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Author Topic: The Cataclysm games thread.  (Read 114385 times)

KittyTac

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Re: The Cataclysm games thread.
« Reply #510 on: January 18, 2022, 03:48:45 am »

Did you actually remember to throw the grenade? It's kinda wonky how it shows that it ran out of energy lol but that's a purely visual bug that's been there for as long as grenades were because of how the timer is represented internally.

Nothing wrong with the dynamite tumbling to the floor, your arms broke lol.

The explosives are bugging out and failing to explode when their fuze runs out, which seems to be a charges bug. It is NOT a visual bug, the affected explosives vanish with no kaboom.

And yeah, nothing wrong except sometimes wielding my UNLIT explosive makes it EXPLODE despite being INACTIVE, and then I drop the explosive that STILL EXISTS despite having EXPLODED.
That's strange, I regularly throw grenades and that never happened to me. They always exploded after the message. Might be fixed in experimental.

I thought you wielded the unlit dynamite and put the lit grenade in your inventory automatically which then exploded.
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teoleo

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Re: The Cataclysm games thread.
« Reply #511 on: January 18, 2022, 09:58:25 am »

Cow now is friendly with me… how I can take the milk?
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KittyTac

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Re: The Cataclysm games thread.
« Reply #512 on: January 18, 2022, 11:52:36 am »

Cow now is friendly with me… how I can take the milk?
I think 'e'xamining the cow should work. Never messed with them myself, but when in doubt, e. Have a watertight container with you.
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teoleo

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Re: The Cataclysm games thread.
« Reply #513 on: January 18, 2022, 01:09:16 pm »

Umh.. “e” don’t give me nothing… I have plastic bottle
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teoleo

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Re: The Cataclysm games thread.
« Reply #514 on: January 18, 2022, 01:37:20 pm »

emh.... sorry for the question.... now i am with the "portal storm" and i have see the "absence" monster.... how, and if, can kill it and how i can exit to the "storm"??
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #515 on: January 18, 2022, 05:34:41 pm »

Cow now is friendly with me… how I can take the milk?
I think 'e'xamining the cow should work. Never messed with them myself, but when in doubt, e. Have a watertight container with you.
Umh.. “e” don’t give me nothing… I have plastic bottle
I think you need a bucket.  Plastic bottle...might take more skill than your lowly city survivor has.

KittyTac

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Re: The Cataclysm games thread.
« Reply #516 on: January 18, 2022, 11:56:41 pm »

emh.... sorry for the question.... now i am with the "portal storm" and i have see the "absence" monster.... how, and if, can kill it and how i can exit to the "storm"??
Portal storms are the acid rain replacement. Get inside a building! The monsters will disappear then. Cars won't help unless they have boards like a RV IIRC and even then I'm not sure.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #517 on: January 19, 2022, 12:41:30 am »

I clearly need to look into the portal storm stuff and see if I can add any arcana interactions with it, but weh. Hard to get time and energy to mess with most ideas.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #518 on: January 19, 2022, 02:55:52 am »

Instead however, to post a smol thing I managed to find the mood to work on instead, a WIP couple of ideas for Arcana.

Self-PRing to tinker with this intermittently, since I'd like to do a bit more testing with this and work on mod_tileset sprites too: https://github.com/chaosvolt/cdda-arcana-mod/pull/225

* Added alchemical recipe for black gunpowder. Uses the same basic toolset as transmuting base metal into silver or gold, including use of red potion as a component. Other components include salt, wood ash, sand, and a flame talisman. Basically makes it a sidegrade to the standard vanilla way to make blackpowder. You have super easy toolset but materials that are mostly purely luck to get ahold of, vs. more investment in a basic forge and alchemy setup to be able to produce gunpowder via an alternative material setup.
* Added elemental blast canisters. Basically grenade-like weapons using one of the elemental talisman items. Each one has fairly constrained blast radius but focuses on elemental damage (for the BN version, DDA version is stuck using regular vanilla janky explosive power). Damage is based not only on the implied energy content of the talisman used, but on an additional essence added to the recipe. Other components include things you'd expect to be relevant to making what would be a primitive incendiary weapon if not for the arcane addition.

Todo:
* Test that estimated conversation rate between BN elemental shrapnel and DDA explosion power generates close enough to comparable results.
* Make sure blast radius is same for DDA version.
* Add mod_tileset sprites.
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #519 on: January 30, 2022, 09:53:56 am »

The challenge: Recreate the below experience.
Some had more fun during history's deadliest conflict than others.

"Koivunen was assigned to a ski patrol on 20 April 1944, along with several other men. Three days into their mission, on March 18th, the group was attacked and surrounded by Soviet forces, from which they managed to escape. Koivunen became fatigued after skiing for a long dista...
Used a duck ton of meth and tripped out while dodging the Russians. His unit found him like 21 days later huddled in an abandoned German base

Random_Dragon

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Re: The Cataclysm games thread.
« Reply #520 on: January 31, 2022, 03:36:36 pm »

Another mod update, this one being something I chucked Noct's way: https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/351

In a nutshell it shifts a lot of the mutations given to the bio-weapon professions towards custom mutations, partly to make it so they don't drive mandatory trait points as high as they normally do. Some notable effects:

  • Alpha's supposed to be "eat everything, be a killing machine" bio-weapon. This shifts things to focus on speed and recovery effects, but also actually implements the trait effects needed to give it a high metabolism. It was actually lacking any trait that'd give it its signature disadvantage. Also gets some effects to solidly mess with interaction and crafting.
  • Beta's focus is on being a tank, tough but slow. I focused things a lot more on making a contrast with Alpha in getting stuff like more HP, more stamina, and natural armor in contrast to Alpha healing and recovering things faster. Their speed and related debuffs also focus more on moving and dodging, rather than penalizing attack cost.
  • Delta retains a focus on stealth, scouting, low resource consumption, and being able to manipulate NPCs as a minor side bonus. It now trades a tiny penalty to max stamina for a focus on slower stamina regen and slower healing, simple stuff to nudge Delta toward sneaking and kiting at range over sustain melee brawls.
  • Gamma flat-out didn't have ANY downsides in their mutation selection. Now they have less HP and take more damage, so similar idea of contrasting with Delta in having lower ability instead of slower recovery. Their signature utility features have largely been preserved, expanded in some ways and focused in others.

