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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1892666 times)

Grendus

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9555 on: December 26, 2013, 09:15:40 pm »

The latest version has gated a lot of crafting recipes behind books (illiterate should be worth even more now, you can't craft anything worth having without reading the recipe first), so setting up camp is out of the question sadly. Found a prison though, which was interesting. Should probably have had more interesting contraband hidden inside the cells than books, and the prisoner zombies should probably all be wearing jumpsuits and have other contraband on their bodies, but it was interesting to explore. I like buildings like that, breaks up the monotony of breaking into the same dozen house designs over and over.
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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

Gamerlord

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9556 on: December 26, 2013, 11:07:42 pm »

Rats about the book/recipe thing. I really love the idea of heading out into the wilderness and only returning to the cities to clear them when you're packing a bow + katana and full survivor gear.

Jehdin

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9557 on: December 26, 2013, 11:15:50 pm »

Not a big fan of only getting recipes through books, there should be other options.
I mean, someone had to invent these things in the first place, right? They didn't just read a book about it. At some point you're likely to get the same light bulb they did.

I'd suggest just simply autolearning recipes at a higher skill level than you would through a book or maybe have a percentage chance to learn lower or equal-level recipes when you reach a new skill level as a sort of eureka moment.
« Last Edit: December 26, 2013, 11:40:50 pm by Jehdin »
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azmodean

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9558 on: December 27, 2013, 03:51:14 am »

Not a big fan of only getting recipes through books, there should be other options.
I mean, someone had to invent these things in the first place, right? They didn't just read a book about it. At some point you're likely to get the same light bulb they did.
Being aware of an invention is worth a lot, just knowing that it's possible and the basic concept makes it far more likely than the original invention, which is more like one invention per person at the far outside.
I'd suggest just simply autolearning recipes at a higher skill level than you would through a book or maybe have a percentage chance to learn lower or equal-level recipes when you reach a new skill level as a sort of eureka moment.
Yea, planning on doing this eventually for a lot of stuff.
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9559 on: December 27, 2013, 08:28:35 am »

Not a big fan of only getting recipes through books, there should be other options.

There's a roadplan for an alternate route to get recipes. Someone needs to implement it. No one was planning to - hopefully this newest change will 'inspire' someone to work on that. ;)
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9560 on: December 27, 2013, 08:51:19 am »

So, yesterday a friend came over and I showed him Cataclysm (specifically, a beta from a couple days back). We took random survivor in a new world.

So, after spawning I go to check out the basement. It's absolutely filled with goods, literally over half the squares had items on them, including two blankets and a tent, as well as three backpacks plus a runner's pouch or whatever it's called. Also three zombies, but those were easily dealt with.

Then I get back upstairs and remember to check out the map. The shelter is in the middle of a forest, with a military base south and a town north. The town being tiny, but... with a LIBRARY, LIQUOR STORE, GARAGE AND A PHARMACY. Plus a Science Lab east of it for a good measure.

So it seems Cataclysm has two settings when it comes to spawns: 'Fuck you, here's your shelter in the middle of a city and surrounded with zombies' and 'MY PRAYERS HAD BEEN ANSWERED!'.
« Last Edit: December 27, 2013, 09:14:13 am by scrdest »
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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.

Grendus

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9561 on: December 27, 2013, 10:20:57 am »

The latest version has gated a lot of crafting recipes behind books (illiterate should be worth even more now, you can't craft anything worth having without reading the recipe first), so setting up camp is out of the question sadly. Found a prison though, which was interesting. Should probably have had more interesting contraband hidden inside the cells than books, and the prisoner zombies should probably all be wearing jumpsuits and have other contraband on their bodies, but it was interesting to explore. I like buildings like that, breaks up the monotony of breaking into the same dozen house designs over and over.

Agreed, but there needs to be a reason to bother going in and exploring. Something worth finding. Otherwise it's just filler.

There's lots of food, and some skill books in the library. Most of the zombies are in cells, and they won't smash the cell walls to get at you so they're basically target practice. There's a guard armory with guns and ammo if you can get past the sentry bots (birdshot worked surprisingly well at point blank range). Just bring a crowbar or lockpick with you to open the doors, because I don't think there's another way to get through them. Aside from more interesting contraband (prison wine, cigarettes, cell phones, and shivs), I actually think the prisons are a good representation of what you would find IRL.
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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

Akura

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9562 on: December 27, 2013, 11:53:27 am »

Is it wrong that I went into a school and found an erotic novel in one of the students' desks, as well as some booze in one of the cafeteria's refridgerators(not in the kitchen, in the eating area)?

Not a big fan of only getting recipes through books, there should be other options.

There's a roadplan for an alternate route to get recipes. Someone needs to implement it. No one was planning to - hopefully this newest change will 'inspire' someone to work on that. ;)
I have found that you can sometimes learn a crafting recipe for some electronics, probably other types, if you disassemble it. I learned how to make a hotplate by disassembling one.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9563 on: December 27, 2013, 02:34:01 pm »

Is it wrong that I went into a school and found an erotic novel in one of the students' desks, as well as some booze in one of the cafeteria's refridgerators(not in the kitchen, in the eating area)?

No, it's just realism.
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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.

