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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1315147 times)

S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6915 on: October 14, 2011, 01:31:55 pm »

I understand that a lone turret will be overwhelmed but if you plan a head and dig an entrenchment around your base at least 2 squares wide and put several of them by each entrance. A brute is the only thing that can break a wall and if it comes your turrets are toast either way. That's why I'll only defend the entrances.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6916 on: October 14, 2011, 01:43:50 pm »

I know for sure that java-based roguelikes have no such limit. Please confirm my guess about another RLs (also, how do we generaly call them? curses-based?)

On the contrary, they do have a limit; screen resolution.  If your tiles are 50x50 pixels, you can only fit a 16x16 viewing window on a computer with 1024x600 resolution (like many netbooks are).  Similarly, because I want Cataclysm to be widely compatible, I limited it to a 80x25 character window, the size of many terminals.  There's no limitation preventing it from being larger, but I value widespread compatibility more.


And turrets are actually pretty good; I generally find they can take on a stream of normal zombies and blow them away with ease.  The do have problems with faster zombies, and they do generate a lot of noise.
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6917 on: October 14, 2011, 03:32:05 pm »

Ok after a little testing it seems Metabolic Interchange is pretty good as long as its used in conjunction with other supplies. It seems that it does stop draining once you get to hungry(actually I thinkit stops when you hit very hungry and doesn't restart until you hit satiated aka no hunger status). Also what it actually does is exchange 1 hunger for 1 energy every turn. You can however supplement large energy gains with other power sources and rely on Metabolic Interchange for passive augs.
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6918 on: October 14, 2011, 04:08:30 pm »

Passive augs don't need energy, for the most part.

I think that, since you'll be running scarce on food pretty soon, metabolic interchange is a bad choice ATM
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6919 on: October 14, 2011, 04:09:14 pm »

Hmm is there a new update beyond E? God damn.. i hope there wont be too many NPC's
I hope there will be a "no dog and lone person in the world" gamemode. I love that feeling, when there is nothing left to loose.
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6920 on: October 14, 2011, 04:30:44 pm »

Ok now Im sure this is how metabolic works. It will drain 1 food/turn and generate 1 energy/turn until full energy or until you reach very hungry at which point it shuts off until you reach neutral hunger at which point it will reactivate until you hit very hungry again. My suggestion is if you want this, take Gourmand and Light Eater to maximize your food efficiency and grab the CBM:Nutrition Recycler Unit aug and you should be able to run around pretty well. Just restating this as a confirmation.

And by passive augs I actually meant toggle-able  augs that you activate and they remain on with a passive drain like Internal Night Vision.
« Last Edit: October 14, 2011, 04:54:24 pm by S.K. Ren »
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6921 on: October 14, 2011, 04:40:36 pm »

If you wanna get rid of the dog just close the door to the house and walk off. :P
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6922 on: October 14, 2011, 04:41:28 pm »

Or use it to snag yourself a free beartrap.
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6923 on: October 14, 2011, 04:44:56 pm »

or dinner
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6924 on: October 14, 2011, 04:50:05 pm »

Why not both!? :D

Although now that you mention it, the dog is pretty good at mass murdering squirrels and rabbits for you.
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6925 on: October 14, 2011, 04:54:53 pm »

Or simply lock it in a room and go into the basement. Poof, no dog.

I understand my namesake's concern, though. I don't like having to be concerned about the dog either... I don't know to what extent this is because I have a soft spot for dogs, and to what extent it's because I dislike having to escort NPCs around.
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6926 on: October 14, 2011, 05:59:00 pm »

I just would wish you could turn it off so it wouldnt even spawn at all.
Not to go all Minecraft whiner style "MAEK IT TOEEGLED OR I WIL QUIT" but you get the point.
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Gunner-Chan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6927 on: October 14, 2011, 06:10:27 pm »

Then edit the sources yourself. It's such a pointless edit at this stage it's not worth complaining about.
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Farce

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6928 on: October 14, 2011, 06:11:17 pm »

And turrets are actually pretty good; I generally find they can take on a stream of normal zombies and blow them away with ease.  The do have problems with faster zombies, and they do generate a lot of noise.
Can... can I put a suppressor on the turret?

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6929 on: October 14, 2011, 06:11:44 pm »

Not everyone is capable of doing that, especially if they play on Windows and aren't familiar with compiling it.
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