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Author Topic: Fort Zombie  (Read 2070 times)

x2yzh9

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Fort Zombie
« on: August 29, 2010, 07:24:08 pm »

So, pretty fun game in my opinion. It's patched a lot now, and for me I barely get any lag. Is there a way to turn off the 12 day time limit?

nenjin

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Re: Fort Zombie
« Reply #1 on: August 29, 2010, 07:27:16 pm »

Isn't there already a thread for this?

I don't know about the time limit, I haven't looked into modding.

As for the performance, it's great up until the final defense. I have a quad core, a 512 graphics card and 4 gigs of ram, and my system DIES during the attack. It's totally unplayable.

I enjoy the entire game up until that point.
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chaoticag

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Re: Fort Zombie
« Reply #2 on: August 29, 2010, 07:28:10 pm »

Is there a way to turn off the 12 day time limit?
Hard coded, but what you can do is edit the save to an earlier date.
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x2yzh9

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Re: Fort Zombie
« Reply #3 on: August 29, 2010, 08:13:05 pm »

Is there a way to turn off the 12 day time limit?
Hard coded, but what you can do is edit the save to an earlier date.
Would editing the save to an earlier date chance all of your stuff to what it was at that date, or would you keep data, just it be reset to like 12 days before the final attack comes? Also, is it possible to edit data so you have more stamina/accuracy? The people are just ridiculously shitty and non-muscular. Hell, I'm 229 LBs, 13 and I can run faster and aim more accurately than the retarded Player Character.

nenjin

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Re: Fort Zombie
« Reply #4 on: August 29, 2010, 08:23:38 pm »

Under the right circumstances, the AI can get guaranteed headshots at short range, with decent skills. All the old guy veterans, stick them with a pistol, enter the level and watch as they mow down zeds in a big line.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

chaoticag

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Re: Fort Zombie
« Reply #5 on: August 29, 2010, 09:24:42 pm »

Would editing the save to an earlier date chance all of your stuff to what it was at that date, or would you keep data, just it be reset to like 12 days before the final attack comes? Also, is it possible to edit data so you have more stamina/accuracy? The people are just ridiculously shitty and non-muscular. Hell, I'm 229 LBs, 13 and I can run faster and aim more accurately than the retarded Player Character.
No, you won't lose stuff, and yes, you technically can add stats, but it's all a bit tricky, although since it's all XML stuff, there should be no problem there.
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x2yzh9

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Re: Fort Zombie
« Reply #6 on: August 29, 2010, 10:38:25 pm »

Would editing the save to an earlier date chance all of your stuff to what it was at that date, or would you keep data, just it be reset to like 12 days before the final attack comes? Also, is it possible to edit data so you have more stamina/accuracy? The people are just ridiculously shitty and non-muscular. Hell, I'm 229 LBs, 13 and I can run faster and aim more accurately than the retarded Player Character.
No, you won't lose stuff, and yes, you technically can add stats, but it's all a bit tricky, although since it's all XML stuff, there should be no problem there.
Hate to be rude, but can you tell me or do you not know how?

Ninteen45

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Re: Fort Zombie
« Reply #7 on: August 30, 2010, 02:58:31 pm »

http://www.fortzombie.com/

Cause you are lazy, OP.
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Zangi

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Re: Fort Zombie
« Reply #8 on: August 30, 2010, 04:35:54 pm »

Quote
FZ 1.0.7 Update Details

Postby Mecron » Tue Jul 06, 2010 8:56 pm
Hey folks, sorry for the delay over E3 but the much awaited FZ update is here. We prepared it as a smaller patch update but so many DDL services did so many strange things to the original code base that in case of any problems, be prepared to just dload the whole package again. As usual, these are the major points but it is not exhaustive.


Fixes
1- Fixed crash from diving through certain windows.
2- Fixed crashes due to NPC special abilities.
3- Fixed zombie climbing bug that allowed zombies to pass through walls and doors.
4- Improved Zombie and NPC pathing in many tight spaces.


Changes
1- Small range extensions for all handguns
2- Increased number of zombies in final battle.
3- More accurate targeting locations on zombies.
4- Targeting Reticle now shows whether target is at Short, Medium, Long or out of range.
5- Out of range shooting now suffers from very large accuracy deviation.
6- Increased zombie ability to climb.
7- The destabilizing influence of the Deadworld has imbued small objects around Piety with magical attributes.
8- Medical healing now starts in the torso and spreads outwards
9- Can now stay out on missions till 4 AM.


Additions
1- NPC AI now accepts range (s/m/l) commands for engaging enemies.
2- Guns now come with Tac light variants to aid in night missions.
3- 2 new firearms...M1911a pistol and Model 70 Savage hunting rifle.
4- 3 new melee weapons...Machete, Sickle and Pitchfork
5- New properties such as the Corn Maze and Theater of Evil.
6- Skills now display rated AND final calculation levels
7- Night now comes earlier over the course of the game...harder levels result in faster progressions of night fall.

Yay?
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chaoticag

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Re: Fort Zombie
« Reply #9 on: August 30, 2010, 04:39:26 pm »

Would editing the save to an earlier date chance all of your stuff to what it was at that date, or would you keep data, just it be reset to like 12 days before the final attack comes? Also, is it possible to edit data so you have more stamina/accuracy? The people are just ridiculously shitty and non-muscular. Hell, I'm 229 LBs, 13 and I can run faster and aim more accurately than the retarded Player Character.
No, you won't lose stuff, and yes, you technically can add stats, but it's all a bit tricky, although since it's all XML stuff, there should be no problem there.
Hate to be rude, but can you tell me or do you not know how?
I actually never did this, but there is something up on their forums that can help save editing, or you can use notepad on the saves, which can be found in your documents folder.
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Tellemurius

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Re: Fort Zombie
« Reply #10 on: August 31, 2010, 10:38:54 am »


Quote
FZ 1.0.7 Update Details

Postby Mecron » Tue Jul 06, 2010 8:56 pm
Hey folks, sorry for the delay over E3 but the much awaited FZ update is here. We prepared it as a smaller patch update but so many DDL services did so many strange things to the original code base that in case of any problems, be prepared to just dload the whole package again. As usual, these are the major points but it is not exhaustive.


Fixes
1- Fixed crash from diving through certain windows.
2- Fixed crashes due to NPC special abilities.
3- Fixed zombie climbing bug that allowed zombies to pass through walls and doors.
4- ImprovedZombie and NPC pathing in many tight spaces.


Changes
1- Small range extensions for all handguns
2- Increased number of zombies in final battle.
3- More accurate targeting locations on zombies.
4- Targeting Reticle now shows whether target is at Short, Medium, Long or out of range.
5- Out of range shooting now suffers from very large accuracy deviation.
6- Increased zombie ability to climb.
7- The destabilizing influence of the Deadworld has imbued small objects around Piety with magical attributes.
8- Medical healing now starts in the torso and spreads outwards
9- Can now stay out on missions till 4 AM.


Additions
1- NPC AI now accepts range (s/m/l) commands for engaging enemies.
2- Guns now come with Tac light variants to aid in night missions.
3- 2 new firearms...M1911a pistol and Model 70 Savage hunting rifle.
4- 3 new melee weapons...Machete, Sickle and Pitchfork
5- New properties such as the Corn Maze and Theater of Evil.
6- Skills now display rated AND final calculation levels
7- Night now comes earlier over the course of the game...harder levels result in faster progressions of night fall.

lol didn't some complain the last battle lagged out his monster machine.