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Expanded base camp/expansion concept of 'field' (#68574)
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* Expanded base camp/expansion concept of 'field'

* spell checker rejects plural
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PatrikLundell authored Oct 11, 2023
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8 changes: 4 additions & 4 deletions data/json/npcs/TALK_FACTION_CAMP.json
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{
"id": "TALK_CAMP_TUTORIAL_BUILDING",
"type": "talk_topic",
"dynamic_line": "Currently, there are three main types of camps that you can start building: bare bones camps, modular field camps, and established building camps which is a wide range of camps adapted to using specific buildings. The established building list includes fire lookout towers, helipads, lighthouses, light industry, mansions, military outposts, pottery cottages, radio towers, small sealabs, and fire stations. I may have forgotten something here, as my memory may not be completely up to date.\n The bare bones camp is the most flexible kind of camp as it can be built anywhere and doesn't mandate any construction. Modular field camps is the next most flexible kind of camp since you can build them on any field and can locate them to have plenty of space for expansions, but you start with nothing in a field and have to build every building, so they can require a lot of resources. Established building camps are faster to set up since you start in an existing building, but you have to establish them in a supported type of existing building and there may be limited or no space for expansions.\n Each camp location will have a variety of upgrade missions for it, except for the bare bones one where everything is up to you. The various missions have descriptions. In general, though, you can expand your camp with expansions whenever you want, assuming there are expansions suitable to the adjacent terrains (the general expansions can only be established on fields), and some missions such as hunting or recruiting will require that you have some kind of kitchen or office that you can use to help schedule activities.\n Regardless of what kind of camp you make, you have to start it by asking a companion to build the camp. If there are more alternatives than just the bare bones camp you'll get a list of the available alternatives.",
"dynamic_line": "Currently, there are three main types of camps that you can start building: bare bones camps, modular field camps, and established building camps which is a wide range of camps adapted to using specific buildings. The established building list includes fire lookout towers, helipads, lighthouses, light industry, mansions, military outposts, pottery cottages, radio towers, small sealabs, and fire stations. I may have forgotten something here, as my memory may not be completely up to date.\n The bare bones camp is the most flexible kind of camp as it can be built anywhere and doesn't mandate any construction. Modular field camps is the next most flexible kind of camp since you can build them on any field, hay field, farm field, or field dirt road and can locate them to have plenty of space for expansions, but you start with nothing in an open area and have to build every building, so they can require a lot of resources. Established building camps are faster to set up since you start in an existing building, but you have to establish them in a supported type of existing building and there may be limited or no space for expansions.\n Each camp location will have a variety of upgrade missions for it, except for the bare bones one where everything is up to you. The various missions have descriptions. In general, though, you can expand your camp with expansions whenever you want, assuming there are expansions suitable to the adjacent terrain (the general expansions can only be established on the same kind of open areas as field base camps can be placed on), and some missions such as hunting or recruiting will require that you have some kind of kitchen or office that you can use to help schedule activities.\n Regardless of what kind of camp you make, you have to start it by asking a companion to build the camp. If there are more alternatives than just the bare bones camp you'll get a list of the available alternatives.",
"responses": [
{ "text": "Tell me about bare bones camps.", "topic": "TALK_CAMP_TUTORIAL_BARE_BONES" },
{ "text": "Tell me about modular field camps.", "topic": "TALK_CAMP_TUTORIAL_MFC" },
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{
"id": "TALK_CAMP_TUTORIAL_MFC",
"type": "talk_topic",
"dynamic_line": "The modular field camp is the second most flexible kind of camp, but they require a lot of time and resources to build. There are actually two different versions with slightly different layouts. With both versions you start with an empty field - and it has to be a real empty field, not a field on a ranch or farm - and build up from nothing. You have a range of different building materials available from which buildings can be constructed, and different sections can be constructed from different materials to make the most of what you have available.\n You start by building a lean-to and a bed in the northeast corner of the central camp, and then typically add a cooking facility to it, and expand out until you have a small shelter for two people. When the first building is complete, you can expand the camp in a variety of ways:\n 1. Version 1 allows building up to 5 more rooms or shacks with a maximum of 3 on each side of the camp that increases to a total of 8 with version 2.\n 2. You can build a central building in the south half of the camp, between the rooms in version 1, with version 2 having the central building in the center, shaping the camp into an 'H'. The central building will act as a command center, allowing your camp to perform hunting, recruiting, and combat patrol missions.\n 3. In version 1 only you can dig trenches on all sides of the camp, which can possibly connect to the rooms on the sides to minimize the amount of trenching you need to do.\n 4. You can build various small features such as root cellars to preserve food or a radio tower to make it easier to recruit more companions.\n With each new construction in a modular camp can being able to be made from a different material you aren't constrained by what you start with. If limited by resources, tents are a fast alternative way to provide shelter, but fragile and likely to get destroyed by the first zombie stumbling in, however the central building must still be made from a 'real' building material.",
