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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1882629 times)

Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9435 on: December 17, 2013, 11:11:42 pm »

So, I have become the Goddess of Death Herself.  Heavy Survivor Armor and Zweihander, plus time, has produced incredibly high skill.  Particularly, with skill rust off, my greatest skill is Dodge, at 24.  Right now I'm spam-producing mutagen, using oxidizer and ammonia (turn bleach into oxidizer and turn lye into ammonia!) to get a LOT of the stuff.  I'm hoping to fill an entire steel jerrycan.  Then I'll probably do some mutation roulette with Cephalopod, trying to snag Insanely Dextrous and Intelligent, before turning more bird-like.

The problem I'm encountering now, is that I'm parked in the vague vicinity of a Slime Pit.  After churning out oxidizer and ammonia, there's some 1,200 slimes according to the debug menu.  When I step outside and turn on my noisemaker, I can lure them all and start zweihanding them to mush.  Unfortunately, when I've cleared them all out, including all the mini-blobs, and all that's left is blob globs, I check the debug and there's MORE, 2,700 when I activate my noisemaker again, and slaughter them all.  Then there's 3,200 of them!  And then the game locks up, crashes, and it begins anew.

Is there any hope, or should I just drive away?

Nighthawk

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9436 on: December 17, 2013, 11:17:21 pm »

If they're multiplying at that rate, there is little hope. I recommend just getting the heck away and forgetting about them.

Also, I just used a mininuke for the first time recently, and was severely disappointed by how small the boom was. :(
Need bigger boom.

Also, game needs better difficulty curve. That zombies evolving over time thing needs to be implemented so that eventually, even if you have a godly survivor, you end up getting killed by the sheer number of crazy zeds after you. Right now, there's a huge curve at the beginning when you have no supplies and no skills, and it just gets easier from there.
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Tiruin

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9437 on: December 17, 2013, 11:31:25 pm »

If they're multiplying at that rate, there is little hope. I recommend just getting the heck away and forgetting about them.

Also, I just used a mininuke for the first time recently, and was severely disappointed by how small the boom was. :(
Need bigger boom.

Also, game needs better difficulty curve. That zombies evolving over time thing needs to be implemented so that eventually, even if you have a godly survivor, you end up getting killed by the sheer number of crazy zeds after you. Right now, there's a huge curve at the beginning when you have no supplies and no skills, and it just gets easier from there.
Or we could bring in /that enemy/, judging by Cata-lore. These 'zeds' are people. They're static in number given the...recent catastrophe, but the other ones seem to not be.

Pull a Half-Life reference and, given the tech-knowledge in the labs, perhaps we can go...exploring in their world for a change? :3
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9438 on: December 17, 2013, 11:37:47 pm »

I managed to escape.  WARBUS had to drive through HUNDREDS of slimes and the game nearly crashed several times (odd debug warnings, about "Zombie 1698 already exists at such-and-such", and it would sometimes draw the game one random row of ASCII at a time).  However, I made it to the other side of town successfully.  There appear to be no slimes.  And such a shame, I was enjoying the blob globs as mutagen material...

scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9439 on: December 18, 2013, 03:42:22 am »

If they're multiplying at that rate, there is little hope. I recommend just getting the heck away and forgetting about them.

Also, I just used a mininuke for the first time recently, and was severely disappointed by how small the boom was. :(
Need bigger boom.

Also, game needs better difficulty curve. That zombies evolving over time thing needs to be implemented so that eventually, even if you have a godly survivor, you end up getting killed by the sheer number of crazy zeds after you. Right now, there's a huge curve at the beginning when you have no supplies and no skills, and it just gets easier from there.
Or we could bring in /that enemy/, judging by Cata-lore. These 'zeds' are people. They're static in number given the...recent catastrophe, but the other ones seem to not be.

Pull a Half-Life reference and, given the tech-knowledge in the labs, perhaps we can go...exploring in their world for a change? :3

I wonder if it would be doable, but if NPCs were hugely expanded upon, the endgame goal would be pulling a I Am Legend (the movie) and curing the zombies, turning them into NPCs, and making a settlement.
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Skyrunner

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9440 on: December 18, 2013, 10:48:21 am »

Look, I really don't want to repeat myself and nag you on and on, but did you fix the problem with creatures spawning before they should? I've been following the Github commit log, but noticed no indication of it being fixed.

