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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1880618 times)

MetalSlimeHunt

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Re: Cataclysm: Dark Days Ahead
« Reply #2265 on: April 23, 2013, 08:45:32 pm »

Skill rust is not all that important. I'd leave it out, maybe keep a toggle option.
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alway

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Re: Cataclysm: Dark Days Ahead
« Reply #2266 on: April 23, 2013, 09:15:46 pm »

Yeah, I never play with it on. Before DDA, I even specifically modded the game files to disable it. As much as the lack of really endgame challenges, recipes, ect can be disappointing, it's not nearly as tedious as having your hard-earned skills rust down.
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Flying Dice

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Re: Cataclysm: Dark Days Ahead
« Reply #2267 on: April 23, 2013, 10:09:26 pm »

It's bloody terrible, don't use it.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
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BigD145

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Re: Cataclysm: Dark Days Ahead
« Reply #2268 on: April 23, 2013, 10:31:25 pm »

"I'm a master tailor but by this time next week I won't be."
I always turn rust off. I don't mind the nearest whole number but versions come around too quickly and I don't play long enough.
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jester

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Re: Cataclysm: Dark Days Ahead
« Reply #2269 on: April 23, 2013, 11:17:43 pm »

3 things I always do with a new version of cataclysm:  Turn off skill rust, Tell it to drop all my useless garbage on the ground and turn units from dark ages to metric system.

  If your lifespan is measured in days or weeks, you arent going to forget much.
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Flying Dice

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Re: Cataclysm: Dark Days Ahead
« Reply #2270 on: April 23, 2013, 11:32:22 pm »

3 things I always do with a new version of cataclysm:  Turn off skill rust, Tell it to drop all my useless garbage on the ground and turn units from dark ages to metric system.

  If your lifespan is measured in days or weeks, you arent going to forget much.

Oi! We resemble that remark!
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Aurora on small monitors:
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2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Kaitol

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Re: Cataclysm: Dark Days Ahead
« Reply #2271 on: April 23, 2013, 11:34:27 pm »

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Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead
« Reply #2272 on: April 23, 2013, 11:38:07 pm »

   Metric from an objective point of view is easier to use for a lot of things because of it following how the decimal system works. From a subjective point of view the American school system was barely able to teach me to use the janky system we Americans use and I doubt I will ever be able to remember metric in the next century.
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Zyxl

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Re: Cataclysm: Dark Days Ahead
« Reply #2273 on: April 24, 2013, 12:12:15 am »

Time for more suggestions that will never be implemented!

-With sufficient materials and skill, functional and useful player made (or just player-activated) long range teleporters.
-Unique mobs for siege and assault on heavily fortified player bases.

There's hypothetically unlimited resources in the game, as once you reach the edge of the map it just rolls not-seamlessly into another. You will, however, spend more and more time traveling further and further to gather non-renewable supplies. There's an increasing amount of time where you are just holding cruise control wishing your computer could render this faster as nothing is happening. As it is in the current game, I always end up a roadwarrior nomad with no base but my custom death-truck cargo hauler because there is little to no point in settling down anywhere. It's a damned shame too, because there's lots of cool new stuff being added with custom walls and fortifications, and there is a LOT of potential for more fort building in a post-apoc simulation.

Given there is teleportation technology in the game, I don't think it's very far-fetched you could find a working long-range teleportation system in a super-lab somewhere. Since it would be boring if you HAD to ALWAYS set up fort in or near a Lab with one instead of anywhere you damn well please, I think the player should be able to dismantle and move it, or build a small teleporter that can "tap" into the big one once it's reactivated. So once the player has found and activated or at least moved one, then they could use it. I'm thinking some kind of bionic or portable device that would return the player to the "home" portal, and beacons of sorts that the player could set up out in the field to teleport to. Give the return teleport device/bionic like a 10+ minute charge up time so you can't just blip away from a hulk's fist, and the field beacon teleporters would require you to actually reach the location first to set it up before you could just teleport there. Give using it a risk with the teleportation sickness and resulting fungal infection and massive power requirements and I don't think it will be too overpowered.