"dynamic_line": "The modular field camp is the second most flexible kind of camp, but they require a lot of time and resources to build. There are actually two different versions with slightly different layouts. With both versions you start with an empty field which can be a field, hay field, farm field, or dirt road on a field, and build up from nothing. You have a range of different building materials available from which buildings can be constructed, and different sections can be constructed from different materials to make the most of what you have available.\n You start by building a lean-to and a bed in the northeast corner of the central camp, and then typically add a cooking facility to it, and expand out until you have a small shelter for two people. When the first building is complete, you can expand the camp in a variety of ways:\n 1. Version 1 allows building up to 5 more rooms or shacks with a maximum of 3 on each side of the camp that increases to a total of 8 with version 2.\n 2. You can build a central building in the south half of the camp, between the rooms in version 1, with version 2 having the central building in the center, shaping the camp into an 'H'. The central building will act as a command center, allowing your camp to perform hunting, recruiting, and combat patrol missions.\n 3. In version 1 only you can dig trenches on all sides of the camp, which can possibly connect to the rooms on the sides to minimize the amount of trenching you need to do.\n 4. You can build various small features such as root cellars to preserve food or a radio tower to make it easier to recruit more companions.\n With each new construction in a modular camp can being able to be made from a different material you aren't constrained by what you start with. If limited by resources, tents are a fast alternative way to provide shelter, but fragile and likely to get destroyed by the first zombie stumbling in, however the central building must still be made from a 'real' building material.",
"responses": [
{ "text": "I want to go back to the list of possible camps.", "topic": "TALK_CAMP_TUTORIAL_BUILDING" },
{ "text": "Got it. Tell me about expansions.", "topic": "TALK_CAMP_TUTORIAL_EXPANSIONS" },
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{
"id": "TALK_CAMP_TUTORIAL_EXPANSIONS",
"type": "talk_topic",
"dynamic_line": "A camp can have up to 8 expansions (one for each of the 8 adjacent overmap tiles). Expansions add to the capabilities of your camp, such as adding a farm field or a manufactory for crafting all kinds of things.\n Expansion missions show up in separate tabs in the bulletin board, one set of missions per location, and you'll need to hit 'tab' to see them. Some base camps have dedicated expansions tailored to their specific facilities, and while these might be accessible from other base camps should those be constructed adjacent to one of these, the set of reasonably general expansions are currently all limited to field locations. The currently available general expansions are:\n -- Farm: This is a full tile of plowed fields that you can maintain or send companions on missions to maintain. Plants grow here normally. This expansion exists in two versions.\n -- Garage: This is a large building that currently doesn't provide any functionality, and so is of limited use (it used to provide disassembly before that was supported via zones, which can still be placed inside the garage). This expansion exists in two versions.\n -- Canteen: This is an expanded kitchen, dining area, and pantry that provides an expanded set of companion cooking recipes. This expansion exists in two versions.\n -- Livestock Area: This is a modular set of buildings for holding livestock such as cows, horses, or chickens. Animals are not included! This expansion exists in two versions.\n -- Saltworks Area: This is a small expansion for processing salt. This expansion creates a local mini swamp for salt extraction and exists in only one version.\n -- Fabrication Workshop: This is a large expansion for doing all kinds of crafts. Companions can use some of the furniture in this expansion to craft some items much faster than you can do by yourself by hand. This expansion exists in two versions.\n -- Central Storage Building: This is a large building for storing goods. This expansion exists in two versions, the second of which allows the construction of storage furniture with a larger capacity than storage on the ground.\n Note that there is nothing stopping you from constructing more than one instance of an expansion, such as multiple farms for more farming, or a second Livestock expansion if you have a lot of animals. In most cases there is not much value in having more than one of an expansion, though.",
