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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1879740 times)

Mictlantecuhtli

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9765 on: January 20, 2014, 03:30:57 pm »

Par the course, Sean.  :)
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I am surrounded by flesh and bone, I am a temple of living. Maybe I'll maybe my life away.

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LordSlowpoke

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9766 on: January 20, 2014, 03:42:29 pm »

I'd like to see antique pistols, the kind that are loaded with powder and a ball-shaped piece of lead that you have to craft >.>

Not sure how that would work out.
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Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9767 on: January 20, 2014, 03:58:33 pm »

I'd like to see antique pistols, the kind that are loaded with powder and a ball-shaped piece of lead that you have to craft >.>

Not sure how that would work out.
Flintlock pistols/rifles and paper cartridges with ball shot and powder are in the latest experimental.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9768 on: January 20, 2014, 04:22:29 pm »

I'd like to see antique pistols, the kind that are loaded with powder and a ball-shaped piece of lead that you have to craft >.>

Not sure how that would work out.
Flintlock pistols/rifles and paper cartridges with ball shot and powder are in the latest experimental.

Not only just now I think, I seem to recall crafting a ball bearing bullet (alliteration!) gun
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Mr Space Cat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9769 on: January 20, 2014, 04:49:15 pm »

Playing the latest stable version, on day 1, going around seeing what I can loot. This is the lamest town ever, aside from a bar, hardware store, and a grocery store, it's all houses.

On a scale of 1 to 10, how difficult would it be to move an electric motor from one electric car to another? I've found two electric cars that are in otherwise drivable condition, except one is missing the wheels but has a motor, and the other has wheels but is missing an engine. I have no skill in mechanics at the moment, and I haven't tried modifying vehicles in this game.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9770 on: January 20, 2014, 04:50:41 pm »

Playing the latest stable version, on day 1, going around seeing what I can loot. This is the lamest town ever, aside from a bar, hardware store, and a grocery store, it's all houses.

On a scale of 1 to 10, how difficult would it be to move an electric motor from one electric car to another? I've found two electric cars that are in otherwise drivable condition, except one is missing the wheels but has a motor, and the other has wheels but is missing an engine. I have no skill in mechanics at the moment, and I haven't tried modifying vehicles in this game.

Replacing the motor is a fuckton of Mechanics, generally 7-ish at least. Wheels are much easier, but you need to find a whole set.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Mictlantecuhtli

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9771 on: January 20, 2014, 04:51:42 pm »

On a scale of 1 to 10, how difficult would it be to move an electric motor from one electric car to another?

It's about a 6 [mechanics  ;)] if I remember right. If you get a wrench/jack/hacksaw you can dismantle entire cars easily for free mechanics power-leveling.
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I am surrounded by flesh and bone, I am a temple of living. Maybe I'll maybe my life away.

Santorum leaves a bad taste in my mouth,
Card-carrying Liberaltarian

Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9772 on: January 20, 2014, 04:54:23 pm »

Playing the latest stable version, on day 1, going around seeing what I can loot. This is the lamest town ever, aside from a bar, hardware store, and a grocery store, it's all houses.

On a scale of 1 to 10, how difficult would it be to move an electric motor from one electric car to another? I've found two electric cars that are in otherwise drivable condition, except one is missing the wheels but has a motor, and the other has wheels but is missing an engine. I have no skill in mechanics at the moment, and I haven't tried modifying vehicles in this game.
You'll need a hacksaw and a wrench to remove parts, and... actually, no idea what to use for attaching them, but presumably a welder and a wrench. The hardware store should help with that. As for skill... well, if the game's at least partially realistic then you'll just have a chance of damaging the part you're taking out or putting in with low skill.

edit: aand ninja'd by more experienced people.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9773 on: January 20, 2014, 04:56:11 pm »

On a scale of 1 to 10, how difficult would it be to move an electric motor from one electric car to another?

It's about a 6 [mechanics  ;)] if I remember right. If you get a wrench/jack/hacksaw you can dismantle entire cars easily for free mechanics power-leveling.

I think it actually depends on the type of the motor. Last time I installed a new engine was adding a high-capacity one to an armored car with one already in place.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Mictlantecuhtli

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9774 on: January 20, 2014, 04:57:21 pm »

Yes. That's adding an engine to a vehicle with one already. Otherwise its just the base cost to remove the engine.
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I am surrounded by flesh and bone, I am a temple of living. Maybe I'll maybe my life away.

Santorum leaves a bad taste in my mouth,
Card-carrying Liberaltarian

Funk

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9775 on: January 20, 2014, 07:29:43 pm »

You need a charged welder to add most things to a vehicle, adding an engine gets harder for the bigger and more power full one, a small V2 is only level 2 but the much bigger V6's and 8s are 4 skill, the rare V12 is 8.
Adding a second engine is a level 12 job.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

pisskop

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9776 on: January 21, 2014, 01:08:36 am »

Static spawn doesnt seem to yield triffids or any other ooey gooey creature.  I found a wasp nest in a building, but no other fun things . . . 

am i correct to assume they wont show in static spawn mode?
« Last Edit: January 21, 2014, 01:18:38 am by pisskop »
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

azmodean

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9777 on: January 21, 2014, 01:12:01 am »

Re: MOAR GUNZ!QsadFDSF
We have a working mod manager now, which was the main holdup on pulling in ludicrous numbers of guns.  All the guns people care to stat out can now go into a "more guns" mod that people can easily toggle on if they like.  Similarly if people want to stat out even more scifi-ish weapons, feel free, they'll just go in an optional mod pack.
Due to all the work that has gone into extracting game entities to json, you can mod in new items, monsters, building types, martial arts, vehicles, vehicle components, recipes, constructions, terrain... really it's gotten to the point that the list of what you can't mod is shorter.

I want it to be more flexible, but what we have is a great start. (it's file based, I want it to be tag based for better mix n match)
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Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9778 on: January 21, 2014, 01:41:54 am »

Re: MOAR GUNZ!QsadFDSF
We have a working mod manager now, which was the main holdup on pulling in ludicrous numbers of guns.  All the guns people care to stat out can now go into a "more guns" mod that people can easily toggle on if they like.  Similarly if people want to stat out even more scifi-ish weapons, feel free, they'll just go in an optional mod pack.
Due to all the work that has gone into extracting game entities to json, you can mod in new items, monsters, building types, martial arts, vehicles, vehicle components, recipes, constructions, terrain... really it's gotten to the point that the list of what you can't mod is shorter.

I want it to be more flexible, but what we have is a great start. (it's file based, I want it to be tag based for better mix n match)

Yes, so I noticed. Makes my adding all the new entries to a separate text file even more prudent than it already was.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Darkmere

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9779 on: January 21, 2014, 02:05:40 am »

Static spawn doesnt seem to yield triffids or any other ooey gooey creature.  I found a wasp nest in a building, but no other fun things . . . 

am i correct to assume they wont show in static spawn mode?

Unless something's changed, Static allows for almost anything, just not anyWHERE. You'll need to go hunting for triffids, I haven't found very many in my playtrhoughs, but I only play on static.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.
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