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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1880654 times)

Girlinhat

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15150 on: December 06, 2014, 10:07:47 pm »

Do NPCs avoid traps?

Aseaheru

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15151 on: December 06, 2014, 10:12:39 pm »

If they see it.
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Kaitol

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15152 on: December 06, 2014, 10:18:43 pm »

My house isn't exactly big enough for that. I spent the time setting up exterior defenses so I don't have to worry, but it would have been nice to just be able to eschew the huge fields of spike pits and have a concealed entrance then just set up a few blade traps and bear traps inside.

I'm close enough to town that zombie animals don't spawn but I'm at the outer edge and the door I didn't block up faces a small sort of backyard wooded patch shared by some other houses, so almost nothing but the very rare NPC comes through. Hence why I didn't want to  go to the bother of setting up large spike pits just to hopefully stop one npc every hundred days or so.
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Blaze

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15153 on: December 06, 2014, 10:30:28 pm »

Depending on the design of your base, you could use a wooden/light frame fitted with boards to block vision. Grab it and push/pull it to block the entrance as necessary. If an NPC does come by they'd have the break it down if they wanted to come in, and that'd wake you up.
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Descan

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15154 on: December 06, 2014, 10:34:11 pm »

Alternatively, underground tunnel?
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Flying Dice

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15155 on: December 06, 2014, 10:34:46 pm »

Or just set up a bubblewrap at the entrance before you sleep. IIRC that should be enough to wake you.
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15156 on: December 06, 2014, 10:35:55 pm »

Note: By see it I mean perceive it. NPCs have differing trait levels, just like your person does. So you could scatter arround traps and they would miss msot of them.
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Rilder

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15157 on: December 07, 2014, 12:50:14 am »

Hmm apparently there is some issues with heavy cables and jumper cables whenever you leave them attached and leave the area. (Like a square or so away) Namely that it causes the game to essentially start having atrocious performance issues.  Leaving one seems to be okay but more than that and the game is just unplayably slow.
« Last Edit: December 07, 2014, 12:58:52 am by Rilder »
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15158 on: December 07, 2014, 01:03:44 am »

Havent seen that for heavy cables, or for jumpers. I cant figure out how to remove jumpers without driving the second vehicle away tho...
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Kaitol

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15159 on: December 07, 2014, 01:40:42 am »

So, might I suggest we need a better system than adding +'s to a gun's name for every mod? Not being able to see an ammo count because you added twenty mods to a gun is annoying.

Possible alternatives: +#, x#, (#), <#> Or just adding a solitary M appended after the weapons name. Now that the inventory page catalogs mods so nicely knowing the number is... obsolete.

The only conceivable use is if you had two identical guns with different mods and used both at the same time for some reason but both are different enough in operation that telling them apart at a glance is useful. In which case that is a problem of your own making.
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MikaTheCrazy

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15160 on: December 07, 2014, 04:33:31 am »

Unfortunately, I lost my bullwhip to a power cut and lack of saving, but I've started a new game and got a fire axe and crowbar from consecutive zombies, so hopefully this one will also go well.
I also noticed that one could potentially make a homewrecker out of the starting shelter, if you break all the windows and the lockers, but I don't really see a good use for it.

Edit: I found my base: an underground lounge room with cupboards full of practically infinite booze, Probably well over two hundred units of various kinds, including good amounts of molotov strength alcohol.
« Last Edit: December 07, 2014, 04:40:40 am by MikaTheCrazy »
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Rez

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15161 on: December 07, 2014, 04:46:34 am »

1. There is no such thing as infinite alcohol.
2. Especially if you are making like a revolutionary
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Gentlefish

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15162 on: December 07, 2014, 04:48:05 am »

1. There is no such thing as infinite alcohol.
2. Especially if you are making like a revolutionary

No there's actually a cycle for infinite booze. Cheap wine > brandy > more cheap wine > more brandy

blazing glory

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15163 on: December 07, 2014, 05:26:12 am »

Glad I have my shotgun, every time I go to sleep some moose decides I'm ugly and comes in and hits me.

EDIT: Aw yeah! Broke a vending machine and now have enough fluid to last me 'till the apocalypse civilization! And there's plenty left!

Ruined my hospital run pretty early but I can't complain.
« Last Edit: December 07, 2014, 05:48:58 am by blazing glory »
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BigD145

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #15164 on: December 07, 2014, 10:04:34 am »

So, might I suggest we need a better system than adding +'s to a gun's name for every mod? Not being able to see an ammo count because you added twenty mods to a gun is annoying.

Possible alternatives: +#, x#, (#), <#> Or just adding a solitary M appended after the weapons name. Now that the inventory page catalogs mods so nicely knowing the number is... obsolete.

The only conceivable use is if you had two identical guns with different mods and used both at the same time for some reason but both are different enough in operation that telling them apart at a glance is useful. In which case that is a problem of your own making.

There's a long conversation on the official forums from a couple months back.
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