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There you go.Doctor Doodler posted:TIP: Install the Terminus font and edit FONTDATA in the data folder to use it. It's not tiles, but it looks a lot better than default.
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# ¿ Jun 7, 2013 19:24 |
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# ¿ Apr 25, 2024 16:06 |
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For some reason, the controls for vehicles have been changed in the latest version. You have to use the menu for turning your headlights on and off etc. to leave your car now.
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# ¿ Jun 8, 2013 13:04 |
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I just raided a town and a nearby lab for ammonia and bleach. Butchered me some zombies and now I have two gallon jugs full of mutagen. Uglification time!
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# ¿ Jun 8, 2013 15:48 |
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Galaga Galaxian posted:Are plastic bags useful for anything? I noticed there was a crafting formula to bundle 10 together for some reason. Also is there a way to STOP reading? I tried to read a first aid book and my guy just read for hours until spotting a spider stopped him. Galaga Galaxian posted:[edit] Any semi-reliable places to find ammo besides gun stores and military places? Do police stations carry ammo? I got a shotgun, but nothing to put in it.
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# ¿ Jun 8, 2013 19:38 |
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Strudel Man posted:What, seriously? I broke into one of those and didn't find...anything, except a couple soldiers. Some bottled water. That was about it. [edit] Here's a screenshot of what I mean: The lab level I'm on has three of those. Cardiovorax fucked around with this message at 20:14 on Jun 8, 2013 |
# ¿ Jun 8, 2013 19:49 |
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Static mode is all about making the best of what you can find, so crafting skills are really essential. Personally, I'd recommend something like this: start with a character who has 4 points in tailoring, 4 in survival, 2 in archery, the Wannabe Mechanic profession and the Android perk, other perks and stats as you want, but preferably mid-highish intelligence and perception. Tailoring 4 will let you make your own backpacks right off the bat. 4 survival will let you make bone needles, which replace sewing kits. The Wannabe Mechanic profession starts you off with a Driving magazine and a book that can take you up to Mechanics 3. Archery lets you make a longbow and arrows, which become even more useful if you have good Perception. Intelligence will let you read more books as you find them, which is probably the best way to get a decent set of starting skills. Finally, Android has a chance of starting you out with some really good abilities, including the Integrated Toolset, which is just a godsend. All of this will take a lot more than the 6 points the game usually starts you with, but with static it's no shame if you're struggling a bit in the beginning and give yourself an edge.
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# ¿ Jun 9, 2013 14:42 |
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It definitely works. The bionic makes it so that the game always returns true when checking for whether your temperature should go up, down, or normalize. When it's active, it overrides all other temperature changes and always moves you back a step towards "comfortable" when the check happens. If you activate it while already comfortable, you can't get hot or cold no matter what. It wouldn't hurt if it was a bit cheaper, though. [edit] By the way, Power Armor should automatically regulate your temperature for you if you have it powered by a UPS. Cardiovorax fucked around with this message at 17:39 on Jun 9, 2013 |
# ¿ Jun 9, 2013 17:36 |
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Galaga Galaxian posted:We should be able to butcher corpses for fat and make tallow candles with them.
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# ¿ Jun 9, 2013 19:42 |
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That's really what I would say is Cataclysm's biggest problem right now. There's just no real goal. Once you've got a full loadout of stuff there's nothing left to do with all of it. It gets boring really quickly.
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# ¿ Jun 10, 2013 21:57 |
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PiCroft posted:If Jon wants, he can post up his Goon build source and I'll throw it in there, from the looks of things, the changes are trivial.
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# ¿ Jun 11, 2013 21:55 |
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You just can't not love a game that gives you the ability to weld together your own Killdozer. Hint: There are artifacts in the game that will give you "clairvoyance," the ability to see through walls. It's definitely worth looking for one, especially if you're driving a killtruck like that.
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# ¿ Jun 12, 2013 15:06 |
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Anticheese posted:Which is dumb and terrible. There aren't many situations where you need to pick up stuff from an adjacent vehicle storage when driving.
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# ¿ Jun 12, 2013 21:33 |
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Ignatius M. Meen posted:You also need a jack and rubber hose for changing tires and filling containers with gas from vehicles respectively. Jacks will be in garages with the other mentioned mechanical items but rubber hoses are probably limited to gas stations. Also the easiest way to check for whether a vehicle is useful or not is to (e)xamine it - a box will pop up with diagnostics, and if the vehicle doesn't say "wheels: lack" or "safe speed: 0 mph" you'll know you can drive it once you put more fuel in.
