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Author Topic: The Cataclysm games thread.  (Read 114255 times)

King Zultan

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Re: The Cataclysm games thread.
« Reply #375 on: September 09, 2021, 02:05:30 am »

i remember there were 2 CDDA-only threads on Bay12 and both were locked definitively due to heated arguments.
I think there were three threads not including the original Whales one, but they all did get locked in the end.
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chaoticag

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Re: The Cataclysm games thread.
« Reply #376 on: September 09, 2021, 04:46:56 am »

Well, it really comes down to be nice and don't assume the worst out of people because they contribute to a project really. I also kinda let my frustrations boil over a little there.

One thing I kinda wish cataclysm had though was something that reduces the amount of corpse pulping you had to do after fights. Right now it's just based on how over kill your attack was, but it'd be nice if there was some skill interaction with survival top disable zombie revival instead of the all or nothing implementation right now.
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heydude6

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Re: The Cataclysm games thread.
« Reply #377 on: September 09, 2021, 11:09:22 am »

I'm confused by what you mean? If you have even a simple knife, you can walk over a a corpse and press B which brings up the butchery menu, and then you can select "Dismember". Dismember is a butchery function specifically designed to destroy zombie corpses as quickly as possible, and in my opinion it does a good job at it, removing them in seconds.

What more can you ask for?
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chaoticag

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Re: The Cataclysm games thread.
« Reply #378 on: September 09, 2021, 11:15:06 am »

Well, just about 3 things kinda bother me about this. One would be that it would take an anti material rifle to handle a dangerous zombie next to something you normally don't want to fight, and if you have one then the list of things you don't want to fight get pretty small. The other is that a turret is going to be fighting zombies for the rest of its existence because none of them would ever go down permanently no matter how many chunks fly off them. And the last being I would rather not keep track of every zombie I had to kill but not butcher after big fights.
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heydude6

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Re: The Cataclysm games thread.
« Reply #379 on: September 09, 2021, 11:48:41 am »

Good points. I've never gotten that far in game before so I never got to experience these problems, but they definitely do sound annoying. Some sort of fire weapon sounds like the solution to points 1 and 2 (some variation of a flamethrower turret), and point 3 can be solved by the game keeping track of it for you. Perhaps it can add a kind of rapid auto-butcher option like in DCSS.
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Robsoie

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Re: The Cataclysm games thread.
« Reply #380 on: September 09, 2021, 12:03:18 pm »

I was going to suggest the use of the "Prevent Zombie Revivication" mod , but i remember if you play CDDA that mod was removed (and merged into Classic Zombie i think).

No idea if the version that still is in CBN would work on CDDA, at least in CBN i use it all the time as i grew tired about having to spend time pulping everything that is on the ground.
« Last Edit: September 09, 2021, 12:05:01 pm by Robsoie »
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Sean Mirrsen

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Re: The Cataclysm games thread.
« Reply #381 on: September 09, 2021, 12:23:31 pm »

Well, just about 3 things kinda bother me about this. One would be that it would take an anti material rifle to handle a dangerous zombie next to something you normally don't want to fight, and if you have one then the list of things you don't want to fight get pretty small. The other is that a turret is going to be fighting zombies for the rest of its existence because none of them would ever go down permanently no matter how many chunks fly off them. And the last being I would rather not keep track of every zombie I had to kill but not butcher after big fights.
If there is a zombie next to something you don't want to fight, why would you even want to shoot the zombie, and risk attracting the thing you don't want to fight towards you?

I'll have to test the turret thing, i.e. whether or not a corpse continues to degrade after reviving and being killed again.
However you can also destroy corpses (like any other item) by driving over them with something heavy. If you've finished looting a battlefield, couple of back-and-forths with a truck will deal with any bodies. And there are vehicle scoops and things for managing stuff on the ground, so you can easily pile them together and set them alight.

Also also, in my recent experience corpses won't actually revive unless something comes near them. I've had a field of dead bodies I've Rambo'd and Carmageddon'd my way through over a week ago as I was working to clear out a mall, and there were a handful of unpulped corpses there that never rose until I was out there again picking some vegetation and wandered within striking distance. So a turret likely won't ever have to deal with the same zombies again and again unless something else moves by and agitates the corpses.

For the last point, something like the Retrodays tileset makes it pretty clear if you've killed something and left it in a state where it can rise again. Plus you can look for items with Shift-V, and any intact corpses will be bright yellow - if you put corpses on priority, you'll always see anything you've missed. And finally, there's also the matter of how much you even need to do corpse pulping - you really only need to do it if you plan to stay in the same area for more than a day, or loot it more than once.
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #382 on: September 09, 2021, 04:33:00 pm »

Question: Do burnt zombies revive?  My typical battle tactic is to put fire(s) between me and the zombies, and let them all die in the flames.

I actually think they do revive as burnt zombie variants, but I'm not really sure.  It would effect my post-battle routine, as I'm usually clearing out zombies between my base and where I want to loot.

duckman

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Re: The Cataclysm games thread.
« Reply #383 on: September 09, 2021, 05:38:32 pm »

Question: Do burnt zombies revive?  My typical battle tactic is to put fire(s) between me and the zombies, and let them all die in the flames.

