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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1880717 times)

i2amroy

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Re: Cataclysm: Dark Days Ahead
« Reply #2370 on: April 26, 2013, 08:40:48 pm »

That's why I suggested a "craft/construct for x amount of time" prompt/option, but I think I got ignored.
Or alternatively a "craft X many times" option would be nice.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Skyrunner

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Re: Cataclysm: Dark Days Ahead
« Reply #2371 on: April 26, 2013, 08:48:44 pm »

I tried and failed to comprehend what to do in Cataclysm :c
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Descan

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Re: Cataclysm: Dark Days Ahead
« Reply #2372 on: April 26, 2013, 08:49:24 pm »

"x amount of time" would work better for long single constructions, but I guess yours works better for what most people would use it for.
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Kaitol

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Re: Cataclysm: Dark Days Ahead
« Reply #2373 on: April 26, 2013, 11:13:07 pm »

Christ. How many bones did you HAVE?
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Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead
« Reply #2374 on: April 26, 2013, 11:24:37 pm »

   Not that many actually. Its just as mention just recently here, the hungrier and thirstier you are the slower you are. Ergo I ended up being really slow at making those needles.

Edit: Oh and the video finished uploading
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Flying Dice

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Re: Cataclysm: Dark Days Ahead
« Reply #2375 on: April 27, 2013, 12:17:23 am »

I tried and failed to comprehend what to do in Cataclysm :c
Be horribly murdered by lots of things, at least in my experience.  :P
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i2amroy

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Re: Cataclysm: Dark Days Ahead
« Reply #2376 on: April 27, 2013, 02:55:14 am »

So I've run into a bit of a dilemma regarding static spawn vs. dynamic. See I love dynamic mode's endless supply of zombies, as well as the endless supply of giant ants, giant wasps, etc. The problem that I'm running into is the dang normal wildlife! Right now I'm doing a lot of sneaking around in the dark in the city but I tend to wait outside for dark to fall first. The big problem is that as soon as I've spent more then a few hours in one spot I'm swarmed under by a barrage of spiders, bears, wolves, coyotes, and several other animals. Does anybody know of a way to still have dynamic spawning, but to tone down the rates just a little bit? (Or maybe to introduce some sort of a cap so that once 'X' many creatures are in an area it stops spawning?)
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Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

scriver

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Re: Cataclysm: Dark Days Ahead
« Reply #2377 on: April 27, 2013, 06:05:34 am »

So, have NPCs been completely removed in 0.4? Because I have no starter NPC in the shelter, and there's no "nonpc" files in the folder to delete to make random people appear either.
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Graknorke

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Re: Cataclysm: Dark Days Ahead
« Reply #2378 on: April 27, 2013, 06:07:35 am »

Eeeeeh I found a welder.
I had to kill hundreds of zombies to keep it, but now it is mine.
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Lightningfalcon

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Re: Cataclysm: Dark Days Ahead
« Reply #2379 on: April 27, 2013, 06:59:24 am »

So, have NPCs been completely removed in 0.4? Because I have no starter NPC in the shelter, and there's no "nonpc" files in the folder to delete to make random people appear either.
I think there is something you can turn on in the options.  And you can spawn them in the debug menu.
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scriver

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Re: Cataclysm: Dark Days Ahead
« Reply #2380 on: April 27, 2013, 07:00:00 am »

Yeah, I found it. After some minor experimentation is also managed to turn them on.
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead
« Reply #2381 on: April 27, 2013, 07:43:39 am »

They are still causing crash bugs, and after discussion and surveys we felt that removing the sole source of crash bugs by default was worth more to people than the value the NPCs gained. But yes, it's still in the options menu, if you want to choose to take that risk. (Which, admittedly, is pretty small compared to what it was, at the moment)
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Greiger

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Re: Cataclysm: Dark Days Ahead
« Reply #2382 on: April 27, 2013, 10:05:43 am »

I have learned that a single unit of senew is enough to start or spread a fire.

I have over 2000 sinews.

Time to set the world on fire.

EDIT: I tried to make a "HI MOM" fire out of nothing but individual bits on senew and the game crashed.  Seems reproduce-able, lighting a single unit of sinew on fire without anything else in the tile causes a crash.  Does not happen if an existing fire naturally spreads to it though.
« Last Edit: April 27, 2013, 10:16:09 am by Greiger »
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Moogie

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Re: Cataclysm: Dark Days Ahead
« Reply #2383 on: April 27, 2013, 11:46:43 am »

I have learned that a single unit of senew is enough to start or spread a fire.

I have over 2000 sinews.

Time to set the world on fire.

EDIT: I tried to make a "HI MOM" fire out of nothing but individual bits on senew and the game crashed.  Seems reproduce-able, lighting a single unit of sinew on fire without anything else in the tile causes a crash.  Does not happen if an existing fire naturally spreads to it though.

Reported this a few days ago, it has something to do with sinew counting as "ammo" an exploding. Spin it into thread first (if you're using a precompiled version, load and unload a sewing kit to achieve this) and it should burn safely without crashing.
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Sheb

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Re: Cataclysm: Dark Days Ahead
« Reply #2384 on: April 27, 2013, 12:06:36 pm »

How do you drop part of a stack?
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