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Author Topic: Cataclysm: Dark Days Ahead  (Read 124734 times)

King Zultan

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Re: Cataclysm: Dark Days Ahead
« Reply #630 on: July 18, 2020, 05:41:12 am »

I don't see why everyone is so hesitant to use bullets, because when I play melee I usually end up with tons of them and never use them except shotgun shells.
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pisskop

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Re: Cataclysm: Dark Days Ahead
« Reply #631 on: July 18, 2020, 05:45:14 am »

.22s and the like are absolutely worthless for crowd controlling zeds; they make good hunting and practice rounds.

That and a lower-sound alternative for killing single ones, provided thy fixed wandering hordes being massive and omni-prescient.  did they?
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chaoticag

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Re: Cataclysm: Dark Days Ahead
« Reply #632 on: July 18, 2020, 06:57:27 am »

I've just been playing with wandering hordes off. I'm sure eventually it will be fixed.

Though yeah, ammo hasn't been hard to find in particular, even with gunstores having a lot of security you can break a window and hacksaw the bars off them to get in, and a stethascope lets you open combination safes which are a good source of guns. For other sources of ammo take a baseball bat to swat and soldier zeds, and just handle cop zeds as you do. Ammo might not be craft-able but it's as available as the world is wide.
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EuchreJack

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Re: Cataclysm: Dark Days Ahead
« Reply #633 on: July 18, 2020, 08:22:02 am »

I should also mention that with Mechanics 3 and Guns 1 that pipe guns are craft-able, to use those odd ammo that doesn't match any of your guns.  They're also ideal for hunting, as the slow reload of the pipe guns will get you killed fighting zombies yet can probably wound most wildlife.

More specifically, the loud noise of the pipe gun will draw 2+ zombies to the player, yet only kill one at a time, eventually leading to the player being overwhelmed.  Although it can be a valid strategy if the player puts several fires/traps between themselves and the zombies.  Personally, I prefer fire, as it keep killing and is fed by the dead zombies.  Not so great for looting the zombies, as most items burn up.

Random_Dragon

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Re: Cataclysm: Dark Days Ahead
« Reply #634 on: July 19, 2020, 12:51:41 am »

So, I finished up the changes mandated by the artifact removal stuff: https://github.com/chaosvolt/cdda-arcana-mod/pull/145

Full list of changes:
Spoiler (click to show/hide)
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EuchreJack

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Re: Cataclysm: Dark Days Ahead
« Reply #635 on: July 21, 2020, 11:50:44 am »

So my personal thoughts on what I've read about the Blob and factions:
The Blob is basically a large living organism, and The Earth is a tiny speck that has been absorbed by it.  Not like food that person has eaten, but rather like the part of food that gets broken down and absorbed into the body.

The Zombies are basically like the immune system and digestive system.  They break down the living organisms, which are generally human survivors.

What this means is that, probably unknown in the first couple years, is that human settlements can only grow to a certain size before they actually attract the Zombies, in the same way that a small amount of bacteria co-exists in organisms, yet a large amount triggers an immune response.  Or that a small crumb of food goes unnoticed, but a larger amount of food draws attention.

This sort of conflicts with the thoughts in the design document about the Old Guard, who are supposed to re-establish themselves, although it should become obvious to survivors of several years that larger groups get attacked.  I imagine many survivors in year 5 probably have adopted a theory/belief/rule that no group of survivors should exceed x population in order to survive.  Any faction still around has probably adapted to that reality.

...then again, maybe the Blob is so big that it doesn't even notice on an involuntary level a human civilization has taken over the whole New England area.  Just like most people don't acknowledge dead skin cells.

Eschar

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Re: Cataclysm: Dark Days Ahead
« Reply #636 on: July 21, 2020, 12:39:46 pm »

When does the game start in relation to the Cataclysm itself? How long after the takeover does our friend @ show up? I'm guessing not long enough for the Old Guard to have drawn conclusions about safe population sizes... but the Guard, the Fleet, refugee centers etc. are established by that time. Even though I always got the impression the game started right after the initial "seek shelter, there's a biohazard" emergency message gets sent out to the evac shelters.

