Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 ... 57

Author Topic: Cataclysm: Dark Days Ahead  (Read 124599 times)

Erk

  • Bay Watcher
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #45 on: October 17, 2019, 08:36:24 pm »

Is some one working on adding armor to blazemod parts yet? Last time I checked, those parts still tank damage by having huge HP values rather than the newish armored parts system.

I don't think so. Just needs someone to go update the JSON as far as I'm aware though. I am not very up on blazemod these days, almost anything I want from it has been mainlined.
Logged
'River' cancels eat: Food is problematic.

anexiledone

  • Bay Watcher
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #46 on: October 17, 2019, 08:45:16 pm »

I kind of dropped from playing after the huge performance hit that came with 1 second turns and some of the map memory stuff. Is performance still bad? I used to go out and smoke a cigarette whenever my character was sleeping because sleep was taking forever. Sucks because there were a lot of big changes around that time that I never really got to dive into

Yep, performance improvements actually mean that at this point it's a little faster than it was before. There was some really bizarre overcalculating going on

Good to hear. I'll probably download it again tonight and give it a shot. It was hard to get an actual opinion on a lot of the new stuff with how long things were taking and I feel like it probably added a bias to how I felt about some of the new stuff
Logged

mlangsdorf

  • Escaped Lunatic
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #47 on: October 17, 2019, 08:54:02 pm »

There are roughly 9,000 developers working on stuff these days.  I can barely keep up with what dpwb is doing, and he's gracious enough to consider himself part of the NPCs/basecamps/vehicles cabal.  Other stuff just gets added and sometimes I have a chance to review and sometimes I'm busy with work or whatever.  There's all kinds of stuff that gets added to the vehicles code, and I come back later and have to figure it out myself.  Like vehicle turrets, I read on reddit that they got changed again.  WTF.

Long story short, I have not been the greatest maintainer for blazemod, but then again, I always said I wasn't going to be a great maintainer for blazemod.  If someone else wants to update blazemod, you don't need my permission but you have my thanks.
Logged

Dostoevsky

  • Bay Watcher
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #48 on: October 17, 2019, 09:08:59 pm »

I haven't played in about a month, but in general I find using the latest build find. They're unstable, so occasionally something will be broken enough you have to go back a few, but most of the time the latest is best.

I'm not sure you have to do anything too terribly different just to survive. Running around looting houses and avoiding combat unless you have to is usually your best bet.

<lots of stuff>

Thanks, both. I admit I usually gave myself extra points at start to reduce some of the early-game pain.

At world generation, there are quite a few mod options. Which of them are up to date, or alternatively which should I avoid for being probably too out of date?
Logged

Eschar

  • Bay Watcher
  • hello
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #49 on: October 17, 2019, 09:28:58 pm »

PTW. The thread is locked, long live the thread!
Logged

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #50 on: October 17, 2019, 09:43:17 pm »

In related news, I've started work on finally using some mission features Ral added a while ago: changing my older hacky "mission has NULL goal and is completed solely via dialogue hacked into" to instead use MGOAL_CONDITION. Though, technically it still has dialogue hacked into it, as that seems to be functionally the only way to add proper "this mission will now success" responses beyond using the fallback "mission complete, I don't know what else to say" option.

However, a big part of that was also making the missions have a better understanding of when the mission can't really be completed, since the success and failure conditions are fairly complex (obtain a specific mutation threshold as the intended endgame, with any competing mutation threshold counting as a failure). So this led to implementing dialogue that makes it possible for a player that'd otherwise be stuck in mission limbo to gracefully fail the mission. This in turn led to setting it so that attempting to start said mission while ALREADY in a state that would fail it will cause the NPC to go "omae wa mou shindeiru failed" and skip straight to the failure state.

This led to a fairly big feature I'd been putting off for a while: making the NPC better able to nudge the player into pursuing alternative options. This may sound like something simple, but it amounts to basically getting the NPC to correctly grok a checklist of things:
1. Is the item needed to do all this still accessible?
2. Is the current PC a valid candidate, and have they agreed to basically do the unfinished last step all over again?
3. Has the desired mutation fuckery been achieved, despite the mission that revolves around said fuckery being failed?

