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Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Hilariously enough because zeds can spawn out all the open fields, I think I had more attacks at MacReady than any other drat site on the map when I went there once. You'd think long lines of sight and stuff would protect you but it's actually worse than planting your fool self in the middle of town.

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khy
Aug 15, 2005

Sphrin posted:

God, I've got 50+ hours on record for this game and I just learned that you can bring up the shout menu with Caps Lock. It seems only Taunt for attracting zombies and Cheer for both increasing Npc's Friendliness and Mood actually work but just those have helped out a poo poo ton, not having someone go right back to being a moody bitch after a mission to get them out of their funk is freaking huge.

If I recall correctly, 1-4 are shortcuts to the social actions. Quicker than caps lock! I didn't know about cheering on a survivor though, that's great to know.

I started over after my previous game went poorly, simply because now I know what I'm doing much better than I did before. Firebombs are a GODSEND against juggernauts, I no longer fear the fat men. I moved into the Savini house but I'm thinking of going on a supply binge and moving to Snyder, I want more slots to customize. I just hope I can find enough supplies for the move. I also need a higher pop for the move. And not being able to upgrade the treehouse is kinda 'meh'.

What's the best way to recruit more survivors? Even if I don't move, Whatsername on the radio keeps telling me we need more people to man the walls.

Alternatively, how do I teach one of my survivors a skill? I need a handyman or tool expert of some sort to upgrade my workshop.

khy fucked around with this message at 07:09 on Jul 3, 2014

skoolmunkee
Jun 27, 2004

Tell your friends we're coming for them

You can't teach people skills, they either got em or they don't. Delightfully random.

If you're looking to collect survivors, highlighting lily in the house-actions menu shows that she has a number of influence actions you can take. One of them is to find survivors. Usually she will come back with word of someone halfway across the map foraging In a campground or something.

I've also found that once I start roving around the map more, calls for help from survivors will start popping up in Marshall or further out. That could just be two progressive things coinciding, though.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Pander posted:

Don't bother with bolt action rifles. Sniping in SoD is generally pointless, because if you're far away from zombies you're better off avoiding them. Plus, the noise generated means you don't get to snipe many before you have company close in.


I have to disagree with you here, but it's for a different reason. You're right about sniping (50cal is fun), but the bolt action rifles have a very good purpose. Most of them tend to cause a knockdown on normal zombies for body shots. This makes them excellent training weapons, as you can purposefully shoot center mass, then execute. This allows you to quickly level up melee & powerhouse without having to actually pummel them to the ground. Assault rifles won't do this, and revolvers & shotguns cannot be silenced.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
You don't need a pragmatic reason to use and love a sniper rifle in this game.

Sometimes you just need to climb to the top of a clocktower and let off some stress you built up by having your main survivor get torn in half. :hellyeah:

khy
Aug 15, 2005

SO MUCH FRUSTRATION.

Snyder's workshop is un-upgradeable.

Why is Snyder's workshop un-upgradeable? It's a workshop for working on cars so why can't I upgrade it to FIX CARS? It has a hydraulic lift and everything BUT IT DOESN'T FIX CARS WHY UNDEAD LABS WHY

Anyway. I built a kitchen, medical area, extra bedroom (16 total), the watchtower, and I still have 2 slots left. I was originally thinking dining room, but I hear there isn't much return on it... still a billion "I'M SAD" and "I'M ANGRY" quests to do. What else works well? Garden seems useless since food is incredibly easy to come by, I already have plenty of storage, maybe throw a decent workshop out there? Or what about a library, what boosts would that give me?

Maybe training area and Library, research everything, then replace the library with a really good quality workshop to fix up my cars?

EDIT : The wiki says the snyder workshop is a machine shop, which is contrary to what it shows up as in-game, so if it is then maybe I ought to make a munitions shop...

khy fucked around with this message at 07:15 on Jul 4, 2014

Coolguye
Jul 6, 2011

Required by his programming!
Yeah Snyder's workshop counts as a machine shop even though it shows up as a normal workshop. That bug has been in the game for ages and they haven't fixed it. Or maybe they did and downgraded it? Either way, you're right, that's bullshit and you should mod that immediately. Built-in things being impossible to upgrade is one of the bigger loads of horseshit in this game.

I wouldn't bother with a munitions shop, though. They basically make some more potent molotovs and mines and that's pretty much it. This of course ignores the fact that the molotovs you pick up off the ground or create from the Fuel resource work fine on anything that's not a Juggernaut, and the potent poo poo still doesn't phase Juggernauts. It's the definition of redundant and useless in my opinion, though I wouldn't be surprised if someone posts right after me saying that they become relevant on like Breakdown 10+ or something.

