 Feb, 2021 @ 4:31pm
CellNav 2 Feb, 2021 @ 4:48pm 
I just came across something interesting in my game .... After stealth killing 4 raiders out of 6, these last two raiders began to fight each other (Turf War, I think). I didn't catch the conversation but I've seen it before (I saw the bubble but the text was too small).

These are two members of the same community, and since they didn't see me then suspect and blame could have been directed to each other (being the last two perhaps remaining). So, it was a last-straw all of a sudden. Generally I slaughter all the raiders, some people do it cleanly with a few molotovs and skip the drama .... haha.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2382604246

They didn't fight for very long after that screenshot. A member from the nearby community saw the fight and ran out "guns blazing" and interrupted their squabble. I took the opportunity to show my face and performed the coup-de-grace on one raider, the other guy ran away. I'm disappointed, I wanted to see them sort out their differences ... :P
Last edited by CellNav; 2 Feb, 2021 @ 4:52pm
Lemonhead 11 Mar, 2021 @ 12:54pm 
Sorry about fading off there. The ol' lady took a week vacation for some 'us' gaming and I wound up catching the bloody Valheim bug. Still have it, but I'll be back in the saddle eventually.

I'd bet that scenario was a morale drop faction quit generated by casualties and fickle, and then of course "you left us" fight. Cool catch. These are the things that make me love this title.
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