The end result has basically been adding a complicated backdoor function that gives players a second chance at finishing the mission chain. By this stage it's technically unnecessary, as the purpose of the mission chain is simply a tutorial for accessing and utilizing one of the mod's primary endgame items, but this allows the player to at least bring some resolution to it and not leave the NPC in a state of limbo.

I still need to add one last major dialogue hook (which will also let players who preemptively achieved the end goal to skip being led to do stuff they've already accomplished), then go on to further testing, but the WIP for it is here.
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Erk

  • Bay Watcher
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #51 on: October 17, 2019, 10:11:08 pm »


Thanks, both. I admit I usually gave myself extra points at start to reduce some of the early-game pain.

At world generation, there are quite a few mod options. Which of them are up to date, or alternatively which should I avoid for being probably too out of date?

I also like the freeform start a lot of the time. I do enjoy the early game challenge... Just not, like, all the time.

Personally I think the mainline game is fine on its own. We've picked through most of the mods for the best features. That said:
- magiclysm adds a whole new game, as mentioned.
- aftershock isn't being actively maintained, but still works well and contains most of our recently cut material and stuff like making your own cbms. It's not my style but it's popular among folks that like that stuff.
- also not my style, but chaosvolt (random dragon here) maintains a bunch of mods like cata++, arcana, and a mining mod that are usually up to date and change content.

Most of the extra buildings and extra items mods in mainline are pretty dramatically unpolished compared to main content now IMO
Logged
'River' cancels eat: Food is problematic.

Dostoevsky

  • Bay Watcher
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #52 on: October 17, 2019, 10:21:32 pm »

Gotcha, thanks.
Logged

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #53 on: October 17, 2019, 10:46:34 pm »

- also not my style, but chaosvolt (random dragon here) maintains a bunch of mods like cata++, arcana, and a mining mod that are usually up to date and change content.

<3

So uh, bit of another important update: if you have a save using arcana and you've updated the mod anytime within the past week or so, update arcana again right the fuck now before trying to load your save.

Turns out that on-hit effects added to support the new enchantment feature cause "bad save JSON" errors on load. I've since removed all use of on-hit effects from the items that use it, after testing to ensure that the remaining uses of the "relic data" system don't cause this too.
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

se5a

  • Bay Watcher
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #54 on: October 18, 2019, 04:13:05 am »

This is just like most American TV.
this is better than most American tv (Source: Am American)
well, it is a low bar...
Logged

Silleh Boy

  • Bay Watcher
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #56 on: October 19, 2019, 03:06:28 am »

So, being one of those that finds a lot of what I read on the direction the mod has gone in to be unappealing and having found the download links for the prior versions on the mods page to be dead in the case of the 0.C build and no longer present in the case of earlier ones, is there any reputable or official source for the older versions?

Soadreqm

  • Bay Watcher
  • I'm okay with this. I'm okay with a lot of things.
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #57 on: October 19, 2019, 04:26:14 am »

There's always the Git commit history, though you'd need to compile the game yourself.
Logged

SHAD0Wdump

  • Bay Watcher
  • Hiding in SPAAACE!!!
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #58 on: October 19, 2019, 10:28:16 am »

So my means of playing this has become very limited, my only access is the mobile version, but rather than abandon hope, I'll ask a few questions.

How possible is it to mod the mobile version? Is there a folder I can create to drop mutators in?

I also had a think about it and realized that this game would become so much more of a playground if not for hunger/thirst progressively lowering your stats. Is it even possible to mod that out but keep the need to eat/drink? Or better yet, has somebody done that?
Logged

Silleh Boy

  • Bay Watcher
    • View Profile
Re: Cataclysm: Dark Days Ahead
« Reply #59 on: October 19, 2019, 12:45:58 pm »

There's always the Git commit history, though you'd need to compile the game yourself.
I had a feeling it might come to that in the end - I suppose if nothing turns up, one day when i'm feeling the desire for such (mis)adventurr I'll look into compiling an old version.
Pages: 1 2 3 [4] 5 6 ... 57