Coolguye fucked around with this message at 07:36 on Jul 4, 2014

khy
Aug 15, 2005

Coolguye posted:

Yeah Snyder's workshop counts as a machine shop even though it shows up as a normal workshop. That bug has been in the game for ages and they haven't fixed it. Or maybe they did and downgraded it? Either way, you're right, that's bullshit and you should mod that immediately. Built-in things being impossible to upgrade is one of the bigger loads of horseshit in this game.

I wouldn't bother with a munitions shop, though. They basically make some more potent molotovs and mines and that's pretty much it. This of course ignores the fact that the molotovs you pick up off the ground or create from the Fuel resource work fine on anything that's not a Juggernaut, and the potent poo poo still doesn't phase Juggernauts. It's the definition of redundant and useless in my opinion, though I wouldn't be surprised if someone posts right after me saying that they become relevant on like Breakdown 10+ or something.

I see. Then I definitely think I want a training area - it gives the same bonus that the bunkhouse does, but to more survivors (Bedroom + Bunkhouse + Training area gives 32 survivors +10 stam without sleep dep, while bedroom + 2xbunkhouse does the same for only 24).

Or I could just stay under 16 and get +20 stam. Though I suspect I'll want to recruit like crazy to get useful skills. Still don't have anyone who's good with tools in my latest game...

Sober
Nov 19, 2011

First touch: Life.
Second touch: Dead again. Forever.
Yeah, the built in facilities being un-upgradable is kinda bullshit if you ask me. At the very least it should be the end-tier building. I mean, a treehouse or the rooftop of the Alamo counts as a rickety watchtower and not a shooting platform? Please.

If anything they should've just tied a cost to tidying up the place instead.

Coolguye
Jul 6, 2011

Required by his programming!
Yeah Snyder's has 5 open slots to build, and 2 of them are gonna be taken by essentials - an extra sleeping area is a given, since you are going to have so many people, and an infirmary is also a given. Beyond that you can basically do whatever you want. In my mind though, Dining Area, Cooking Area, Training Area is the way to go, because the Library is a real boondoggle unless you're rolling in Breakdown. The research is persistent, which is nice since you can theoretically take it down and build something else after you're done, but everything you research there is so colossally pointless it hurts for the same reason as above - there are just so many items around. It doesn't matter if you need two bombs instead of one to clear out a house, you found ten of them just lying around when you looted the neighborhood. Greenhouses are also stupid because Food is super easy to get and even if you do turn a profit on it, you are probably going to be hurting out for materials or ammo instead, so any victories you win there are pointless. So with those dropped, and the fact that Snyder's already has a storage area built and has massive capacities, those 3 buildings are basically the way to go.

If you wanted a really big enclave and still be able to get Well Rested you could drop the Cooking Area for another sleeping area I guess. Cooking Area is kind of nice if you have a decent cook around, +20 stam and +10 vit for 5 food is a good deal. Dining Area keeps you from having to babysit people in a goddamn mood though so I wouldn't drop that just for sanity's sake.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

I can't remember but don't you need the library to research fire mines and home made molotovs? Fire mines especially are a magic pill to disappear hordes.

skoolmunkee
Jun 27, 2004

Tell your friends we're coming for them

I always found the library worthwhile, but only as another source of ammo.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Coolguye posted:

Yeah Snyder's workshop counts as a machine shop even though it shows up as a normal workshop. That bug has been in the game for ages and they haven't fixed it. Or maybe they did and downgraded it? Either way, you're right, that's bullshit and you should mod that immediately. Built-in things being impossible to upgrade is one of the bigger loads of horseshit in this game.

This bug has workarounds. Basically, when you take the base over, if you have a tools expert, it turns into a proper machine shop. If you don't, it's a crap workshop. This makes sense, as you cannot build a machine shop unless you have a tools expert to start. The problem is that there is no mechanic to re-evaluate this if you later acquire a tools expert. So in that regard, don't move to Snyders until you have one.

As to the library, if you're playing breakdown, it's worth getting your research items out of the way early on. If not... you probably don't need them to finish the main campaign.

LeJackal
Apr 5, 2011

Skandranon posted:

This bug has workarounds. Basically, when you take the base over, if you have a tools expert, it turns into a proper machine shop. If you don't, it's a crap workshop. This makes sense, as you cannot build a machine shop unless you have a tools expert to start. The problem is that there is no mechanic to re-evaluate this if you later acquire a tools expert. So in that regard, don't move to Snyders until you have one.

As to the library, if you're playing breakdown, it's worth getting your research items out of the way early on. If not... you probably don't need them to finish the main campaign.

