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Media v.95, Creatures Vs. Cars, and Mutants
*sam*
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There's two new features in here that I hope will be fun...

1. Creatures will now sometimes turn up in wilderness car combats, generally towards the end when they get the smell of human on foot and/or the waft of blood on the wind.

Most creatures will avoid vehicles and try to pick off peds (although the more ferocious ones might attack cars too if they’re being injured by them in particular).

The intelligence of the creature is also a factor in determining whether it recognizes an active car versus one that’s not moving or firing* (all creatures, no matter how dumb, recognize active versus dead peds!).

2. Mutants - as discussed in this announcements thread.


* You may have noticed for example that zombies in the Halloween arena combats didn't appear to notice that a car was 'dead' and would tear it to shreads regardless. This is because zombies are low-intelligence creatures.

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Posted Nov 20, 2009, 8:50 am Last edited Nov 20, 2009, 9:16 am by *sam*
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Ooooh sexy :o
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Posted Nov 20, 2009, 9:14 am
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W00t!

Are these of a size where they have any effect on a small vehicle's trajectory if you ram them? I can't wait to find out!
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Posted Nov 20, 2009, 9:15 am
*sam*
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4saken said:

Are these of a size where they have any effect on a small vehicle's trajectory if you ram them? I can't wait to find out!


Actually no.. not yet. Thanks for the reminder, this is something I intended to implement when first working on creatures but didn't do.
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Posted Nov 20, 2009, 9:17 am
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Nice one Sam, now all we have to do is figure out how to get a Safari running.
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Posted Nov 20, 2009, 11:56 am
*sam*
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Has anyone met any creatures yet during a car-v-car combat? I'd be interested to hear how it went... hopefully they'll add some fun and occasionally some danger, but not be tedious.
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Posted Nov 20, 2009, 2:48 pm





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Posted Today, 10:52 pm
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*SirLatte* said:
*sam* said:
Has anyone met any creatures yet during a car-v-car combat? I'd be interested to hear how it went... hopefully they'll add some fun and occasionally some danger, but not be tedious.

Have not seen creatures...but I had an enemy ped seem to do something odd...It looked as if she was attacking my buzzer by hand.
Zombie hangover  :o
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Posted Nov 20, 2009, 4:05 pm
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Maybe we should up the chances of these encounters until we get some feedback?

Quote:
Have not seen creatures...but I had an enemy ped seem to do something odd...It looked as if she was attacking my buzzer by hand.


The AI has learned some new tricks. I'm sure Sam would be happy to hear some feedback. I have been meaning to make a discussion thread on that.
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Posted Nov 21, 2009, 3:19 am
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Right, yesterday in a firelight scout, after I demoralized the last enemy car, 7 rats spawned and started to tear up my loot, grrrr :mad:
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Posted Nov 21, 2009, 11:20 am
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do the mutants have accelerated skill training as they die a lot faster?
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Posted Nov 21, 2009, 3:00 pm Last edited Nov 21, 2009, 3:00 pm by Rezeak
*sam*
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FireFly said:
Right, yesterday in a firelight scout, after I demoralized the last enemy car, 7 rats spawned and started to tear up my loot, grrrr  :mad:


I'm sure you dispatched them fairly easily? Not too tedious? I like the idea of you being a bit wary of leaving your cars and running around just in case some creatures are hiding nearby..
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Posted Nov 21, 2009, 3:32 pm
*sam*
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Rezeak said:
do the mutants have accelerated skill training as they die a lot faster?


No, they have higher stats and in particular a much better chance of psionics. One thing that maybe *could* train faster is courage?
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Posted Nov 21, 2009, 3:33 pm
*Rezeak*
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Do mutants deteriorate faster than humans via "blue text" as well as through age?

so will it take less battering to get a mutant down from exellent to good? (than it would for a regular human)
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Posted Nov 21, 2009, 3:40 pm
*sam*
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No, they're the same as norms in that regard Rez.
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Posted Nov 21, 2009, 3:51 pm
*Rezeak*
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okay, because i was thinking that maybe they could be harder to batter down... what with them having more strength and all... surely they should have more endurance?
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Posted Nov 21, 2009, 4:22 pm
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*sam* said:
FireFly said:
Right, yesterday in a firelight scout, after I demoralized the last enemy car, 7 rats spawned and started to tear up my loot, grrrr  :mad:


I'm sure you dispatched them fairly easily? Not too tedious? I like the idea of you being a bit wary of leaving your cars and running around just in case some creatures are hiding nearby..
Well, no, it was rather hard killing them considering I sat on top of a hill, and creatures are harder to hit than cars  :)

Still, it ended after about 10 turns, even thou some of the creatures were still active, another funny thing I saw was the only car with a conscious driver drove of to try and save his knocked out buddies  B)
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Posted Nov 21, 2009, 4:36 pm
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I just hope these new animal add ons doesnt ruin peds. Its already risky for you to get your guys outa cars in scouts...
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Posted Nov 21, 2009, 8:01 pm
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Rezeak said:
okay, because i was thinking that maybe they could be harder to batter down... what with them having more strength and all... surely they should have more endurance?


Yes, absolutely. Higher strength means a character gets injured less easily.
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Posted Nov 21, 2009, 10:35 pm
*sam*
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Quote:
Still, it ended after about 10 turns, even thou some of the creatures were still active


The combat ends as soon as none of the creatures have targets that they're trying to attack. Apart from the very large creatures which attack cars, this generally means you just need to get back into your cars to end the event.
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Posted Nov 21, 2009, 10:42 pm
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