I've also standardized the idea of Psychopath, Night Vision, and a sidegrade to Pain Recovery all being standard to every bio-weapon profession, and to the NPCs.

Failed bio-weapons and the two bio-weapon NPCs also got to make better use of the special traits added.
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Robsoie

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Re: The Cataclysm games thread.
« Reply #521 on: February 03, 2022, 07:22:25 pm »

Randomly spotted this rather awesome stuff :
https://old.reddit.com/r/cataclysmdda/comments/sgocqv/step_by_step_guide_to_make_flaming_eyes_useful/

It reminds me of all those threads about weaponizing anything in Dwarf Fortress :D

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Glloyd

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Re: The Cataclysm games thread.
« Reply #522 on: February 07, 2022, 02:58:38 pm »

Finally came back to Cata after having not played at all since pre-release O.D. As someone who's been playing Cata since the early Whales days, it's disappointing that there's been very little work done on the map gen in a while (I'm talking overmap gen, not local map gen, which has gotten way better even since the last time I played). It really feels like overmap gen hasn't been touched (outside of adding lakes and adding more junk to spawn) since they took out highways and made cities more coherent. It's a shame too because of how nice the local maps are now, but some of the city generation and rural special generation is deeply nonsensical. Why are steel mills so far from cities? Why are there random swamp tiles in the downtown of a big city? Why is there a strip club in the middle of a residential neighbourhood? Why is there a trailer park in a city block? Why are the rural areas so empty when they should be full of farms in non-forest areas if we want to carry the game's insistence on realism into the world generation? Why is road generation still so weird? Why is there a farm with no house on a tiny island with two bridges leading to it? Why are two tile houses generating at road ends so half the house fronts onto a field. etc. etc. Sure, some of these are edge cases, but stuff like road generation out of cities still hasn't been touched, and it feels like has in some way gotten worse since highways were removed ages ago.

I'm very out of the loop with Cata dev drama, but has there been any effort towards making world gen more coherent/realistic in any of the branches? I'm speaking here about DDA because I haven't tried any of the big branches yet, but it is disheartening to see a lot of the same weirdness with world gen that there was back in like 2016.

Also holy fuck, the pocket system shouldn't have been added to a full release without an actual UI for managing it. It is deeply frustrating to keep putting my 3.5 litre jar in the long rope I'm wearing on my person and have no easy way to manage where to store it.

KittyTac

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Re: The Cataclysm games thread.
« Reply #523 on: February 08, 2022, 12:54:33 am »

Finally came back to Cata after having not played at all since pre-release O.D. As someone who's been playing Cata since the early Whales days, it's disappointing that there's been very little work done on the map gen in a while (I'm talking overmap gen, not local map gen, which has gotten way better even since the last time I played). It really feels like overmap gen hasn't been touched (outside of adding lakes and adding more junk to spawn) since they took out highways and made cities more coherent. It's a shame too because of how nice the local maps are now, but some of the city generation and rural special generation is deeply nonsensical. Why are steel mills so far from cities? Why are there random swamp tiles in the downtown of a big city? Why is there a strip club in the middle of a residential neighbourhood? Why is there a trailer park in a city block? Why are the rural areas so empty when they should be full of farms in non-forest areas if we want to carry the game's insistence on realism into the world generation? Why is road generation still so weird? Why is there a farm with no house on a tiny island with two bridges leading to it? Why are two tile houses generating at road ends so half the house fronts onto a field. etc. etc. Sure, some of these are edge cases, but stuff like road generation out of cities still hasn't been touched, and it feels like has in some way gotten worse since highways were removed ages ago.

I'm very out of the loop with Cata dev drama, but has there been any effort towards making world gen more coherent/realistic in any of the branches? I'm speaking here about DDA because I haven't tried any of the big branches yet, but it is disheartening to see a lot of the same weirdness with world gen that there was back in like 2016.

Also holy fuck, the pocket system shouldn't have been added to a full release without an actual UI for managing it. It is deeply frustrating to keep putting my 3.5 litre jar in the long rope I'm wearing on my person and have no easy way to manage where to store it.
1. Overmap worldgen is lacking, yeah. Always has been.
2. Select the item with the pocket, press v, lower the priority. That's how you prevent items from going places you don't want.
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Glloyd

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Re: The Cataclysm games thread.
« Reply #524 on: February 08, 2022, 02:34:28 am »

Thanks for the tip. The UI is still clunky as hell (i.e. moving items between pockets shouldn't be as convoluted as it is) but that definitely helps.

Regarding worldgen, that's my point though, it's always been lacking, so it's disappointing to see it still lacking after so long. It's ugly and nonsensical, and always has been, which is a shame because the local maps have come soooo far since the old days when everything was a square with junk all over the floor. So I was less commenting on how bad it is, which is self-evident, and more wondering if there had been any movement in that direction from DDA or any of the branches, which I've never touched.

Also has there ever been any talk about adding highways back in? I always liked those back when vehicles were first added, and with vehicles able to pass between Zs, you could have actual overpasses now.
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