No, all my time coding has been spent working on NPCs and the creature rewrite. Sorry. It's been noted, it will be fixed for the next stable, but right now I just don't have the time. And I haven't spent as much time coding as I should because I've acquired a Nazi Dinosaur addiction, but that one is honestly my own fault so feel free to blame me for that.
Bad gryph. Baaad.
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i2amroy

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9441 on: December 18, 2013, 02:16:40 pm »

Some good news is that today is my last day of finals, so I should be able to jump back into helping dev for Cata before too much longer. That should hopefully help free up a bit more time for the other devs. :D (Once my post-finals sleep deprivation is cured that is :P).
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Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

BurnedToast

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9442 on: December 18, 2013, 04:46:26 pm »

Also, game needs better difficulty curve. That zombies evolving over time thing needs to be implemented so that eventually, even if you have a godly survivor, you end up getting killed by the sheer number of crazy zeds after you. Right now, there's a huge curve at the beginning when you have no supplies and no skills, and it just gets easier from there.

This is a problem with every sandbox game. After a while, you've built yourself up to the point where you've effectively "won" (being realistically unkillable) but since there's no win condition... you just sort of disappointingly carry on till you get bored.

Even if they throw harder zombies at the player after a while, he will just kill those and get stronger and the cycle repeats... unless you increase the enemy difficulty faster then the player's exp grows (which effectively puts a soft time limit on the game) he will always reach the point where he's invulnerable.

Which is why games need win conditions, even if the win condition is so hard the majority of players will never reach it.. as long as it's possible it gives you something to strive for, instead of just aimlessly wandering around.

Apparently the kickstarter reached the stretch goal for scenarios, which might be exactly what's needed. According to the time line here they should be done... around a month ago  :-[
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9443 on: December 18, 2013, 04:47:57 pm »

Found a bug.  I siphoned 30 gasoline from a wreck into a glass bottle, and used that to refill the underbarrel flamethrower attached to my railgun (yes, I did this) and it consumed the entire glass bottle.

Nighthawk

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9444 on: December 18, 2013, 06:19:01 pm »

Found a bug.  I siphoned 30 gasoline from a wreck into a glass bottle, and used that to refill the underbarrel flamethrower attached to my railgun (yes, I did this) and it consumed the entire glass bottle.
Your RailThrower consumes entire glass bottles when it's refilled? Seems more like a feature to me. :P
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9445 on: December 18, 2013, 06:52:37 pm »

Found a bug.  I siphoned 30 gasoline from a wreck into a glass bottle, and used that to refill the underbarrel flamethrower attached to my railgun (yes, I did this) and it consumed the entire glass bottle.
Your RailThrower consumes entire glass bottles when it's refilled? Seems more like a feature to me. :P
Sounds kind of feature-ish, huh?

Also, I did a little personal modding.  I changed the Bone Armor Helmet to require a bit of leather to craft and made it the Leather material as well, so that it can be repaired and reinforced (didn't change the stats).  Since I obtained my own railgun, I modded the UPS to not expend energy while idle.  Seriously, just having the battery available drains charge?  I changed it so that a UPS (on) only drains power when you run a machine that uses power.  I also edited the railgun so that ammo it fires is explosive, which is probably too OP but so damn fun.  Seeing the smoke trail and an explosion is just fantastic.  I've started just walking around shooting cars.  I'll probably try and add a new ammo type instead that's explosive, or a whole new weapon that supercharges its shots even further to cause explosive effects.  Allowing rebar itself to explode when shot, on top of its rather enormous damage and penetration, is hilarious but OP.

Anyone else made personal mods to their game?

coolio678

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9446 on: December 18, 2013, 07:53:01 pm »

*snip*
Which is why games need win conditions, even if the win condition is so hard the majority of players will never reach it.. as long as it's possible it gives you something to strive for, instead of just aimlessly wandering around.
*snippy snippy*
This is exactly why I never finish the main questline for sandbox games (Skyrim, Just Cause 2, etc.) I need something to be putting off and gearing up for for me to enjoy my play time.
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Graknorke

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9447 on: December 18, 2013, 08:03:57 pm »

The 'win' condition should be cleansing the Earth in nuclear fire. That seems reasonable.
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SalmonGod

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9448 on: December 19, 2013, 12:49:36 am »

I disagree.  Sandbox games need only do two things to greatly extend their lifetime.

1.  Don't allow the player to advance to the point that they can no longer be challenged.  Make the highest level monsters a good match for the highest level player character.  Yeah, that does mean some stagnation will be inevitable when you reach the ceiling of progression through the game, but that's why you must...

2.  Throw in situations that will knock the player down once in a while.  These situations must make sense and be interesting to climb back out of.  Examples include breakage of rare equipment that is difficult to put back together again and is essential to that power ceiling, or illness that won't go away until you hunt down that elusive cure while struggling through penalties.
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Knight of Fools

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9449 on: December 19, 2013, 01:55:41 am »

That's pretty difficult to do without being arbitrary though. There would have to be a reward that exceeded what you lost in order to compensate it, and it would have to exceed the penalty by a fair margin (And not just in getting a better weapon or having some stat improvements). Even then, it's pretty arbitrary, so it's best to have those sorts of situations be optional rather than random.
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