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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1861573 times)

Girlinhat

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Re: Cataclysm: Dark Days Ahead
« Reply #4920 on: July 22, 2013, 03:21:58 pm »

Vehicles in a megacity are actually very useless.  The only thing you can navigate with is a bicycle or similar size.  Anything larger gets gridlocked with the wrecks.

Gamerboy4life

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Re: Cataclysm: Dark Days Ahead
« Reply #4921 on: July 22, 2013, 03:59:43 pm »

Vehicles in a megacity are actually very useless.  The only thing you can navigate with is a bicycle or similar size.  Anything larger gets gridlocked with the wrecks.

Unless you have a Semi, because then nothing can stop you

I've gone through houses without much trouble in that thing, killed hundreds of zombies, sent countless cars flying...
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CognitiveDissonance

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Re: Cataclysm: Dark Days Ahead
« Reply #4922 on: July 22, 2013, 04:02:52 pm »

I apologize for relatively useless humour. Your posts just make me giggle due to associations :P

Vehicles in a megacity are actually very useless.  The only thing you can navigate with is a bicycle or similar size.  Anything larger gets gridlocked with the wrecks.

"Traffic... traffic never changes...
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Girlinhat

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Re: Cataclysm: Dark Days Ahead
« Reply #4923 on: July 22, 2013, 04:23:37 pm »

Vehicles in a megacity are actually very useless.  The only thing you can navigate with is a bicycle or similar size.  Anything larger gets gridlocked with the wrecks.

Unless you have a Semi, because then nothing can stop you

I've gone through houses without much trouble in that thing, killed hundreds of zombies, sent countless cars flying...
You've seen my WARBUS.  The problem is when you hit a vehicle and destroy part of it, the part just becomes an 'X' that you still collide with and deals damage to you.  In a packed street, you quickly ram all the wrecks together and then your vehicle has no chance of pushing through.  The only way to break through a crowded street is to get out and disassemble the cars completely.

If a destroyed vehicle tile totally disappeared, or if very high damage could obliterate a vehicle into lumps and chunks, then maybe.  But as it is, navigating a packed street is only possible with a bicycle.

The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #4924 on: July 22, 2013, 04:34:17 pm »

Which says to me that it's working perfectly.
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Graknorke

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Re: Cataclysm: Dark Days Ahead
« Reply #4925 on: July 22, 2013, 04:37:47 pm »

Doesn't really make sense that vehicles would be harder to go through than a house though.
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The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #4926 on: July 22, 2013, 04:39:00 pm »

Nah man. Hollywood physics. You can drive your car through a bank vault without denting it, but even slightly bump another car and you're flipping through the air and exploding.
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Graknorke

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Re: Cataclysm: Dark Days Ahead
« Reply #4927 on: July 22, 2013, 04:39:57 pm »

It may seem like all of the apocalypse scenarios are fictional, but one of them is metafictional. Michael Bay has become the director of reality.
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beorn080

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Re: Cataclysm: Dark Days Ahead
« Reply #4928 on: July 22, 2013, 04:41:25 pm »

No, it actually makes a great deal of sense. Even a completely mangled wreck is still a car. Even torched, there is still enough left that another vehicle would have to shove it out of the way. And if you have 20 torched cars piled together? Nothing would get through.
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DeKaFu

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #4929 on: July 22, 2013, 04:42:32 pm »

For the font issue on windows SDL, Have you tried just using the name of the font, e.g. "Terminus" in FONTDATA?  I'm not totally sure about windows, but that's how it works on linux.

This...worked. I'd tried "TerminusBold-4.38.ttf" and "TerminusBold-4.38" to no effect, but just "Terminus" on the first line and it finally worked. Many thanks.
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Girlinhat

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Re: Cataclysm: Dark Days Ahead
« Reply #4930 on: July 22, 2013, 05:11:24 pm »

No, it actually makes a great deal of sense. Even a completely mangled wreck is still a car. Even torched, there is still enough left that another vehicle would have to shove it out of the way. And if you have 20 torched cars piled together? Nothing would get through.
The problem is, when you hit another vehicle it's send flying directly forward.  You cannot push it to the side or otherwise clear a path.  You can also NEVER level a car.  Even striking it at 500mph with a semi truck still leaves it as an indestructible lump.  There should be a limit that after an amount of damage, it's been bashed, mangled, and enough parts lost that it crumbles into debris and lets you drive over easily.

If you're implying that a car chassis has the magical ability to never be crushed flat, then there's something bigger wrong here.

azmodean

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Re: Cataclysm: Dark Days Ahead
« Reply #4931 on: July 22, 2013, 05:18:18 pm »

Yea you're right about batteries, a battery should have a fixed weight/volume, and a current(ha)/max charge level that doesn't have anything to do with its gross physical properties.  Similarly you should be able to set up an engine and alternator to charge said batteries, albeit incredibly inefficiently.  Mor ability with mechanicals and electronics would lead to better generators.

For medium-scale power handling, the obvious thing to do is split out car batteries from the engine, you'd have access to all of these you could handle due to the car hulks scattered around.  You should be able to get pretty far with just stealing batteries out of cars and not worrying about power generation.

To make this act consistently, we need a "long-term activity" infrastructure that has various items updated when loaded onto the map, and periodically when on the active map.  Really we're running into situations where we need this for all kinds of things, so I'll be making it a priority.
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Girlinhat

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Re: Cataclysm: Dark Days Ahead
« Reply #4932 on: July 22, 2013, 05:29:31 pm »

If we get things like 'slowly charging generators' then that's the exact same framework we'd need for growing crops.  More specifically, things like solar gardens or hotboxes (mounted in cars of course!) that gain 'charge' during sunlight or while burning energy (UV bulbs) and when they reach certain 'charge' levels produce crop items.

Could add all SORTS of options for slow-progression items.  Item rot could be converted in a sort of 'pressure cooker' that could be used to make methane, grow special fungus, ferment booze (!), hatch chickens, sun-dry meats and fruits...  All SORTS of things!

Willfor

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Re: Cataclysm: Dark Days Ahead
« Reply #4933 on: July 22, 2013, 06:07:31 pm »

ferment booze (!)
Once this is in, it's time for me to set myself up on a farm, grow potatoes, and produce bathtub vodka. Then fight my way into the nearest town's survival shelter, and sell it to the NPC resistance. I will setup a cottage industry of bathtub vodka, and zombie tooth necklaces.
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Graknorke

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Re: Cataclysm: Dark Days Ahead
« Reply #4934 on: July 22, 2013, 06:19:33 pm »

ferment booze (!)
Once this is in, it's time for me to set myself up on a farm, grow potatoes, and produce bathtub vodka. Then fight my way into the nearest town's survival shelter, and sell it to the NPC resistance. I will setup a cottage industry of bathtub vodka, and zombie tooth necklaces.
Bathtubs are for scrubs. Hand-crafted wooden barrels are what the pros make their alcohol in.
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