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OwlFancier posted:In all seriousness though when you're starting out, first priority is to grab some decent clothes, clothes are incredibly useful as they boost your storage, keep you warm, keep you safe from damage, let you survive smoke and acid a bit, reduce your morale penalties for poor weather, and generally just make life so much easier. One caveat, don't put too many clothes on, it's super important not to encumber your torso too much, particularly if you're going to melee as torso encumbrance will seriously screw your dodging and melee to-hit chances. I'd also strongly recommend taking the Quick trait in character creation cause it makes all regular zombies trivial. Also, it's always important to use environmental obstacles when fighting well... anything, shrubs and window frames are your biggest allies during the early game.
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# ? Nov 19, 2014 17:49 |
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# ? Apr 25, 2024 16:35 |
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emanresu tnuocca posted:One caveat, don't put too many clothes on, it's super important not to encumber your torso too much, particularly if you're going to melee as torso encumbrance will seriously screw your dodging and melee to-hit chances. Yeah low encumbrance gear is worth its weight in gold. If you ever find any drop leg pouches, fanny packs, tactical dump pouches, helmet netting, or runner packs, HOLD ONTO THEM. They're some of the best gear in the game because they let you cram in a bit more storage with either low encumbrance, or encumbrance in areas that don't matter as much as the torso. Drop leg pouches especially are wonderful things if you can get them, they bolt onto your pants and let you carry a lot.
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# ? Nov 19, 2014 18:03 |
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Once you move to a ranged weapon, feel free to load up on duffel bags and backpacks. Torso encumbrance doesn't impact ranged combat at all. Keeping leg, foot, and mouth encumbrance low is the most important, since those all impact running speed.
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# ? Nov 19, 2014 18:13 |
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Is there any way to disable all the zombie animals? I always thought they were a dumb idea, and encountering a zombear in an open field early on being pretty much an instant lose is really unfun. Actually, there's a lot of dumb poo poo I'd like to remove, but I've never messed around with the files before.
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# ? Nov 19, 2014 18:30 |
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There's the "classic zombies" option in the world creation menu, though I'm not sure if zombie animals count as classic zombies or not.
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# ? Nov 19, 2014 18:32 |
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The OP hasn't been updated in over a year. Might be worthwhile.
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# ? Dec 8, 2014 01:45 |
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emanresu tnuocca posted:There's the "classic zombies" option in the world creation menu, though I'm not sure if zombie animals count as classic zombies or not. No, only regular Zs will be left. Also all special locations like laboratory and swamp and military base and so on will not be generated on that map.
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# ? Dec 23, 2014 10:08 |
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Sergeant_Crunch posted:Is there any way to disable all the zombie animals? I always thought they were a dumb idea, and encountering a zombear in an open field early on being pretty much an instant lose is really unfun. Actually, there's a lot of dumb poo poo I'd like to remove, but I've never messed around with the files before. Try newest built. There are tons of disabling addons in it when you create world. Might work for zombie animals.
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# ? Dec 23, 2014 10:11 |
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Kirs posted:x2 Since the thread was kindly woken up for Christmas I had a glance over the latest developments. .0b was released over a month ago and github is as busy as ever but nothing substantive can be found. There's a lot of maintenance, JSONising and updating the code base to build on but practically nothing else has been added to further the game. (Unless you count contributors still adding 10000 hats and dildos) Someone a while ago murmured about trying z-levels and another tried to overhaul the medical system to make it far more in-depth but both halted, and the very promising implementation of city 'biomes' where they could be looted/fungal etc. never got merged. So once again it seems like they're constantly running but have stayed in the same place.
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# ? Dec 23, 2014 14:41 |
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Strumpie posted:
It's a simplification of what's happened, but it's not untrue. A bunch of stuff has been added but it's all basically the same. A lot of the UI is a bit better, professions are something you might actually want to pick instead of being a waste of points. As for z-levels, one of the people who I think had a go at it has basically said you'll need to gut and rewrite nearly the whole thing as so much of the code refers to map information everywhere: "Turtlicious on Cataclysm forums' posted:I've spent about 2 months trying to work on the 3D code, and the long and short of it is this:
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# ? Dec 23, 2014 23:28 |
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It's almost like they should have just went with the 'above ground basements' workaround that dude they chased out of their forums made like 2 years ago.