"dynamic_line": "A camp can have up to 8 expansions (one for each of the 8 adjacent overmap tiles). Expansions add to the capabilities of your camp, such as adding a farm field or a manufactory for crafting all kinds of things.\n Expansion missions show up in separate tabs in the bulletin board, one set of missions per location, and you'll need to hit 'tab' to see them. Some base camps have dedicated expansions tailored to their specific facilities, and while these might be accessible from other base camps should those be constructed adjacent to one of these, the set of reasonably general expansions are currently all limited to open field locations (field, hay field, farm field, or field dirt road). The currently available general expansions are:\n -- Farm: This is a full tile of plowed fields that you can maintain or send companions on missions to maintain. Plants grow here normally. This expansion exists in two versions.\n -- Garage: This is a large building that currently doesn't provide any functionality, and so is of limited use (it used to provide disassembly before that was supported via zones, which can still be placed inside the garage). This expansion exists in two versions.\n -- Canteen: This is an expanded kitchen, dining area, and pantry that provides an expanded set of companion cooking recipes. This expansion exists in two versions.\n -- Livestock Area: This is a modular set of buildings for holding livestock such as cows, horses, or chickens. Animals are not included! This expansion exists in two versions.\n -- Saltworks Area: This is a small expansion for processing salt. This expansion creates a local mini swamp for salt extraction and exists in only one version.\n -- Fabrication Workshop: This is a large expansion for doing all kinds of crafts. Companions can use some of the furniture in this expansion to craft some items much faster than you can do by yourself by hand. This expansion exists in two versions.\n -- Central Storage Building: This is a large building for storing goods. This expansion exists in two versions, the second of which allows the construction of storage furniture with a larger capacity than storage on the ground.\n Note that there is nothing stopping you from constructing more than one instance of an expansion, such as multiple farms for more farming, or a second Livestock expansion if you have a lot of animals. In most cases there is not much value in having more than one of an expansion, though.",
"responses": [
{ "text": "Got it. Give me some advice on building a camp.", "topic": "TALK_CAMP_TUTORIAL_ADVICE" },
{ "text": "I know the basics. Just tell me what changed.", "topic": "TALK_CAMP_TUTORIAL_CHANGES" },
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{
"id": "TALK_CAMP_TUTORIAL_CHANGES",
"type": "talk_topic",
"dynamic_line": "\n1. Faction camps used to require a second companion to act as overseer and camp manager, but that's been replaced by the bulletin board and two-way radio.\n2. It used to be impossible to upgrade faction camps if there was a vehicle, even a cart, on the same map. You can now upgrade camps even if there is a vehicle on the map, as long as the upgrade doesn't change the area under the vehicle.\n3. Faction camps used to upgrade by completely redrawing the map. Damage to the camp would be replaced when the camp was upgraded. Now upgrades only change the actual area being upgraded, and you will have to repair damage to the camp yourself.\n4. There used to be a single path for upgrading the main camp. Now, after you have completed the first tent, you will have many options for your next upgrade, and you can have different companions working on different upgrades of the main camp at the same time.\n5. Companions who are near a camp will feed themselves from the camp's food stores, and if the camp has a well, they'll use it to quench their thirst.\n6. You can now set up faction camps in select buildings. The list of available buildings is constantly growing, so you'll have to experiment.\n7. The oldest type of camp, known as the primitive field camp or \"Old Camp\", is no longer supported and will be removed entirely in the future.\n8. Most camps abided by a restriction that allowed them to add expansions to the camps only when camp constructions had added a sufficient number of beds to the camp (2 per expansion), but this restriction has been removed from all camps.",
"dynamic_line": "\n1. Faction camps used to require a second companion to act as overseer and camp manager, but that's been replaced by the bulletin board and two-way radio.\n2. It used to be impossible to upgrade faction camps if there was a vehicle, even a cart, on the same map. You can now upgrade camps even if there is a vehicle on the map, as long as the upgrade doesn't change the area under the vehicle.\n3. Faction camps used to upgrade by completely redrawing the map. Damage to the camp would be replaced when the camp was upgraded. Now upgrades only change the actual area being upgraded, and you will have to repair damage to the camp yourself.\n4. There used to be a single path for upgrading the main camp. Now, after you have completed the first tent, you will have many options for your next upgrade, and you can have different companions working on different upgrades of the main camp at the same time.\n5. Companions who are near a camp will feed themselves from the camp's food stores, and if the camp has a well, they'll use it to quench their thirst.\n6. You can now set up faction camps in select buildings. The list of available buildings is constantly growing, so you'll have to experiment.\n7. The oldest type of camp, known as the primitive field camp or \"Old Camp\", is no longer supported and will be removed entirely in the future.\n8. Most camps abided by a restriction that allowed them to add expansions to the camps only when camp constructions had added a sufficient number of beds to the camp (2 per expansion), but this restriction has been removed from all camps.\n9. Field base camps and standard expansions used to be available for fields only. They can now be placed on fields (as before), hay fields, farm fields, and field dirt roads.",
"responses": [
{ "text": "Wait, let's go back over from the start.", "topic": "TALK_CAMP_TUTORIAL_INTRO" },
{ "text": "Give me an overview of how camps work.", "topic": "TALK_CAMP_TUTORIAL_OVERVIEW" },
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