Now that it's actually feasible to shack up somewhere with an actual permanent base, the game needs more things that make this worthwhile. Right now the only real benefit of not being a nomad is not having to pack and unpack everything. Crazy shit needs to happen if you stay too long that actually requires nutjob fortifications and traps. I'm thinking custom mobs that only spawn around an actively used teleportation base. Maybe local fungal intrusions or fungal towers that pop up a few tiles away overnight. As it is, I actually INTENTIONALLY set up base in Triffid or Fungaloid territory JUST to be able to have a cool base with defenses that's actually used. I'd rather the game just threw shit at me rather than me having to find said shit if I'm looking for trouble when I've amassed such a pile of resources I realize there's nothing left to do in the game.

Really need new NPC features to go with this, like raiding AI survivors, putting friendly AI on guard duty, and simple things like AI food requirements and farming... but I think that's just asking for buggier NPCs.
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FritzPL

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Re: Cataclysm: Dark Days Ahead
« Reply #2274 on: April 24, 2013, 12:37:35 am »

By the way, this just in: after driving away from a town like from the mall in Dead Center finale, I fucked around the other side of the map for a few days, came back after about a week to my starting town, and I saw new dead human bodies with drugs on them. My guess is that it's a very early version of factions interacting with the world. Pretty cool, wish there were new soldier bodies, though.

Shades

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Re: Cataclysm: Dark Days Ahead
« Reply #2275 on: April 24, 2013, 03:20:29 am »

So I just found an LMOE shelter (SCORE!) but underground is pitch black. Is there a more permanent solution to this than flashlights?

Today I watched Jefmajor's recent Cataclysm:DDA livestream on Twitch and he had an interesting solution to lighting up his LMOE. He made a vehicle frame with a seat, controls, and a headlight and it shines a constant cone-shaped light to the north of the shelter. The controls are necessary to have the lights on, but you'd only need wheels to turn it in another direction. He said he was thinking of adding more, but the single one was good enough to provide a space for reading and such.

Making lights on vehicles actually drain power (and so require car battery / engine running) is on my list of things I need to do.
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Aavak

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Re: Cataclysm: Dark Days Ahead
« Reply #2276 on: April 24, 2013, 03:53:56 am »

So I just found an LMOE shelter (SCORE!) but underground is pitch black. Is there a more permanent solution to this than flashlights?

Today I watched Jefmajor's recent Cataclysm:DDA livestream on Twitch and he had an interesting solution to lighting up his LMOE. He made a vehicle frame with a seat, controls, and a headlight and it shines a constant cone-shaped light to the north of the shelter. The controls are necessary to have the lights on, but you'd only need wheels to turn it in another direction. He said he was thinking of adding more, but the single one was good enough to provide a space for reading and such.

Making lights on vehicles actually drain power (and so require car battery / engine running) is on my list of things I need to do.

I had wondered why this wasn't already in, but given how awesome the vehicle setup is already, I don't think anyone is going to sweat it if a few little bits haven't been finished yet :)

I have been idly toying with the idea of looking into the code (assuming it's still open source?). I've been really busy slogging through my uni work the last 3 weeks, but just finished two big assignments and want something to help me unwind from all the stress-head-ing I've been doing lol.

ThtblovesDF

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Re: Cataclysm: Dark Days Ahead
« Reply #2277 on: April 24, 2013, 06:46:03 am »

Personally I'd love to see more "alive world" interaction, if only finding a bunch of (human) body parts in a area and a zombie-bear, plus some remaining, but heavly damaged zombies.
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Shades

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Re: Cataclysm: Dark Days Ahead
« Reply #2278 on: April 24, 2013, 06:53:52 am »

I have been idly toying with the idea of looking into the code (assuming it's still open source?). I've been really busy slogging through my uni work the last 3 weeks, but just finished two big assignments and want something to help me unwind from all the stress-head-ing I've been doing lol.

Still open source, just fork it on git, make changes and issue a pull request then one of the core devs will say ya or ney (or comment, or all three) and life is good.
Should warn you the code is a little messy, though improving slowly, personally I found it very rewarding to add things that people enjoyed so I'd recommend you do if you can. That said it's been about a month since I actually got my act together and did anything.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

scriver

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Re: Cataclysm: Dark Days Ahead
« Reply #2279 on: April 24, 2013, 11:02:23 am »

Using "fingerpick" on locked pawn shop doors. "You can't unlock that closed wooden door". Is my skill too low, or is it a bug?

Also, I keep reading it as "fingerprick". Too similar! :P
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Love, scriver~
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