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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1318288 times)

userpay

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1380 on: July 09, 2011, 12:13:29 am »

Hmm... I coulda sworn someone said npc's can install CBMs into you, how do you get them to do this as it doesn't seem to be in their dialog choices?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1381 on: July 09, 2011, 12:54:55 am »

What is the best way to survive? It's very intimidating, when I start I see a lot of zombies, and a i get kinda lost.
Should i get a firearms specialist and get into the first gun shop i meet?

Since you are apparently talking about combat, it's shotguns. Shotguns all the way. I've torn through about a 40 zombie horde with just a Saiga-12 and some 00 shot.

Fair warning, shotguns are LOUD. Many many more zombies will come once you start blasting.

...Of course, it's less of a problem since you have a shotgun.

It may have helped that I was using Janet's shotgun silencer.
Shotgun silencer?
*Imagination*:

Spoiler (click to show/hide)

Great movie.  And yeah, shotgun silencers are certainly plausible (and cool), but they're potential game-breakers.  Shotguns are really powerful weapons; they just suffer from the big drawback of noise.  If that drawback can be eliminated, they're just too powerful.

Another query regarding bionics.

Does the metabolic interchange work one way, or does increasing power with, say, solar panels satiate the person?

Nope.  Good idea though; I'll add a powered bionic that lets it flow the other way.

How long does it take to kick an addiction?  I'm getting nicotine cravings so fast and bad my morale frequently hits -50.  It's been at least a day since my last smoke, and I'm sure it takes longer than that, and I know it's cigarettes but this getting ridiculous.

Depends on how hooked you are.  You can cheat and get precise addiction information by pressing N.

How long does it take to kick an addiction?  I'm getting nicotine cravings so fast and bad my morale frequently hits -50.  It's been at least a day since my last smoke, and I'm sure it takes longer than that, and I know it's cigarettes but this getting ridiculous.

Also...

I love the weather system, but it's a bit silly that your character is ready commit suicide just because his/her clothes are wet :P

Loving the game. Already one of the best zombie survival games I've seen.

Well, it's not so much that you're suicidal; just that you'd rather wait half an hour to dry off a little before you sit down to read or craft something.


CBMs can only be found on dead scientists and dead military (rarely).  This is mostly because I was over-eager to include them in the game, and to make cool special encounters (I added both to the game at the same time).  I don't like how finding a powerful and fun tool like bionics is entirely up to chance; there's no extra risk involved in getting lucky and stumbling on 6 CBMs.  I'll be moving most of them to labs (which presently contain none--an obvious oversight).
It's intended that NPCs will install them for you, but currently unimplemented.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

quintin522

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1382 on: July 09, 2011, 01:04:11 am »

Are the dead scientist locations completely random, or do they tend to be near certain areas?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1383 on: July 09, 2011, 01:06:54 am »

Are the dead scientist locations completely random, or do they tend to be near certain areas?

Random.  They won't appear in houses or other "solid" tiles, so on average I guess they're more common in forests or fields, away from town.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

userpay

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1384 on: July 09, 2011, 01:11:03 am »

Are the dead scientist locations completely random, or do they tend to be near certain areas?

Random.  They won't appear in houses or other "solid" tiles, so on average I guess they're more common in forests or fields, away from town.

There was a detailed explanation for how they're distributed not to long ago but essentially for every "empty tile" (ie not house, store, ect) like roads and fields there is a chance for something to be there like a crash site, dead scientists, dead military, a pond, that sort of thing.

It's intended that NPCs will install them for you, but currently unimplemented.

Ah okay, just making sure I wasn't going crazy. Going to be !!fun!! trying to get these things in since I don't have good int for the better books.
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SP2

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1385 on: July 09, 2011, 03:53:05 am »

-snip-
Another query regarding bionics.

Does the metabolic interchange work one way, or does increasing power with, say, solar panels satiate the person?

Nope.  Good idea though; I'll add a powered bionic that lets it flow the other way.
-snip-

I was wondering the same thing so I'm glad to hear that. Is it going to be an active bionic or a passive one?
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1386 on: July 09, 2011, 03:59:40 am »

This was probably reported before but...