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# ¿ Jun 13, 2013 16:35 |
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Prokhor posted:See this is super helpful thank you. Is it a case basically of if you can't see them they can't see you? How many things have some sort of night vision? It seems kinda random when zombies will detect me en masse at night and then lose track just as quickly. Are they attracted to light sources? Can I throw a glowstick or something as cover? You can't use glowsticks as bait, but you can build a noise maker out of a radio and use that to lure them in. Or just set a building on fire. The noise it makes while collapsing will attract everything within a several block radius. Smell is harder to cover. If you can find an Olfactory Mask bionic, it'll make you emit no smell whatsoever while it's active. It's great for night raids.
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# ¿ Jun 13, 2013 20:37 |
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No, it actually doesn't, it just makes it go away faster. Smoke does cover up smell, though. It doesn't keep you from making more, but it destroys the trail that's already there.
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# ¿ Jun 13, 2013 22:06 |
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I like to turn Semi Trucks into pimped-out wheeled doom fortresses of solitude. Picking a random house in the middle of a city and just fortifying the hell out of it is pretty fun, though.
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# ¿ Jun 13, 2013 22:50 |
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Slime posted:There's also a furry tail mutation that improves your dodge.
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# ¿ Jun 14, 2013 03:14 |
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All this complaining about furries is kind of retarded. If there are any furries involved with DDA, they're the least obtrusive furries ever. This is not something that needs fixingLprsti99 posted:E: Oh, and seeing the Crawl thread reminded me of something else: what about a starting 'profession' that randomly chooses one of the mutation categories, and randomly gives you mutations over the game, biased toward the category it chose (thinking of Crawl's Demonspawn here). Maybe have it preclude most traits as a balance (except possibly Robust Genetics, and Android or other traits that don't affect mutations?)
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# ¿ Jun 14, 2013 11:44 |
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I'd be down for some activatable psychic mutations. Maybe fire-breathing glands too, or quills you can shoot. Caves of Qud does stuff like that, it's pretty awesome. You'd probably need to implement a new kind of resource similar to bionic power to balance it out, though. Just no cooldown, though. I hate cooldowns.
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# ¿ Jun 14, 2013 13:56 |
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Bullet crafting is a bit buggy at the moment. If you pull apart bullets and put them back together again, you're liable to get more back out of the process than you invested in it. I tried it just a while ago and somehow ended up with 4680 9mm +P+ bullets. I'm not quite sure what happened there.
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# ¿ Jun 14, 2013 16:52 |
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The newest version has a new craftable "brass catcher" addon for firearms. Now you don't even need to clean up after yourself anymore. Handy!
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# ¿ Jun 14, 2013 17:57 |
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I think that something like that was originally planned, anyway. We have an existing faction system, even if it doesn't do poo poo, and the text of many mutations implies that eventually NPCs would have enough personality to like or dislike you based on the presence of mutations, bionics or both. It doesn't exist yet, but it's probably a planned feature at some point. Maybe they could ask toady for help.
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# ¿ Jun 15, 2013 16:05 |
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I made this post about how to set up your character to survive static mode if you're having trouble getting into the game. It's a bit outdated now - in the latest version, arrows require feathers and spears/javelins are better than I thought - but all in all it should still give you a decent starting point.
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# ¿ Jun 16, 2013 16:03 |
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It should be possible to make "deployable" bicycles. They could work off the same code as tents and shelters. Vehicles are basically just teleporting buildings anyway.
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# ¿ Jun 16, 2013 22:08 |
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It's simply the tradeoff for static generation. If zombies didn't reanimate, cities would just empty out way too quickly, because no new zombies get spawned. If you don't want to deal with it, use dynamic mode. Zombies don't get back up then.
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# ¿ Jun 18, 2013 22:53 |
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A fun thing to do in Cataclysm: Collect a bunch of zombie corpses. Pile them up in a locked room. Wait for them to reanimate. Use zombie pheromones on some of them. Instant zombie pit fight.
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# ¿ Jun 18, 2013 23:01 |
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Buildings and such stay the same, but items and mobs are more or less independently random. If you explore a town, quit without saving and then explore it again, zombie distribution and items will be different. In order to make sure that stuff you dropped or saw doesn't just disappear into the ether, the game has to save every part of the map that you've seen. There really should be a check to make sure that only areas that you have seen since the last save get saved again. Loading times get pretty long once you've explored a few labs.