You can also just mod Snyder's so that the built-in workshop is removable and just build a real one in there. I explained how to do this in a previous post.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

LeJackal posted:

You can also just mod Snyder's so that the built-in workshop is removable and just build a real one in there. I explained how to do this in a previous post.

I know, but for people uncomfortable with modding, there is a way to get Snyder to work properly within the game.

LeJackal
Apr 5, 2011

Skandranon posted:

I know, but for people uncomfortable with modding, there is a way to get Snyder to work properly within the game.

Maybe I should just put the file together myself.

Coolguye
Jul 6, 2011

Required by his programming!

skoolmunkee posted:

I always found the library worthwhile, but only as another source of ammo.

I modded it to give +6 ammo instead of +2 and found it helpful for this, +2 for how long the cooldown is just absurd.

Also, the flaming mines for outposts are unlocked without any library research. The only two non-item options in the library are biodiesel (useless) and greenhouse growing (slightly less useless but still pretty useless). The item unlocks are pointless in the base campaign because of how many items basically rain from the sky.

Ravendas
Sep 29, 2001




I'd appreciate some simple fix to that Snyder Workshop thing. I just moved in, and it's an unupgraded and unupgradeable chunk in my home base.

Also, 7 hours in and I finally lost a survivor. RIP Marcus, torn up by a feral in the middle of a zombie horde. Your slow rear end axe got you eaten.

khy
Aug 15, 2005

LeJackal posted:

Maybe I should just put the file together myself.

If you put together a mod file (or files) that simply make some of the un-upgradeable slots into upgradeable ones then there'd probably be quite a few people who would be interested, myself included.

The snyder workshop, the alamo tower, and possibly the fairgrounds dining room deconstructable? I don't know about the last one. It might HAVE to be there? Just a thought.

Mister Bates
Aug 4, 2010

Tommofork posted:

I can't remember but don't you need the library to research fire mines and home made molotovs? Fire mines especially are a magic pill to disappear hordes.

Also Whistling Box Mines, which are amazing. It's a distraction device that explodes after it's attracted all the surrounding zombies; it's the second-best panic button in the game, right behind calling down an artillery barrage.

khy
Aug 15, 2005

Well, gently caress.

Sam went out solo on the 'save doc hanson' mission. Doc didn't make it. Neither did Sam, thanks to a feral zombie.

What are the repercussions to Doc not surviving?

khy fucked around with this message at 06:03 on Jul 7, 2014

wayniechan
Jul 16, 2004
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>
That's the end of the encounters with Doc except for maybe some talking inside of your base. If you save him there, you get a decent new radio menu option involving healing your wounded survivor's max health, but I can probably count on one hand how many times I've used it.


Also any news Mr. Archonex? I'm sure I'm not the only one here chomping at the bit for an update on how things are progressing.

wayniechan fucked around with this message at 17:59 on Jul 7, 2014

ClearAirTurbulence
Apr 20, 2010
The earth has music for those who listen.
Been enjoying this game since I bought it at a Steam sale, but I have run into what is either a glitch or me not understanding the game. I moved to the Savini house and at first I had snipers in the tree house, but the last couple of (real) days nobody is ever there. Sometimes a character will show up as being in the treehouse, but they never are. Is there something I need to do to get people to go in the treehouse?

E-Tank
Aug 4, 2011

ClearAirTurbulence posted:

Been enjoying this game since I bought it at a Steam sale, but I have run into what is either a glitch or me not understanding the game. I moved to the Savini house and at first I had snipers in the tree house, but the last couple of (real) days nobody is ever there. Sometimes a character will show up as being in the treehouse, but they never are. Is there something I need to do to get people to go in the treehouse?

Are they sick/tired/on missions? If your characters are too tired they can't do much of anything.

FrickenMoron
May 6, 2009

Good game!

khy posted:

Well, gently caress.

Sam went out solo on the 'save doc hanson' mission. Doc didn't make it. Neither did Sam, thanks to a feral zombie.

What are the repercussions to Doc not surviving?

Ed is totally going to die. Doesnt really matter too much though.

Ravendas
Sep 29, 2001




I got this on the steam sale, and it's really fun. My only complaint is that missions pop up with too much frequency. At any one time I'll have three or more missions on the map, when sometimes I just want to go around and explore a bit, look for a new house or something like that.

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



Ravendas posted:

I got this on the steam sale, and it's really fun. My only complaint is that missions pop up with too much frequency. At any one time I'll have three or more missions on the map, when sometimes I just want to go around and explore a bit, look for a new house or something like that.

You can ignore most of them. If I have high morale sometimes I won't bother with the more annoying ones (scavenging and holding-the-fort missions). The "kill a special" for army/feral zeds are usually super easy, just run ferals over and beat army zeds to death, so those usually represent some easy influence/morale. Infestations are kinda fun to clear, so I like doing those.