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# ? Dec 23, 2014 23:33 |
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emanresu tnuocca posted:It's almost like they should have just went with the 'above ground basements' workaround that dude they chased out of their forums made like 2 years ago. From what I understand it had its own problems. They've decided they'd rather have it working properly or not at all, which I can understand. Multiple z-levels would be cool but I don't think it would significantly alter the basic gameplay (find food, hole up with books, build deathwagon).
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# ? Dec 23, 2014 23:57 |
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They won't alter the base gameplay at all but otoh the gameplay difference between 'doing it properly' and 'using what that guy wrote' is even more minute, it's not like you really need tall buildings to use as vantage points in Cataclysm, just having some buildings that go upwards would have added some flavor, having apartment towers and office towers which have more than one floor is basically all you really need. As for having actual physics and buildings collapsing cause their ground level was destroyed, I'm sure that there are stupid ways to work around that problem such as having tiles on each floor that serve as pillars and once those are destroyed the floors above are wiped out (and everyone on the bottom floors dies). The motivation for 'doing it properly' is really barely there, if they had adopted the workaround solution when it was first available they could have tinkered with the system to add the necessary flavor mechanics to differentiate upper Z levels from basement ones and everything would have been peachy.
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# ? Dec 24, 2014 00:07 |
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You are aware that the latest stable includes a set of rudimentary z level buildings you can enable in the mod list if you want to?
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# ? Dec 24, 2014 04:53 |
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OwlFancier posted:You are aware that the latest stable includes a set of rudimentary z level buildings you can enable in the mod list if you want to? No I wasn't, it still makes the whole saga pretty funny.
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# ? Dec 24, 2014 10:47 |
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OwlFancier posted:You are aware that the latest stable includes a set of rudimentary z level buildings you can enable in the mod list if you want to? Bad thing about this z-levels is that you can not, for example, jump off the high buildind, level borders work as walls. Don't be stupid (me) and try to build car on top of something it will not leave that level. Kirs fucked around with this message at 12:57 on Dec 24, 2014 |
# ? Dec 24, 2014 12:53 |
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Kirs posted:Bad thing about this z-levels is that you can not, for example, jump off the high buildind, level borders work as walls. While I can understand the appeal, that doesn't seem like a good idea. Even if you did do a sweet jump out the window, you'd just need to stop and fix the car and/or yourself once you hit the ground.
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# ? Dec 24, 2014 14:17 |
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Dareon posted:
A sweet jump is worth breaking the car.
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# ? Dec 24, 2014 14:20 |
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Dareon posted:
I thought I'll just appear on the first floor undamaged. At least it was fun to survive on that roof.
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# ? Dec 24, 2014 14:43 |
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WhyIgaveuponcataclysm.png
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# ? Dec 25, 2014 09:23 |
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This is the same group of people who implemented zombie slaves, and vibrators that numerically speaking cancel out the guilt of murdering like four children per orgasm. I thought it was going to be something you turn on and throw to distract a horde, but noooooo, it has to give more morale than some of the best hot meals and booze combined. Also it takes like 20 seconds from activation to morale boost. There's a joke to be made here but god damnit CDDA team
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# ? Dec 25, 2014 09:31 |
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Anticheese posted:This is the same group of people who implemented zombie slaves, and vibrators that numerically speaking cancel out the guilt of murdering like four children per orgasm. Only if you are not a male. Or...?
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# ? Dec 25, 2014 09:42 |
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Kirs posted:Only if you are not a male. Or...? I've never tried but I don't think there's a sex restriction on it.
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# ? Dec 25, 2014 09:43 |
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*Man with minigun, MP3 player, chewing gum in his mouth and vibrator in his rear end enters school.
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# ? Dec 25, 2014 10:04 |
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Kirs posted:*Man with minigun, MP3 player, chewing gum in his mouth and vibrator in his rear end enters school. If you're going to make the news, best to do it in style.
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# ? Dec 25, 2014 10:07 |
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You're forgetting several blunts, a cigarette, and a shot of cheap booze.
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# ? Dec 25, 2014 10:16 |
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OwlFancier posted:If you're going to make the news, best to do it in style. Uh oh then I'd better to wear my top hat.