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# ¿ Jun 18, 2013 23:26 |
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I think the long-term appeal of this game would be improved a lot by adding some interesting high-level abilities, a reason to keep improving your character. If level 25 firearms gave you the ability to turn every shot you fire into a small explosion, you'd actually have a reason to keep training it. Level 25 construction? Maybe throw up whole stretches of walls or pits, or get the ability to construct whole buildings out of a template instead of having to place every tile manually. poo poo like that. Right now, skills and abilities don't really scale too well.Bilal posted:Anytime I smash a refrigerator and examine it, I get a "If only you had a shovel..." message. Even if I do use a shovel to clear it the rubble, it never contains a rubber hose.
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# ¿ Jun 19, 2013 08:07 |
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It's a known bug. Cars with roofs will never charge their batteries. You just need to remove one or two roof tiles, that'll usually to it.
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# ¿ Jun 19, 2013 08:22 |
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No, you can't install anything over doors. I've been loving around a bit with the weapon code. The Fusion Blaster bionic is way more cool and fun to use when it causes explosions that can blow down walls.
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# ¿ Jun 19, 2013 14:42 |
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I don't think that's technically possible until overground z-levels are implemented.
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# ¿ Jun 19, 2013 19:56 |
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Strumpie posted:On the topic of z-levels I do hope they get towers and such working eventually, and some sort of persistence between the levels so zombies would follow you up, or at least wait.
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# ¿ Jun 19, 2013 20:24 |
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First artifact I ever found was a harp that gave me super clairvoyance just by carrying it around. No downsides that I ever noticed. It was great.Capilarean posted:How do fungaloid spires and triffid groves work in static? I recall that in dynamic they used to alter the spawn tables in their area, but that's obviously not gonna be the case now.
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# ¿ Jun 20, 2013 09:49 |
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Jonny Retro posted:I got a chance to test it and using the (s)mash command on a zombie corpse until it turns into a "Pulped Zombie Corpse" does prevent them from resurrecting. Sledgehammers and Wood Axes are of course superb at this managing to do it in one or two swings.
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# ¿ Jun 21, 2013 11:38 |
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Church bells and noisemakers are kinda supposed to already do that, but they don't really seem to work all that well.
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# ¿ Jun 22, 2013 20:28 |
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The part of fields.cpp that deals with how long fires burn is pretty complicated, so I'm not really sure what does what. One thing I've figured out so far is that the best way to keep a fire burning is to feed it alcoholic drinks. Whiskey, vodka, etc. increase the lifespan of the fire by 300 time units per volume unit, while wood and such add 1-4 time units at most. There's definitely a relation between units of volume and lifespan, but the relationship between material and lifespan is way larger. [edit] Also, there's a relationship between fire density and lifespan. If you burn a lot of stuff at once, you will get a "denser" fire - that is to say, a raging fire instead of a small one. Big fires burn their fuel faster, though, so you won't actually get a longer burning fire out of it. Cardiovorax fucked around with this message at 23:14 on Jun 23, 2013 |
# ¿ Jun 23, 2013 23:06 |
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No kidding. Seriously, it's awful. The code is an horrible, basically undocumented mess. It's nearly impossible to change anything except through trial and error.
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# ¿ Jun 23, 2013 23:19 |
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Incidentally, you can now abandon the controls without automatically getting hurt. You can even move around in a moving vehicle, so long as you don't jump out of the door.esquilax posted:Is there a way to dump only one unit of alcohol on a tile? Lowest I can figure is 7 (via dumping into a flask and unloading it)
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# ¿ Jun 24, 2013 00:02 |
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PiCroft posted:One of the things the DDA team started one early on was an item factory and loading stuff from files, which makes adding new tools, ammo etc a cinch. I think addin repairable Kevlar and plastic would have taken longer without it. I kinda pity the poor sucker they're planning to hire as a full-time developer now.
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# ¿ Jun 24, 2013 11:41 |
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# ¿ Apr 25, 2024 16:06 |
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The King of Swag posted:Personally, the change I would have liked to see made is an end to item overflow. When you fill up a tile, I'd much rather the game simply tell you that the tile is full and keep the items that didn't fit in your inventory. As it is, when items overflow into adjacent tiles, I have to pick all that poo poo back up and find a place for it, or much worse, it fucks up my sorting system, which usually involves like items next to each other (i.e. guns in one cabinet, ammo in the cabinet next to it).
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# ¿ Jun 24, 2013 12:39 |