MOD - Eternal Vigilance: The Price of Pastry

How should pastry be used in EVTPOP

As food
26
33%
As a building material
4
5%
As a medical supply
9
11%
As a ranged weapon
17
22%
As a hat
23
29%
 
Total votes: 79
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Bee salesman
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Mon Sep 17, 2012 6:47 pm

this sounds good. i don't know how to use mods though , just how to raise bee awareness and make sales based thereon.

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Santaissick
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Mon Sep 17, 2012 10:36 pm

Bee salesman wrote:this sounds good. i don't know how to use mods though , just how to raise bee awareness and make sales based thereon.
Who is this guy??! Seriously?!?! He just got out of nowhere, name and picture very bee-ish, and few hours later---> Every single topic I check, there's bee-related herbaderpa with no point!! :)
"What was once a pile of dirt, is now even greater pile of dirt, as I shoveled more dirt on it." - Kim Jong Un, 2013

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Scotterius
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Mon Sep 17, 2012 11:45 pm

Santaissick wrote:
Who is this guy??! Seriously?!?! He just got out of nowhere, name and picture very bee-ish
Heretic.

This is why we cant ever have anything nice. Some new guy has to talk about his lordship with out even a 'sir', and next we know here comes Beedorum turning my rainy (but not yet painful) September day into a honey dipped- deep fried wasteland.

Gee...thank you very much. Buster. And um...Beedorum be praised.
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Bee salesman
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Wed Sep 19, 2012 1:00 pm

I, sir, am the BEE SALESMAN!


and I'll thank you to remember it.

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toaster Assassin
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Wed Sep 19, 2012 3:20 pm

Ha ha, good sir!


May Beedorum bless your household with many a PlE.
Santaissick said: Who is this guy??! Seriously?!?! He just got out of nowhere, name and picture very bee-ish, and few hours later---> Every single topic I check, there's bee-related herbaderpa with no point!! :)
My friend you have met the Bee salesman. My advice to you is to not offend him and just buy what he selling and you will get through this ok. (Just don't try to agitate him)
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Santaissick
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Wed Sep 19, 2012 3:53 pm

Sound like a good advice. Maybe I just do thatImage
"What was once a pile of dirt, is now even greater pile of dirt, as I shoveled more dirt on it." - Kim Jong Un, 2013

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Scotterius
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Wed Sep 19, 2012 10:44 pm

Ok so this is odd. Some people have asked how to make mobile shopkeepers and I am going to post that here. It relies on you being familar with the Construction set and how to add NPC's and groups.

First you need to make a new AI goal. So open up your mod (always work from a mod, not the base files) and under Biomes you will find AI Goals.

1. Find the one called 'Shopkeeper' and make a copy of it.
2. Rename the copy to what you want the new AI goal to be called, I called mine 'Wandering Shopkeeper'.
3. See how under the Misc selection there is something called 'Enum' - stand at shopkeeper node? Change it to 'stay close to target.
4. Now make your NPC.
5. Make sure he has 'Wandering Shopkeeper' as an AI goal. He can have others to. My bees-vendor has Follow leader and protect allies as well.
6. Give the NPC a shopkeepers backpack
7.Give the NPC the dialogue 'Trader1'
8.In the drop down menu add vendor. This will allow you to give the NPC a set of items to sell, like weapons or clothing. If you want them to sell special things you can make new lists.

And that is it! Your NPC can be added to existing groups, like the Bandit squad and now it has a trader that you can talk to as long as you are nuetral...and maybe if your not.

This is made compoundingly strange because in the current released version of EVTOP the vendors dont work...but in my working version they do. I am holding back from updating until the next release from Chris.

Edit:Update is out. Pastry for everyone. Bandits dont start nuetral...dont know if their wandering shopkeeper works. Let me know if you find out...you wicked bandit sympathizers.
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djfabiokk
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Location: Venezuela.

Mon Oct 01, 2012 12:40 am

i think you should nerf a little bit the sand ninjas, 1 Jounin spawned with 80+ stats and followed me, he killed brink, capital city, clownsteady and traders edge.....

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Scotterius
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Mon Oct 01, 2012 1:53 am

Those are not sand ninja's. They are a completely different faction that starts neutral to you. Their army dosent spawn very often. I will look at that. I will update it tomorrow. I am shocked they did so well, because there are equally hard people in the towns.

The warlord has fantastic gear, but it requires a party in the upper 50's to take him out. Thank you for the feed back.
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djfabiokk
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Mon Oct 01, 2012 2:41 am

Scotterius wrote:Those are not sand ninja's. They are a completely different faction that starts neutral to you. Their army dosent spawn very often. I will look at that. I will update it tomorrow. I am shocked they did so well, because there are equally hard people in the towns.

