Survivalist: Invisible Strain

Survivalist: Invisible Strain

Zedmulate
CellNav 25 Sep, 2021 @ 11:47pm
Farmer Role Setting
Hi Lemski07,

I did some testing on setting a role for a farmer automatically without needing a quest by the player to micro-manage another communities roles. The first test was to see how the game performs automation. I created a new test story with the following setup :

1. Community Size = 5.
2. One Guard Tower.
3. Some trees and camp buildings for them.
4. Set first npc role to Leader ; set second and third npc to level 5 farmer.

Next, I ran the scenario without my scripts. The following order is what the game set the other members (starting with #2) :

#2 = cook
#3 = Lumber Jack
#4 = Guard
#5 = Farmer

I ran another test with 10 members to see who gets the farmer role, it was the last two characters created (drop on the map). My assumption is one farmer for every 5 members (at the moment).

When I used "THE FORCE" on #2, that npc became a farmer and the original farmer(#5) switched to a cook. If I chose #3 to be a farmer (instead of #2), the original farmer became the lumber jack.

Here's an SS of the scripts and I'll explain my testing ...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2611790724

I'll explain a few reasons for the test conditions ...

IMPORTANCE = Critical ... I used this to see the "meanwhile" pop up without being near them and it's best to set to low.

REPEAT TIME = 10 ... Just a test but my plan is to set that value to 7200 seconds (4 Days) because I want the AI to check between harvest times. Obviously the harvest times will get out of sync but it's a start anyhow.

IS NOT A LEADER ... I did not want to disturb any automation for the leader. A long time ago I noticed a leader by themselves and they performed the lumber jack role, I don't know if they can automate other roles.

You'll note that I didn't exclude the TRADER of the community. My plan was to create a trading community but more testing and conditions need to be setup because once the trader is gone (my script will make that happen !!) they never come back.

For now, I hope this test can help you decide on how you want to proceed with your design.
Last edited by CellNav; 26 Sep, 2021 @ 12:06am
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Lemski07  [developer] 5 Oct, 2021 @ 9:47pm 
@CellNav Just saw your post, yeah I just recently saw that "set role", I'm trying to make similar to that one you created. also I think that set role could probably be used to set a new trader when one dies. I'm making a script for the npc community farmers to level their skill to level up automatically similar to the one I added which levels skills then create a script that assigns the one with highest farming skill to be a farmer. since sometimes they have a level 5 cap in farming but their current farming is low.

My problem is the skill level up don't work on npc's they don't increase the level I just might do what you did.
Last edited by Lemski07; 5 Oct, 2021 @ 9:59pm
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