Whenever I try to "U"nload something that uses batteries, it spits out pieces of ammo instead.
I use a UPS to store batteries, but those 1,000 batteries turned into 100 stacks of 10 9mm +P+.

I don't have a gun that uses 9mm bullets. :(

Also, the radios and TW radios I've been finding start at 500 power instead of the regular 100.
« Last Edit: July 09, 2011, 04:07:30 am by Blaze »
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Drevlin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1387 on: July 09, 2011, 04:10:28 am »

I think there is a typo In file item.cpp, lines 228 and 234: "Nutrituion"

Once a door is smashed, is there a way to create a barricade to fill the hole? Because I can't with hammer, nails and two by fours.
Also, when I use the hammer and the game asks me where to construct, the map view disappear.
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teoleo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1388 on: July 09, 2011, 04:58:57 am »

The rain helps hide my smell?
 Acid rain also hurt the zombies?
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1389 on: July 09, 2011, 05:11:32 am »

The rain helps hide my smell?
 Acid rain also hurt the zombies?

I don't know about the first one, but I have heard boomers go off while hiding in a house when acid rain falls.

Quote
Once a door is smashed, is there a way to create a barricade to fill the hole? Because I can't with hammer, nails and two by fours.
Also, when I use the hammer and the game asks me where to construct, the map view disappear.
Odd, I can board up door openings just fine. Make sure the door is broken, not just open. You can repair smashed doors. Boarding up an existing door takes fewer resources.
Perhaps there will be a "Create barricade anywhere" option eventually. And with stuff other than wood.

Also, why can't I use my internal lighter (via internal toolset and mini flamethrower bionics) to light molotovs?
« Last Edit: July 09, 2011, 05:41:23 am by Blaze »
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Aqizzar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1390 on: July 09, 2011, 05:37:33 am »

The rain helps hide my smell?
 Acid rain also hurt the zombies?

Rain does nothing to hide your tracks.  If anything, thunder and lightning attract more zombies.  But yes, acid rain does hurt them, it's just unlikely to land on them.  I like to stand in the doorway and watch them slowly melt, to pass the time as the rain falls.
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xDarkz

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1391 on: July 09, 2011, 05:56:18 am »

I've just only touched this game, but thus far, I find it completely consuming albeit the few intended mechanics questions I'm about to pose.

Was it intended for us to be able to enter "Map Mode" and instantaneously escape whatever it is that was pursuing us? I've found out that we're able to do that during the midst of combat, which makes the whole thing...well... less hardcore :P.
Also: Equipping two Utility Vests or Backpacks? :P

Overall though, Amazingly consuming and addictive gameplay. I'm looking forward to your future releases! :D
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1392 on: July 09, 2011, 05:58:40 am »

I've just only touched this game, but thus far, I find it completely consuming albeit the few intended mechanics questions I'm about to pose.

Was it intended for us to be able to enter "Map Mode" and instantaneously escape whatever it is that was pursuing us? I've found out that we're able to do that during the midst of combat, which makes the whole thing...well... less hardcore :P.
Also: Equipping two Utility Vests or Backpacks? :P

Map mode "fast travel" is a debug thing, they'll eventually remove it along with the "Shift+Z" wish for items mode and "Shift+N" info menu.

Multiple vests and backpacks increase your encumbrance, which brings down your melee and dodge abilities. I believe it also increases the time needed to do actions.

Edit: Can we have two different hand slots? Switching from gun to melee should be quicker considering the skeletons running around. Alternatively, you can make a "ready" slot which you can switch with your main hand slot with a simple keypress.
« Last Edit: July 09, 2011, 06:10:21 am by Blaze »
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Kicior

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1393 on: July 09, 2011, 06:17:39 am »

Isn't 'w'ielding an item a simple keypress?
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1394 on: July 09, 2011, 06:19:37 am »

It's pressing w, then looking through your equipment for the correct letter, then pressing that letter.

In DoomRL, you can designate a "ready" weapon and swap it for your current weapon by pressing z, there's even a feat which makes doing so take no time.
« Last Edit: July 09, 2011, 06:36:11 am by Blaze »
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