I actually think they do revive as burnt zombie variants, but I'm not really sure.  It would effect my post-battle routine, as I'm usually clearing out zombies between my base and where I want to loot.
Burned zombies and their variants are a thing, last I recall, but burned zombie corpses don't last long in an intense enough fire. I don't remember if burning zombies create a fire where they go down to keep burning the corpse, loot and/or building you might want to loot though.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #384 on: September 09, 2021, 05:51:03 pm »

Meanwhile in BN and my mods, I just got done updating the BN versions of my mods, and Noctifer's Cataclysm++ mod, since bodypart IDs in BN are now lowercase.

Also some recent stuff I managed to accomplish:
* Pipe guns are now easier to craft (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/825). This was basically a revival of this PR that got closed due to some problems the contributor had trouble fixing, it switches it so pipe guns are more likely to be craftable at a point in the game where they'd actually be useful. Fabrication as the main skill, not needing a full-on hacksaw but instead any source of metal-sawing quality, and such. You can also now make blunderbuss ammo out of match head powder, since it's otherwise almost worthless.
* This was followed up by another PR (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/846). It was proposed during PR discussion that using a screwdriver set for pipe guns was also wacky, so that removes another bottleneck to crafting them. I considered adding a double-barrel blunderbuss but shelved the idea for now since it could use some balancing to make sure it doesn't render the standard blunderbuss entirely obsolete.
* Fixed arm guards for leather armor and other parts of a set being wildly different statwise from the armor they're a part of a set for (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/831).
* Fixed jerky counting as raw after you cook it, something DDA fixed independently (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/849).
* For mods, fixed some minor issues the above-mentioned lowercase ID PR caused with mutation type IDs and the IDs of a couple mutations (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/855).
* Lamadus removed the half-finished vestiges of the realismic tailoring overhaul from BN, which had only really affected arm guards and stuff. My follow-up PR to it removed the now-useless cotton sheets that you previously had to somehow magically assemble into rags by waving a knife at them, and removed other useless junk like buttons and looms (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/859). It also fixed some weird change DDA made where you could no longer knit felt patches from yarn. In exchange, egads it's a nerf! How terrible! You can no longer make cotton rags from wool yarn now that you're able to make felt patches from yarn again, and likewise no more rags made out of sinew. I kept plant fiber as an option for rags however, so it shouldn't bottleneck innawoods crafting.
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #385 on: September 09, 2021, 08:41:36 pm »

I considered adding a double-barrel blunderbuss but shelved the idea for now since it could use some balancing to make sure it doesn't render the standard blunderbuss entirely obsolete.

Although making a double-barrel blunderbuss by taping two blunderbusses together would indeed render the standard one obsolete (since duct tape and ability to use it is common), instead requiring the barrels to be wielded together (since blunderbusses don't otherwise require wielding) would add a level would make the "standard" blunderbuss still quite useful as an easier-to-make base model.

And, uh, I would think the thing would work better if the barrels were wielded together instead of duct taped.  Totally can justify it for real life reasons.

I always figured pipe guns were infinitely useful because they are a low-tech way to still get use out of whatever ammo drops you get from zombie hordes.

Random_Dragon

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Re: The Cataclysm games thread.
« Reply #386 on: September 10, 2021, 12:13:54 am »

Although making a double-barrel blunderbuss by taping two blunderbusses together would indeed render the standard one obsolete (since duct tape and ability to use it is common), instead requiring the barrels to be wielded together (since blunderbusses don't otherwise require wielding) would add a level would make the "standard" blunderbuss still quite useful as an easier-to-make base model.

And, uh, I would think the thing would work better if the barrels were wielded together instead of duct taped.  Totally can justify it for real life reasons.

I always figured pipe guns were infinitely useful because they are a low-tech way to still get use out of whatever ammo drops you get from zombie hordes.

Welding seems like a logical way to fluff out the recipe, yeah. Welding the barrels to secure them would add a reasonable bit of complexity to justify the upgrade. Dispersion could also potentially be a factor I suppose, though in practice the difference would logically be minimal. About all that really comes to mind is primarily weight and bulk as far as disadvantages to using the double-barrel over the standard one.

We'll see, sometime.
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Sean Mirrsen

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Re: The Cataclysm games thread.
« Reply #387 on: September 10, 2021, 01:15:43 am »

Pipe guns are only useful if you get ammo drops that match the pipe guns you make. And guns, in general, are only useful once you're able to go rapid-fire and have ammo to spare, because of the whole "every zombie in town now homes in on you and your noise" thing. Unless you just use them for hunting, or training marksmanship I suppose.

Early on, when you don't have access to a good gun with lots of ammo, it's far more preferable to go for bows I think. Or a sling, or anything silent.

That said, if you want an alternative to welding for a double pipe rifle, I think using some scrap metal and a basic drill to fashion brackets that are tightened with bolts (so in game terms, scrap metal and nails as materials, tools with hammering 1, drilling 1, bolt turning 1) would be a far more secure alternative to plain duct taping the barrels together.
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King Zultan

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Re: The Cataclysm games thread.
« Reply #388 on: September 10, 2021, 02:56:53 am »

If anyone ever wants to make more realistic recipes for pipe guns I have a source.
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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KittyTac

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Re: The Cataclysm games thread.
« Reply #389 on: September 10, 2021, 09:26:20 am »

I have auto-pulping corpses on, saves lots of time after killing a dozen zombies, just walk next to the corpses. Both forks have it I think, check the options.
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