Lukewarm

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9564 on: December 27, 2013, 05:42:35 pm »

I'd like to take this opportunity to give a great big hug to whatever glorious fellow implemented caltrops.
You've tripled my survival time. I'm up to three days now.
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Rivet-the-Zombie

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9565 on: December 27, 2013, 07:36:07 pm »

I'd like to take this opportunity to give a great big hug to whatever glorious fellow implemented caltrops.
You've tripled my survival time. I'm up to three days now.

Fellow, lady, whatever.

You're very welcome!

That also reminds me that I need to start repopulating my idea list again. If any of y'all have suggestions feel free to toss them out here and I'll consider adding them to the TO DO list.
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“No! I must kill the demons” she shouted
The radio said “No, Rivet. You are the demons”
And then Rivet was a zombie.

Tomcost

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9566 on: December 27, 2013, 07:49:56 pm »

Is it wrong that I went into a school and found an erotic novel in one of the students' desks, as well as some booze in one of the cafeteria's refridgerators(not in the kitchen, in the eating area)?

No, it's just realism.
Like finding drugs and guns in the children themselves. Schools are one of the best places to acquire random loot.

Culise

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9567 on: December 27, 2013, 10:03:37 pm »

Cripes, I think I just had a really close shave without even realizing it. I went to sleep in my shelter like usual, then woke up the next morning to find two of the windows and a door were broken in.  I heard nothing during the night, and nothing seems to be missing, nor are there any uninvited guests.  It's actually got me a little nervous; I could understand if I had woken up to find zombies gnawing on my skull, but this...well, it's just disturbing on a whole 'nother level. ^_^
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Grendus

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9568 on: December 27, 2013, 10:48:59 pm »

I'd like to take this opportunity to give a great big hug to whatever glorious fellow implemented caltrops.
You've tripled my survival time. I'm up to three days now.

Fellow, lady, whatever.

You're very welcome!

That also reminds me that I need to start repopulating my idea list again. If any of y'all have suggestions feel free to toss them out here and I'll consider adding them to the TO DO list.

Most of these are things I've been thinking about trying to add, once I finish my current project. My C++ is rusty though, and I likely wouldn't be much more than a drive by developer at best, so if you or any of the more permanent contributors want to implement them you're welcome to.

-Prisons should be populated with "Prisoner zombies" instead of bog standard zombies. This would let them have a unique loot table, clearing up the "prisoners carrying hammers and wearing bondage gear" weirdness. Makes them funny, but a little surreal.

-Most vegetables are downright impossible to find after rot sets in. Some, however, wouldn't be too hard to find in the wild once society collapses. For example, tomato seeds are one of the few seeds that can survive the human digestive tract (at least, of the foods we regularly eat). With the filters turned off, the sewage systems would become overgrown fairly quickly. I'm imagining the sewage plants becoming overgrown with mutant plants, killer tomatoes, and zombies covered in waste. Turns them from a boring location to a veritable goldmine of post-civilization food - if you can stand the stench (and disease).

-There aren't nearly enough drink cocktails in the game. Only two don't involve vodka (Rum & Coke, Irish Coffee). Makes being an alcoholic kind of boring, and can get frustrating when all the cider/OJ is rotted and you can't mix any cocktails. A full on mixology addition would be interesting.

-On the subject of alcohol, the Still is pretty much useless. You can use it to create one crappy mutagen, and two horrifically bad drinks that are less useful than their components.

-Given the recent excitement over 3D printing irl, it would be pretty cool to have 3D printers spawn in the Labs. Put recipes on the USB drives to give them some actual use, maybe have useful recipes show up on computers in various houses and/or military bunkers that can be loaded.

-Rolling suitcases, folding laundry carts, and other containers that can be dragged like shopping carts but are light enough to be packed up and carried or stored in a car like the folding bicycle.

-Plenty of zombie options still remain. Zombie Hipsters, Geriatric Zombies, Zombie Lawyers, Zombie Deer, Zombie Moose, Celebrity Zombies, Zombie Security Guards... the list goes on and on. Most of these would just be for the satirical effect, but the recent addition of uncommon-common zombies has made the apocalypse much more colorful.

-On a related note, there are plenty of opportunities for special zombies as well. Splitter zombies (a la Dead Space). Regenerator Zombies that get back up two or three rounds after being killed and come back with full health (or better, come back stronger). Cannibal Zombies that eat their fallen comrades and grow stronger. Gassy Zombies that explode when they catch fire (or are hit with a flaming arrow, incendiary bullet, flaming sword, etc). Vampiric Zombies that try to grab and bite you to regen health. Venomous Zombies who's bites carry poison instead of disease. Mutant Zombies that have scorpion tails, horns, or fangs. Bionic zombies that are part machine. "Possum" Zombies that look like normal human corpses until you get next to them and they get up to attack. Cryogenic zombies that take little to no damage unless you hit them hard enough to shatter them. Hive zombies that spawn goo or some other type of monster. Diseased zombies who's bites are even more likely to cause infection. Burrowing zombies that hide under mounds of dirt. The list goes on.
« Last Edit: December 27, 2013, 10:53:44 pm by Grendus »
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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

Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9569 on: December 27, 2013, 11:12:06 pm »

   On the subject of plants there should be rare houses which have them growing in their backward. Even many years after the end there would still be such things located there. In my old house we had cherry tomatoes forever because the dang things kept growing back and replanting themselves. This could be simulated by having a plant that isn't picked in time replanting itself or something of the like.
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