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# ? Dec 25, 2014 10:18 |
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I do like how picking the stylish trait means you can wear a Bonus points for putting a fursuit on top of the whole mess and still having the buff because you know, underneath the cheap faux fur, you are the most fancy motherfucker in town. OwlFancier fucked around with this message at 10:25 on Dec 25, 2014 |
# ? Dec 25, 2014 10:21 |
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OwlFancier posted:I do like how picking the stylish trait means you can wear a Until you find that "Thriller" Zed from latest build and than you will have a dancing battle with it. People told that if DDA devs continue that way of development, they will end up in post apocalyptic circlejerk circus with furries and other stupid things. And next stable version we got...right, fursuits.
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# ? Dec 25, 2014 10:31 |
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In fairness, I think glyphgryph would have added those anyway, and I kinda like having them in. What's the apocalypse if you can't snort all the cocaine and dress up like a football mascot and beat people's heads in with a baseball bat? Same with the bondage gear, suspicious leather wearing people are a staple of the motorbike apocalypse.
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# ? Dec 25, 2014 13:15 |
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OwlFancier posted:In fairness, I think glyphgryph would have added those anyway, and I kinda like having them in. What's the apocalypse if you can't snort all the cocaine and dress up like a football mascot and beat people's heads in with a baseball bat? You have the point. Might be its just me. First time I played DDA, my character died in church, drunk, with a sawn-off shotgun without ammunition, and strong nicotine addiction. Was fun. And now I somehow made invincible CBM monster who can tear brute apart. And I can't wait this character die, because it's no fun in playing it.
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# ? Dec 25, 2014 13:35 |
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I know that we're on the internet and esoteric fetish poo poo is par for the course but it still amazes me every once in a while that there are people out there who use this game as a form of pornography.
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# ? Dec 25, 2014 13:52 |
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I want to be optimistic and assume they're exaggerating for comedic effect, but I can't. I just can't.
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# ? Dec 26, 2014 02:42 |
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Don't forget this is also the game with a built-in fedora tipping mechanic; I'm sure it was added in jest by a developer, but was originally suggested by someone dead serious about it.
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# ? Dec 26, 2014 05:15 |
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The King of Swag posted:Don't forget this is also the game with a built-in fedora tipping mechanic; I'm sure it was added in jest by a developer, but was originally suggested by someone dead serious about it. Well that's sort of the issue with all these things. In a normal game it would be easter eggs or jokes made in good taste or at worst bad taste, now all these 'jokes,' aren't. It has become saturated with creepy fetishes and highly undesirable 'additions' to those of us who aren't part of the circlejerk. We reached saturation point for all this poo poo a long time ago and it just keeps getting worse. Having some leather bondage gear in your post apocalyptic survival game is a Mad Max reference. Having dildos, fursuits, fedoras, zlaves, katanas, cheezburgers, granades, thriller, maid outfits, ad infinitum; is garbage.
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# ? Dec 26, 2014 05:40 |
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Actually the katanas are really funny, because there's two kinds, both are just labeled as "katana" but one of them, if you examine it, says it's a cheap reproduction version and is kind of poo poo in combat. So you can break into a pawn shop and explode into weeaboo orgasmic joy because you see a katana, pick it up, and then realise it does poo poo for damage. I think you can also disable a bunch of the weird sex stuff if you want to. But killing zombies by throwing dildos at them at mach 5 is pretty funny too.
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# ? Dec 26, 2014 06:15 |
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OwlFancier posted:Actually the katanas are really funny, because there's two kinds, both are just labeled as "katana" but one of them, if you examine it, says it's a cheap reproduction version and is kind of poo poo in combat. I wholeheartedly support vibrators in the game. As long as you let me make this.
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# ? Dec 26, 2014 06:38 |
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Wild T posted:I wholeheartedly support vibrators in the game. As long as you let me make this. I am very very sad that there is nothing like the rock-it launcher. Or that vibrators aren't part of the railgun ammo class.
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# ? Dec 26, 2014 06:54 |
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OwlFancier posted:I am very very sad that there is nothing like the rock-it launcher. At last, canned SPAM will be useful.
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# ? Dec 29, 2014 07:35 |
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# ? Apr 25, 2024 16:35 |
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I found a great use for fursuits: They're loving delicious. Just stuffed one in my Internal Furnace and got over 750 power out of it. I don't know precisely how much, because I only had 750 power storage, but it took me from near-empty to full.
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# ? Dec 30, 2014 19:22 |