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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1894140 times)

Iceblaster

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9855 on: January 26, 2014, 03:08:19 am »

Oh nooooo.

Page 666!

[insert other witty things]

GrizzlyAdamz

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9856 on: January 26, 2014, 03:34:05 am »

Onto cars. What is the difference between the different sized wheels? except for the wide variant not triggering mines.
Any point in making a mobile home with electric engines or are they too weak? If so, can I stack the panels and batteries in a single tile?

I've heard conflicting reports. As far as I can tell any effect they have is minimal. Tanks on casters ftw.
The more important question, I think, is whether the sizes are diameters or radii...............
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Elephant Parade

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #9857 on: January 26, 2014, 03:38:48 am »

Oh nooooo.

Page 666!

[insert other witty things]

That reminds me.

My most successful character :D

Spoiler: Stats (click to show/hide)

Spoiler: Armour (click to show/hide)

Nice. Only thing I suggest - Duffel Bag and Hard Arm Guards are extremely encumbering and provide far less protection than you would think. They only offer 50% coverage, which means that 50% of the time attacks will completely ignore them. Meanwhile, you're adding an additional 80 movement points per attack and severely hampering your accuracy from all of the encumbrance. Might want to look into some less encumbering options (Military Jacket, Trenchcoat, Survivor Vest, Drop Leg Pouches, etc).
The obvious "IT'S OVER 9000!!!!" joke was not made.

I am saddened.
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Graknorke

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9858 on: January 26, 2014, 05:01:32 am »

Zombies don't chase after sounds made by other zombies,
Actually, they do. It's just that sight is a higher priority than sound, so they'll go for you over the noise if they can see you.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9859 on: January 26, 2014, 05:13:02 am »

Summer ended (started summer 1/18) with me murdering my evac shelter mate.  I had based up a public works (on dynamic, static is harder in tge start, but less fun when its done), and gotten myself a sweet automagnum/ak47 and plenty of ammo.  Of 130 kills, 12 zeds, 7 of them bears.  anywho, safe setup, popping shots at wolves and rats and wasps and such, when I put up a bulletin board and thought Id check its functionality out.  Tgat shit stole my ak!  so I left a couple zombear corpses in the room with him.  punk.

I'll disagree on the static/dynamic - for me, part of the fun is carving out my own territory where no zombie dare tread. This is mostly a matter of taste, though.
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Ivefan

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9860 on: January 26, 2014, 08:43:19 am »

...part of the fun is carving out my own territory where no zombie dare tread. This is mostly a matter of taste, though.
Agreed. Though I think I would like to crank up the spawn multiplier but that will make it really hard on a starting char.
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BurnedToast

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9861 on: January 26, 2014, 09:16:39 am »

Summer ended (started summer 1/18) with me murdering my evac shelter mate.  I had based up a public works (on dynamic, static is harder in tge start, but less fun when its done), and gotten myself a sweet automagnum/ak47 and plenty of ammo.  Of 130 kills, 12 zeds, 7 of them bears.  anywho, safe setup, popping shots at wolves and rats and wasps and such, when I put up a bulletin board and thought Id check its functionality out.  Tgat shit stole my ak!  so I left a couple zombear corpses in the room with him.  punk.

I'll disagree on the static/dynamic - for me, part of the fun is carving out my own territory where no zombie dare tread. This is mostly a matter of taste, though.

You can still do that on dynamic, it's just harder because there's a LOT more zombies and they are more unpredictable (at least in whales version, the "offscreen" zombie populations were high but limited, I don't know if DDA changed it).

Static just has far too few zombies, and the range they can shuffle in from is far too short. It's too easy to just kick in a door to make noise, stand on the other side of the window and murder the dozen zombies that show up, and now you've got a totally safe section of town to loot and sleep in.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9862 on: January 26, 2014, 09:20:17 am »

Summer ended (started summer 1/18) with me murdering my evac shelter mate.  I had based up a public works (on dynamic, static is harder in tge start, but less fun when its done), and gotten myself a sweet automagnum/ak47 and plenty of ammo.  Of 130 kills, 12 zeds, 7 of them bears.  anywho, safe setup, popping shots at wolves and rats and wasps and such, when I put up a bulletin board and thought Id check its functionality out.  Tgat shit stole my ak!  so I left a couple zombear corpses in the room with him.  punk.

I'll disagree on the static/dynamic - for me, part of the fun is carving out my own territory where no zombie dare tread. This is mostly a matter of taste, though.

You can still do that on dynamic, it's just harder because there's a LOT more zombies and they are more unpredictable (at least in whales version, the "offscreen" zombie populations were high but limited, I don't know if DDA changed it).

