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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1892919 times)

DeKaFu

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9465 on: December 20, 2013, 12:21:30 pm »

Are shocker zombies rarer now or something? I just downloaded 0.9 and started a character I intended to make into a cyborg, but after scouting my entire starting area I haven't come across a single shocker among the hundreds of zombies. >:(
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n9103

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9466 on: December 20, 2013, 03:54:43 pm »

They're still quite common among the specials.
Sounds like just an off run of luck.
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Grendus

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9467 on: December 20, 2013, 06:46:01 pm »

Are shocker zombies rarer now or something? I just downloaded 0.9 and started a character I intended to make into a cyborg, but after scouting my entire starting area I haven't come across a single shocker among the hundreds of zombies. >:(

I've run into quite a few. If you need bionics, try a lab. Just a heads up,

Spoiler (click to show/hide)
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9468 on: December 21, 2013, 12:13:53 am »

So, latest version, downloaded minutes ago.  Crafting menu seems a tad wonky.  Using > and < will seem to randomly change the next selection to the furthest option or not.  For instance, press & to open menu, then press < to move from "weapons" to "other" and the view will already be on the far right of "other".  Press < again to go to 'armor' and it'll already be on the far right selection of "other".

It also refuses to show me the Weapons/Piercing options at all.  It skips the category entirely and doesn't even highlight it.  I can still press F to find recipes and make them, but that only works if I know what I'm looking for...

EDIT: A quick look at the json revealed:
Spoiler (click to show/hide)
It has no 'Piercing' category listed...
« Last Edit: December 21, 2013, 12:16:11 am by Girlinhat »
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9469 on: December 21, 2013, 04:11:45 pm »

Double-post because I found a gamebreaking bug.  As I enter town, very early in the game, it soft crashes.  My character icon turns red, as if I'm taking damage, while it refuses to take any input or perform any action.  It does not close the window or present any error, and task manager reports it using no more or less CPU than would be expected.  Happened yesterday which I thought might be a fluke, and again today with the most recent version.

The only thing I've done different is expanded the screen size to fit my monitor and made the sidebar narrow.  This might be trying to spend too much time drawing terrain and lock up, but that wouldn't explain why it appears I've taken damage...

scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9470 on: December 21, 2013, 04:24:10 pm »

I might have tracked down stumbled upon (blindly) an explaination for the early Zombear infestation: I set my starting season to Autumn in the worlds where the problem was present, changed it to Summer (and set Spawn Density to 0.7, as another possible lead) and while I did see Tough zombies, no Zombears and very few Zombie Dogs were seen so far.
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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.

GlyphGryph

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9471 on: December 21, 2013, 04:27:01 pm »

I might have tracked down stumbled upon (blindly) an explaination for the early Zombear infestation: I set my starting season to Autumn in the worlds where the problem was present, changed it to Summer (and set Spawn Density to 0.7, as another possible lead) and while I did see Tough zombies, no Zombears and very few Zombie Dogs were seen so far.

.... >_<

This is why I couldn't find the problem!

They spawn based on time from the cataclysm. The time your character spawns does not change the time the Cataclysm happens.

Well, good to know it is actually, apparently, working correctly. Except insofar as it's not clear its working in a way contrary to what some people might expect.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9472 on: December 21, 2013, 04:32:23 pm »

Oh. But it's a bit counter-intuitive, why did the Cataclysm happen specifically in early Spring? I prefer Autumn because I like the coldness and wetness and the inherent atmosphere thereof (I'm weird like that).

So, would this also make food much harder to find in the Winter start, for example, due to it getting spoiled at spawn?
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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.

n9103

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9473 on: December 21, 2013, 04:59:06 pm »

I've got to throw a flag at this as well, since food spoilage *isn't* based on this time since cataclysm.

I've run a few characters through a moderately hardened world (much higher spawn count, slightly higher city size, Spring setting) and I've just started a character that spawned near one of my older ones. Spoiled food items I had dumped outside shortly before a deadly run have de-spoiled.

I think making the cataclysm set to a specific time, rather than a few days/weeks before the time set in worldgen is awfully arbitrary, and highly counter-intuitive. One remedy/justification would be giving the player's shelter altered but semi-guaranteed supplies for different calendar starts. (More consumable/depleting supplies for early starts, more tools/clothing/weapons (with little/no ammo) for later starts.)
« Last Edit: December 21, 2013, 05:26:25 pm by n9103 »
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9474 on: December 21, 2013, 05:04:16 pm »

The problem is "time of cataclysm" is a different thing than "time of character spawn".

It's a perfectly VALID worldgen option, someone would just need to set it up. If someone changed that, the spawn code would behave appropriately to it being changed, it's just that there's not currently a way to change it.
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Iceblaster

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9475 on: December 21, 2013, 06:57:36 pm »

Do hospitals contain a faster way to remove addictions past sitting in a room and going cold turkey?

EDIT: Nevermind, apparently one night of going cold turkey from Codeine fixes it right up :P
« Last Edit: December 21, 2013, 07:20:07 pm by Iceblaster »
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GrizzlyAdamz

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9476 on: December 21, 2013, 07:18:53 pm »

Or we could add it as it's own setting, right next to world gen time: cataclysm time. So we can start up to 9 months after the cataclysm, (spring/spring for cata & worldgen would result in 4 days after the cataclysm, while summer/spring would be 9 months +4 days), and at any time of the year.
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Ivan Issaccs

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9477 on: December 21, 2013, 07:24:49 pm »

Any word on when the next stable version is due and what it will contain?
I'm very much missing playing it due to that whole random crash every 60 seconds I have going on.
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GrizzlyAdamz

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9478 on: December 21, 2013, 07:27:00 pm »

?
That a problem in experimental?
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Ivan Issaccs

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9479 on: December 21, 2013, 07:34:24 pm »

No the 0.9 stable release.
Basically when playing it shuts itself down randomly, I have it set to autosave every three minutes but that gets old really quick. No crash report, no program not responding or anything of that nature.
I'd file a bug report on the CDDA forums but considering I cant find any pattern in what causes it it wouldnt amount to much more than Game Crashes!
Hence hoping the next version might be more stable.
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I always enjoy getting those immigrants that are like "I can make soap and potash and lye and cheese and-" then I cut them off with a "Hope you like bricks!" as I turn them into a mason.
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