Updates to
the expanded encounter generator since last post in this thread:
Cargo tables:
- Added national origin to appropriate smugglers' goods and other cargos.
- Added various products of post-apocalyptic chemistry.
- Cleaned up, expanded, and rationalized merchant cargos.
- Added livestock of various types to merchant cargos.
- Expanded trailer types and their corresponding cargo types.
Villages:
- Added villages' prewar economies for flavor and story seeds.
- Added warlord's personal troops to the defense forces of villages with the appropriate government model.
- Expanded list of trouble plot hooks in villages.
- Smugglers, stragglers, merchant convoys, patrols, military convoys, and large units may also be encountered passing through villages.
Farms:
- Farm encounters in cantonment territory may involve military agriculture.
- Ruined farms may instead be marauder-occupied farms.
Military convoys and large units:
- Some large units will be regimental/brigade/division command units.
- Expanded and rationalized engineering units' vehicles.
- Artillery units usually will be organized around a single gun or MLR type.
- Some military convoys will be repair/maintenance units or fueling units in motion.
Patrols:
- In cantonment and organized territory, some patrols will be training units.
- Added couriers as a variant patrol encounter, as well as possible additions to merchant convoys and villages.
- In independent and organized territory, some patrol encounters will be community militias rather than regular troops.
River encounters:
- Incidental additions to list of boat and gunboat hull types.
- Added river-specific military engineering unit as a sub-variant of military rover convoys.
- Added river-specific variants of refugee, roadblock, and marauder camp encounters.
- Encounters on rivers that flow through woods and swamps have greater (i.e., more plausible for navigable waterways) encounter ranges.
Merchant encounters:
- Added table of subtypes for traveling religious figures.
- Added table of subtypes for traveling entertainers.
Derelict trains:
- Cargo may now appear in intermodal containers atop flatcars.
- Added various special railcar types.
- There is a low probability that locomotives will be damaged but salvageable.
Miscellaneous:
- Pintle-mounted weapons may have gun shields of varying AV.
- Civilian vehicles are possible in some encounters.
- Some roadblocks (and, less frequently, some marauder camps) are fortified to varying levels.
- Removed Wear values from non-derelict vehicles, as it's not immediately relevant to the encounter.
- Added battlefield full of wrecks as another crater encounter variant.
- Chance of a dog encounter being a single friendly dog.
Software architecture and UI:
- Many under-the-hood changes for efficiency and ease of maintenance.
- Reworked architecture. Many functions are now in external JavaScript files rather than in the main HTML document to make debugging and future additions easier.
- Moved buttons to force-generate/debug specific encounter types to a floating sidebar.
- C.