Static just has far too few zombies, and the range they can shuffle in from is far too short. It's too easy to just kick in a door to make noise, stand on the other side of the window and murder the dozen zombies that show up, and now you've got a totally safe section of town to loot and sleep in.

You can increase Spawn Density if you feel there are too few.
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Tiruin

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9863 on: January 26, 2014, 09:22:23 am »

Could anyone explain the spawn density mechanic? Its in a decimal system, but I can't think of how the spawning works. Is it [x# of zombies per tile chance (cue city tiles = >#of zombies] or something like grouped numbers?
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Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9864 on: January 26, 2014, 09:28:51 am »

I haven't looked at the code, but I think it just chooses what to spawn based on what is defined in the map segments that make up the area. I.e. pools spawn swimmer zombies, schools spawn lots of children, etc. The map defines the types and numbers, broadly, and the spawn density option just tweaks the numbers the map provides.
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Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9865 on: January 26, 2014, 09:35:01 am »

Static just has far too few zombies, and the range they can shuffle in from is far too short. It's too easy to just kick in a door to make noise, stand on the other side of the window and murder the dozen zombies that show up, and now you've got a totally safe section of town to loot and sleep in.
   The problem here isn't necessarily so much the density but the second part where they don't respond to sound readily enough. If you try to just run into the center of town your going to have a bad time but if you take it slowly from the outskirts and work your way in tactically you won't every face all that many at once. I know that I have a number of times in the past seen a large pack of zombies and proceeded to lure one or two off at a time by getting only close enough for one of them to see me. I think part of what might help fix this is that they should have more of a herd mechanic to them. As it is each zombie is a unit alone and any semblance of a horde is simply a bunch of individuals. While I don't think they should necessarily act smart a good addition would be for zombies to take a more flocking style behavior pattern. By applying some simple logic rules to them their hording behavior could be increased. Just making it so zombies try to stay within three squares of another zombie while not directly next to another zombie would make them spread out somewhat and having a zombies random walk more likely to move in a direction of another zombie that just moved would mean when one spots you and heads toward you the others would start following him as well as causing a horde to move around a little and pick up more zombies as it goes though this would of course be limited by the area around the player.
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Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9866 on: January 26, 2014, 09:39:27 am »

How does the game store the inactive creatures? You could simulate hordes crawling around by simply moving groups of zombies on the overmap every few ingame minutes, and propagating sound on the overmap in a similar manner.

I mean, sort of move spawn points for the roaming zombies between map tiles, so that a city can become suddenly infested again after being cleared, and new zombies could start spawning on the edge of the active area if they move into a tile the player is currently occupying or moving into.
« Last Edit: January 26, 2014, 09:41:15 am by Sean Mirrsen »
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BurnedToast

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9867 on: January 26, 2014, 10:24:27 am »

You can increase Spawn Density if you feel there are too few.

Dynamic has(?) hundreds of zombies in even the smallest of towns. You can't really have that in static unless it's a solid block of wall-to-wall zombies which is probably unbeatable.

It also doesn't change the main difference. In static, zombies are a one-time threat that you deal with and then have a safe town. In dynamic they are a constant ongoing threat that can theoretically be beaten, but only if you really work at it and invest a lot of time and effort into exterminating them.

IMO one of those sounds like a zombie survival game and the other one does not.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9868 on: January 26, 2014, 10:32:48 am »

You can increase Spawn Density if you feel there are too few.

Dynamic has(?) hundreds of zombies in even the smallest of towns. You can't really have that in static unless it's a solid block of wall-to-wall zombies which is probably unbeatable.

It also doesn't change the main difference. In static, zombies are a one-time threat that you deal with and then have a safe town. In dynamic they are a constant ongoing threat that can theoretically be beaten, but only if you really work at it and invest a lot of time and effort into exterminating them.

IMO one of those sounds like a zombie survival game and the other one does not.

I see your point. However, that issue with Static will be fixed once roaming hordes get implemented.
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Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9869 on: January 26, 2014, 10:38:33 am »

   Also I would like to note that the thing your referring to as a problem (once you defeat the zombies in an area they are gone) is actually one of the things that people like the most about it. As you say, with dynamic even the smallest of towns had hundreds of zombies. You don't get any feel of progression with that. I never managed to clear out even the smallest of burgs with dynamic. That wasn't any fun for most people because we want to be able to clear out a town and make it safe. Yes static doesn't have that many zombies in a town but at least when you clear out an area its clear and stubbing your toe on a door doesn't cause a horde of zombies to appear around you.
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