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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1879850 times)

GrizzlyAdamz

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9780 on: January 21, 2014, 02:08:46 am »

Static spawn doesnt seem to yield triffids or any other ooey gooey creature.  I found a wasp nest in a building, but no other fun things . . . 

am i correct to assume they wont show in static spawn mode?
Huh, not unless it got broke recently. Static only effects zombies, everything else should still behave like dynamic. Classic would turn them off though.

I wonder if ninjas work on a dynamic spawn system..
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Mech#4

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9781 on: January 21, 2014, 03:07:49 am »

Don't creature types like Triffids create new lairs? I'm pretty sure Fungal blooms spread, that couldn't be the cause of the spawns could it?
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Eagle

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9782 on: January 21, 2014, 03:25:37 am »

To be honest, I'd rather have guns be breakable into crafting parts over having more guns.

sackhead

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9783 on: January 21, 2014, 03:48:37 am »

just started a new charcter in a new world in a new experimental build went to the basement of the evac shelter, turned my flaslight on and
Spoiler (click to show/hide)
Who has stocked my evac Shelter and to what mysterious ends?!
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Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9784 on: January 21, 2014, 03:49:09 am »

All ammo added, three guns down... eh. 53 to go. Thank goodness for Wikipedia's stat sheets.

Will these start spawning randomly if they're just added to the item list, or do the itemgroups need to be modified to include them? I assume they'll need to be, especially if they are to spawn in anything resembling proper circumstances.

edit:
To be honest, I'd rather have guns be breakable into crafting parts over having more guns.
Well, they can be disassembled, I'd assume. But then you end up with "AK47 Stock", "AK47 Receiver", "AK47 Gas piston", etc. A huge list of parts, because most guns can't just be disassembled into little sheets of usable metal, and lots of those parts aren't interchangeable. It's going to be a massive combinatorial explosion, for questionable gain. Just having more distinct guns, which can then be customized with gunmods, is a better idea, methinks.

Besides, adding "more guns" won't actually cause there to be more guns in the game - there will just be a bigger variety, and most use interchangeable ammo types.

edit2: ...maybe Wikipedia was a bad idea. I'm adding new guns instead of statting out ones I already selected.
« Last Edit: January 21, 2014, 05:15:56 am by Sean Mirrsen »
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Ivan Issaccs

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9785 on: January 21, 2014, 06:46:48 am »

just started a new charcter in a new world in a new experimental build went to the basement of the evac shelter, turned my flaslight on and
Spoiler (click to show/hide)
Who has stocked my evac Shelter and to what mysterious ends?!

About one in ten shelter basements has a chance to spawn Zombies inside it and those basements are always well stocked.
Not that I can understand what Im looking at on the tilesets but still.
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Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9786 on: January 21, 2014, 10:04:31 am »

AK-47 legal, AKM, AKM legal, AK-74, AK-74 legal, AKS-74, AKS-74 legal, RPK, RPK74... this leaves the AK-103 and the two AK-12s, and then I'm out of easily statted Kalashnikov derivatives. Maybe the Galil ACE. Everything else will need more involved stat work.

What have I gotten myself into? ._.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9787 on: January 21, 2014, 10:13:12 am »

AK-47 legal, AKM, AKM legal, AK-74, AK-74 legal, AKS-74, AKS-74 legal, RPK, RPK74... this leaves the AK-103 and the two AK-12s, and then I'm out of easily statted Kalashnikov derivatives. Maybe the Galil ACE. Everything else will need more involved stat work.

What have I gotten myself into? ._.

Maybe instead of modeling legal and illegal variants, pre-add mods to the illegal versions?
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Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9788 on: January 21, 2014, 10:22:54 am »

AK-47 legal, AKM, AKM legal, AK-74, AK-74 legal, AKS-74, AKS-74 legal, RPK, RPK74... this leaves the AK-103 and the two AK-12s, and then I'm out of easily statted Kalashnikov derivatives. Maybe the Galil ACE. Everything else will need more involved stat work.

What have I gotten myself into? ._.

Maybe instead of modeling legal and illegal variants, pre-add mods to the illegal versions?
I'd rather do the opposite, really. Also, this requires me to know how to pre-add mods. The RPK could use the bipod mod preinstalled. Halp?

(Note: "legal" in this case is modified to be incapable of automatic or burst fire.)
« Last Edit: January 21, 2014, 10:25:13 am by Sean Mirrsen »
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Ivan Issaccs

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9789 on: January 21, 2014, 10:37:01 am »

Static spawn doesnt seem to yield triffids or any other ooey gooey creature.  I found a wasp nest in a building, but no other fun things . . . 

am i correct to assume they wont show in static spawn mode?

It seems more likely you are playing classic mode, unless you are still seeing exotic zombie types aswell.
That said, they only spawn near triffid hearts/fungal blooms.
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Rez

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9790 on: January 21, 2014, 01:47:55 pm »

You could have some rifles come premodded with bump-fire stocks.  Also, you would be remiss to not include the piece of string mod to turn semi-auto rifles into full-auto mag-dumpers.
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Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9791 on: January 21, 2014, 02:12:51 pm »

You could have some rifles come premodded with bump-fire stocks.  Also, you would be remiss to not include the piece of string mod to turn semi-auto rifles into full-auto mag-dumpers.
That's just it though. "Premodded". How is said premodding achieved? I don't see a single example among the game files.
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i2amroy

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9792 on: January 21, 2014, 02:27:12 pm »

I don't believe it's possible right now. That said I do see a way you could potentially add it in without too much work, though it's been a while since I've looked at the item spawning code and the way gunmods are stored in relation to the items they are attached too.
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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9793 on: January 21, 2014, 03:10:17 pm »

Static spawn doesnt seem to yield triffids or any other ooey gooey creature.  I found a wasp nest in a building, but no other fun things . . . 

am i correct to assume they wont show in static spawn mode?


It seems more likely you are playing classic mode, unless you are still seeing exotic zombie types aswell.
That said, they only spawn near triffid hearts/fungal blooms.

Nopers. dem zombie dogs are my number one cause of death, and zonbears have taken a few day 2 survivirs from me. but in a'lll fairness I have city size @10, so less room for spires and the like.  as long as they spawn im happy.
« Last Edit: January 21, 2014, 03:12:37 pm by pisskop »
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Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9794 on: January 21, 2014, 03:32:16 pm »


(certainly isn't likely to become any worse...)
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"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
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