Kasonic
Mar 6, 2007

Tenth Street Reds, representing
While I worry about it constantly, I don't think I've actually seen a survivor die after tackling a mission themselves because I ignored it. Don't recall if they've got missing from it?

Ravendas
Sep 29, 2001




Kasonic posted:

While I worry about it constantly, I don't think I've actually seen a survivor die after tackling a mission themselves because I ignored it. Don't recall if they've got missing from it?

When I ignore them, it comes up with a "Mission completed... _name_ survived" kinda thing, which implies they can die. Might get hurt too.

Skaw
Aug 5, 2004
If I recall right, the biggest(and maybe only) influence on AI success is morale. I've never seen the AI die out in the field waiting on me to kill a special zombie and my morale is almost constantly 100%

Sober
Nov 19, 2011

First touch: Life.
Second touch: Dead again. Forever.
I've actually had an AI controlled survivor from my home literally leave after a successful mission, ran into a horde and got themselves mauled to death.

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



Sober posted:

I've actually had an AI controlled survivor from my home literally leave after a successful mission, ran into a horde and got themselves mauled to death.

Yeah, if you do certain missions (clear infestation, kill special zombie, draw attention) the mission-giver will run home after the mission completion, attracting zombie attention.

The best way I've found to deal with this is to just get in a car and book it away from there as fast as possible. They'll make it home unmolested after that.

LeJackal
Apr 5, 2011

khy posted:

If you put together a mod file (or files) that simply make some of the un-upgradeable slots into upgradeable ones then there'd probably be quite a few people who would be interested, myself included.

I'm away from my desktop on a training excursion for the next two weeks, but I have the right file around here somewhere. It'd be a bit of a pain to put it together, care to tempt me with Platinum or an avatar coupon?

Kasonic
Mar 6, 2007

Tenth Street Reds, representing

Pander posted:

The best way I've found to deal with this is to just get in a car and book it away from there as fast as possible. They'll make it home unmolested after that.

Yeah, the "things a certain distance from you don't exist" problem has screwed me over in a few places, like having a survivor die in Lifeline while I was fighting on an overpass near him but he was still off my map. Kind of frustrating.

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



Kasonic posted:

Yeah, the "things a certain distance from you don't exist" problem has screwed me over in a few places, like having a survivor die in Lifeline while I was fighting on an overpass near him but he was still off my map. Kind of frustrating.
Yep. Small radius of influence giveth, and small radius of influence taketh away.

old-timey newspaper gal
Feb 23, 2005
Has anyone else had the issue in the base game campaign where you just stop getting quests? I just did went to meet the Sheriff for the first time and did his infestation thing, then went and did Memento to get Lily's stupid watch. I also did Erik Tan's first thing pretty much in the same run as those others. Now all I get are the generic special zed and counseling quests. Any ideas on how to trigger whatever is next?

Edit: Just went back to the courthouse and they had the scripted conversation about incentivizing reproduction, thought this might trigger something but still nothing showing up, been about 6 play hours since I've gotten anything.

old-timey newspaper gal fucked around with this message at 00:59 on Jul 14, 2014

ClearAirTurbulence
Apr 20, 2010
The earth has music for those who listen.

E-Tank posted:

Are they sick/tired/on missions? If your characters are too tired they can't do much of anything.

I have 14 people in my house and only a couple of them are sick/wounded. It rotates who it says is on guard duty but there hasn't been anyone in that treehouse for days.

One thing I thought of that might possibly be related - I had a mission to exchange ammo for food and accidentally talked to the person who would go with me to do the trade but they aren't with me anymore (I didn't want to do the trade because I always have more food than I can store). I was wondering, since the game thinks I am in the middle of a trade involving ammunition, does the game maybe lock ammunition use until it's over so one can't agree to the trade, use up all the ammo in storage, then complete the mission and get the food without having to lose ammo?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
IT'S GONNA BE A GOOD SEEAAAASHON

Sober
Nov 19, 2011

First touch: Life.
Second touch: Dead again. Forever.
Kinda wished they had a way you could assign a gun for watchtower duty, which is a bit :spergin: but I kinda hate people on watchtower duty using their .22 or revolver when they should be using a rifle or something. Not that a watchtower really is that useful most of the time anyway.

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Ryuga Death
May 14, 2008

There's gotta be one more bell to crack
Fun Shoe

Sober posted:

Kinda wished they had a way you could assign a gun for watchtower duty, which is a bit :spergin: but I kinda hate people on watchtower duty using their .22 or revolver when they should be using a rifle or something. Not that a watchtower really is that useful most of the time anyway.

It isn't? I don't pay much, if any, attention to the watchtower so I don't know.

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