« Last Edit: July 21, 2020, 12:49:37 pm by Eschar »
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BigD145

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Re: Cataclysm: Dark Days Ahead
« Reply #637 on: July 21, 2020, 12:47:12 pm »

Officially, Whalesdev Cata started a week or two after the cataclysm and was multiple events. DDA, I don't know.
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Stench Guzman

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Re: Cataclysm: Dark Days Ahead
« Reply #638 on: July 21, 2020, 02:52:45 pm »

The food system is janky.  I ate two marshmallows and went from Very Hungry to Engorged.  Things like berries make you very full quickly but don't provide many calories.  You have to eat crazy amounts of food to keep from being underweight.

Also fishing is easier than hunting, if you live near water.
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Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #639 on: July 22, 2020, 03:10:15 pm »

Re. Time of cataclysm: the cataclysm isn't an instantaneous event, the game takes place five days after the emergency messaging system is used to announce the fall of the United States.

Re. Food: the latest build for food satiety seems to be about right as far as I can tell, I haven't eaten everything yet. Most of the time when something is unusually filling it's got an error in its weight entry that needs fixing... Foods fill you up more if they have tons of calories per gram. Berries and things fill you up quickly because a single in-game serving is a whole cup of berries, so if you eat three or four servings you'll probably feel pretty full for a bit, as you would if you ate a liter of berries in ten minutes irl.

There's a more involved problem with calories, we now have an accurate representation (mostly) of how much exertion the character is doing with every activity... But characters are almost completely indefatigable, working tirelessly around the clock doing difficult jobs at top speed. I've proposed a fix and am refining it here: https://github.com/CleverRaven/Cataclysm-DDA/issues/42343 ideally, it will be implemented such that it's a subtle change at first rather than a hard barrier like running out of stamina is.
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EuchreJack

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Re: Cataclysm: Dark Days Ahead
« Reply #640 on: July 23, 2020, 01:05:02 am »

Any idea if the "feet freeze and break off" bug was fixed?  I had downloaded the latest version Tuesday, and I had like -130 cold on feet/legs.  Kinda low with socks, shoes, and blanket.  Standing right next to a fire helped: At least then my legs would break and mend repeatedly.  Needless to say, I deleted the whole blood thing.

Stench Guzman

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Re: Cataclysm: Dark Days Ahead
« Reply #641 on: July 23, 2020, 03:03:34 pm »

Any idea if the "feet freeze and break off" bug was fixed?  I had downloaded the latest version Tuesday, and I had like -130 cold on feet/legs.  Kinda low with socks, shoes, and blanket.  Standing right next to a fire helped: At least then my legs would break and mend repeatedly.  Needless to say, I deleted the whole blood thing.

I've noticed that you get really cold really fast when you are wet.  Carry a towel.
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EuchreJack

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Re: Cataclysm: Dark Days Ahead
« Reply #642 on: July 23, 2020, 03:33:51 pm »

Any idea if the "feet freeze and break off" bug was fixed?  I had downloaded the latest version Tuesday, and I had like -130 cold on feet/legs.  Kinda low with socks, shoes, and blanket.  Standing right next to a fire helped: At least then my legs would break and mend repeatedly.  Needless to say, I deleted the whole blood thing.

I've noticed that you get really cold really fast when you are wet.  Carry a towel.

That was part of it, so thanks for the advice, but shouldn't the fire have dried off my legs after 2-3 hours?  At least enough to avoid frostbite?
...if you're talking realism, the answer is "only if you took OFF your socks".  The feet would dry off on their own after about half an hour, or within minutes sitting next to a fire.  But the socks retain the wetness and cold, and probably take 2-3 hours if you remove them and place them near the fire, but would stay wet almost indefinitely if trapped between feet and shoes.  Even a towel won't fix the issue with the socks.
And its also fairly obvious in real life, as the socks FEEL wet.  Kinda hard to know that starring at a screen, so a prompt telling the player would be necessary.  It's not the sort of thing a person wouldn't notice periodically.

Protip: All the CataclysmDDA devs should go camping together at least once per season.  Bring notepads (the paper ones, not the computers).  Of course, the updates would be pretty brutal for players afterwards...

chaoticag

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Re: Cataclysm: Dark Days Ahead
« Reply #643 on: July 24, 2020, 04:40:19 am »

It's a known wetness bug, not a feature. Apparently wetness broke in a big way on experimentals.
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notquitethere

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Re: Cataclysm: Dark Days Ahead
« Reply #644 on: July 24, 2020, 07:15:41 am »

My left hand is always inexplicably cold in my game, even wearing gloves. My only theory is that driving with a door open a few times terminally lowered its core temperature  and its yet to fully recover.
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