The warlord has fantastic gear, but it requires a party in the upper 50's to take him out. Thank you for the feed back.
im not talking about the army, just 1 guy owned all the town, he was doing 250+ damage with 1 hit, and he had a heavy weapon, that means he got to kill up to 4 guys in 1 hit....

wolfwood296
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Mon Oct 01, 2012 3:28 am

umm the warlords have katanas...

but mabye the boss is the guy that chased you
I'M BACK !!!!!!!!!!!!!!

and i bought kenshi!!!!!!!!!

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Scotterius
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Mon Oct 01, 2012 3:46 am

djfabiokk wrote: im not talking about the army, just 1 guy owned all the town, he was doing 250+ damage with 1 hit, and he had a heavy weapon, that means he got to kill up to 4 guys in 1 hit....
Ok, then I dont know what that was. I have not changed the sand ninja's in any way, are you running another mod?

I have never seen another faction attack another outside of bandits, I was afraid this carried into the mod.
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djfabiokk
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Mon Oct 01, 2012 4:37 am

Scotterius wrote:
djfabiokk wrote: im not talking about the army, just 1 guy owned all the town, he was doing 250+ damage with 1 hit, and he had a heavy weapon, that means he got to kill up to 4 guys in 1 hit....
Ok, then I dont know what that was. I have not changed the sand ninja's in any way, are you running another mod?

I have never seen another faction attack another outside of bandits, I was afraid this carried into the mod.
Oh yeah i forgot that i had the Expanded gameplay mod enabled :oops:, sorry for that one, i guess i have to go to that thread and make the feedback there.

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Scotterius
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Fri Oct 05, 2012 12:52 am

So there is another update. This one introduces a new head wear.

Strawberry hats. Straaaaaaaawberry. Get it? Get it?

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Get it now?

This holy head wear has been brought to us by St. Hvizeu, the bringer of pastry hats.
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djfabiokk
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Fri Oct 05, 2012 4:40 am

Scotterius wrote:So there is another update. This one introduces a new head wear.

Strawberry hats. Straaaaaaaawberry. Get it? Get it?

Image

Get it now?

This holy head wear has been brought to us by St. Hvizeu, the bringer of pastry hats.
oh my godness... im downloading 3ds max rite naow. You know why?

BECAUSE IM GOING ALL OUT BABEEEEH. IM MAKING A FREAKING PlE ARMOR

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Scotterius
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Fri Oct 05, 2012 7:54 am

Actually little black and white icons where the skull and bones are would be really classy.
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Botcher
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Thu Dec 20, 2012 1:08 pm

Little odd bug here... When trying to attack the Khans randomly out in the wild, they tend to flee instead of fight. The only way to get them to fight is by taking down the Warlord, which is difficult to do as he also flees along with the entire squad until I stop pursuing.

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Santaissick
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Thu Dec 20, 2012 10:07 pm

Botcher wrote:Little odd bug here... When trying to attack the Khans randomly out in the wild, they tend to flee instead of fight. The only way to get them to fight is by taking down the Warlord, which is difficult to do as he also flees along with the entire squad until I stop pursuing.
Something similar happened to me in normal game. But I figured it out. I had so positive relations to the faction I was trying to attack, that when I attacked them, my relation to them was still on positive. They just run away until I chased them long enough for the relation drop enough for them to fight back.
"What was once a pile of dirt, is now even greater pile of dirt, as I shoveled more dirt on it." - Kim Jong Un, 2013

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Scotterius
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Thu Dec 20, 2012 11:24 pm

That is interesting, I will still take a look at the AI codes and see if they changed since the last time I played.
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Botcher
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Fri Dec 21, 2012 1:02 am

Santaissick wrote:
Botcher wrote:Little odd bug here... When trying to attack the Khans randomly out in the wild, they tend to flee instead of fight. The only way to get them to fight is by taking down the Warlord, which is difficult to do as he also flees along with the entire squad until I stop pursuing.
Something similar happened to me in normal game. But I figured it out. I had so positive relations to the faction I was trying to attack, that when I attacked them, my relation to them was still on positive. They just run away until I chased them long enough for the relation drop enough for them to fight back.

Hm... Hadn't thought of checking the relationship between groups, though I had skimmed through the Khans diplomacy panel. I'll have a look and see if that's the problem (from what I remember, I didn't even see the Nameless faction (my faction) listed in the Khan's panel, though I could've missed it.
Scotterius wrote:That is interesting, I will still take a look at the AI codes and see if they changed since the last time I played.
Let me know if you find anything. :)

*edit* I'm actually not even seeing the khans listed under my own factions diplomacy tab, so I have no idea if the issue is with relations.

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