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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1890852 times)

Fniff

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6570 on: September 22, 2013, 03:28:31 pm »

That doesn't really solve the food issue. And I've ended up in the same shelter multiple times.

Aseaheru

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6571 on: September 22, 2013, 03:31:05 pm »

As have I.
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Imp

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6572 on: September 22, 2013, 03:34:52 pm »

I too thought the NPC trying to eat a lighter was hilarious and ridiculous outside of drugs or absolute trapped desperation.

Until I typoed and tried to eat my pocket knife.

Now I'm just delighted that the AI in the game is advanced enough, apparently, to typo too.

I tried a prostitute character again.  Woohoo, to see the depressant levels appear.  Helps me understand why my previous characters were simply stopping breathing so often.  Was SO NICE to get one through that addiction.  And SO NICE that hallucinations were not part of her withdrawl.  I've been playing a lot of hobos recently...  I'm sick of seeing hallucinations.

A question about static spawning fungaloids and... everything else.  Actually, about zombies too.

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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Imp

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6573 on: September 22, 2013, 03:39:37 pm »

is it possible to turn off instant world save after char death?

One option to work around it, when you save your game, put a copy of the save file somewhere or just rename the copy.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Robsoie

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6574 on: September 22, 2013, 03:41:28 pm »

Does the limited (though still spawning a thousand of zombies) town spawning mechanics apply to swamp ? Or is there no hope to clear those zones ?
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6575 on: September 22, 2013, 03:42:45 pm »

Wildlife are infinite population.

Robsoie

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6576 on: September 22, 2013, 03:55:22 pm »

Ouch, then the whole river became a player killing zone in my game, as those legions of superfast and bullet resistant monsters are everywhere due to the swamp being all around it.
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Flying Dice

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6577 on: September 22, 2013, 04:42:38 pm »

Ha, yes. When I start a new game near a swamp, I just go ahead and suicide to save the trouble and the BS death.
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1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

DeKaFu

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6578 on: September 22, 2013, 09:03:44 pm »

I just noticed: When crafting a filter mask, you have the option to use either 2 rags, 2 bandanas, 4 paper wrappers, or a muffler.

Did someone perhaps mix up mufflers and mufflers? Because it seems a bit odd having car parts in there. :P
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6579 on: September 22, 2013, 09:21:21 pm »

I assumed you were opening the muffler and finding whatever filters it uses, and rebuilding them into the filtration system of the mask, with the waste material being abstracted away.

Sindain

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6580 on: September 22, 2013, 09:55:16 pm »

So just found a katana, when my best melee weapon beforehand has been the knife spear.

I think I'm in love <3
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6581 on: September 22, 2013, 10:14:39 pm »

While the "flaming zweihander" having german menu text is cute, it's a little annoying...

FLAMMENSCHWART!

Darkmere

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6582 on: September 22, 2013, 10:59:37 pm »

Sssssssssssooooooooooooooooooooo yeah................

Just collided with a bush at 25 mph on a 2.5T vehicle... and lost my windshield headlights RV unit welder solar panels part of the frame and damaged a few gas/water tanks.

This was with V 0.8. I can't really say any more and still be polite. I've spent 4 RL days on it and it was literally less than an hour after I first started the engine. I'm going to go now.
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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.

GrizzlyAdamz

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6583 on: September 22, 2013, 11:17:46 pm »

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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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Profile->Modify Profile->Look and Layout->Current Theme: Default [Change]->Darkling (it's good for your eyes and looks better)

fergus

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6584 on: September 22, 2013, 11:54:44 pm »

I too thought the NPC trying to eat a lighter was hilarious and ridiculous outside of drugs or absolute trapped desperation.

Until I typoed and tried to eat my pocket knife.

Now I'm just delighted that the AI in the game is advanced enough, apparently, to typo too.

I tried a prostitute character again.  Woohoo, to see the depressant levels appear.  Helps me understand why my previous characters were simply stopping breathing so often.  Was SO NICE to get one through that addiction.  And SO NICE that hallucinations were not part of her withdrawl.  I've been playing a lot of hobos recently...  I'm sick of seeing hallucinations.

A question about static spawning fungaloids and... everything else.  Actually, about zombies too.

Fungaloids (and all non-zombies) still use dynamic spawning. To get rid of them, you have to go to the fungal bloom and kill the fungal spire in the middle. After doing this, the fungaloid population will be reduced by 20% every day, from its starting value of 600-1200, so after a week or two you should be able to clean up the remainder.
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BY THE GODS! THIS QUOTE MADE MY SIG BOX HAVE A SCROLL BAR! HAPPY DAYS INDEED!
BY THE GODS! YOU HAVE TOO MANY SIGS!
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