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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309426 times)

GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9075 on: March 22, 2012, 03:13:24 pm »

So just do the same for the rescue missions - assume the dog is somewhere better off, and its better off now being "rescued" and hanging around folks/zombie chow. Which is probably true!
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9076 on: March 22, 2012, 03:13:58 pm »

Or just.. y'know, download the version that Wolfy posted, that has no dogs o_o
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*Hugs*

Cthulhu

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9077 on: March 22, 2012, 03:26:28 pm »

Yeah, that sounds like the best idea. 

Was the zombie spawn rate in towns increased?  I remember when I first played you could go a few game-hours without seeing any zombies.  Now entering a town feels like suicide.
« Last Edit: March 22, 2012, 04:22:44 pm by Cthulhu »
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9078 on: March 22, 2012, 07:44:47 pm »

Just rescue the dog!  You'll get a warm fuzzy feeling :D
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9079 on: March 22, 2012, 09:34:14 pm »

Ugh, why?  Why is there a mission to get someone's dog?  Dogs are my soft spot, if someone asks me to rescue their dog I can't refuse and if it dies I'll be depressed for hours.  I wish there was an option to remove dog missions, or dogs entirely.

Because games aren't designed to cater to your every emotional quirk. Different people have different soft spots for different reasons, and sometimes no reason at all. You can't reasonably expect every little thing to accommodate your own.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9080 on: March 22, 2012, 10:10:30 pm »

Yes, if I worried about offending people's sensibilities there wouldn't be edible fetuses.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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fred1248

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9081 on: March 22, 2012, 10:12:46 pm »

Yes, if I worried about offending people's sensibilities there wouldn't be edible fetuses.

...Wat.. I mean.. umm.. uhh... wat...
So you mean we do have edible fetuses in game?
Awesome.
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How do you deliberately crutch a dwarf who seems to have no urge to go to the hospital and be diagnosed with "walklessness?"
Break his other leg.

GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9082 on: March 22, 2012, 11:04:30 pm »

I remember someone posting about how they threw a fetus so hard it went through a hulks skull. Generally not great weapons, but throwing was still by far the most powerful skill in the game back then (and I was the first one to realize it, ha!)
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Vorbicon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9083 on: March 23, 2012, 01:52:32 pm »

What's the best rifle to go for in terms of noise and firepower balance (assuming I'm going to silence it)?
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jocan2003

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9084 on: March 23, 2012, 02:33:21 pm »

Id say an assault riffle with the new mecanic of burst sound like a good plan to me. If a shot kill one and still have burst remaining you jump n the next zombie right away

Quote
Burst-firing is much more attractive.
The recoil penalty for shots beyond the first is reduced.
If, after your first shot, there is no longer a monster on the tile you are targeting, you will attempt to re-aim at the nearest monster.  The most common reason this happens is if your burst killed the first monster you aimed at.  This means that you can fire a burst and re-target mid-stream at a new monster, potentially killing many at once (this makes the M249 much more attractive).
Your ability to re-target is limited by your Guns skill.
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9085 on: March 23, 2012, 04:08:12 pm »

Yes, if I worried about offending people's sensibilities there wouldn't be edible fetuses.

Hmm, could we ever get something like a quantum storage device? A thing found at lab, any thing could be stored in it, be it a zombie, a dog or even your favorite brand of toasters!
Would be very useful for people who dont like escorting npc's/likes to store shit in a smart way. You would need to be very carful, if you drop or throw it you will either a) Cause a nuclear explosion b) Create a singularity or c) Summon an eldritch abomination/lovecraftian horror
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Flare

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9086 on: March 23, 2012, 07:47:01 pm »

or c) Summon an eldritch abomination/lovecraftian horror

Composed of all the garbage, tools, weapons, and corpses you had in the quantum space right?
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SolarShado

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9087 on: March 24, 2012, 12:43:39 am »

or even your favorite brand of toasters!

Lol, what?
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9088 on: March 24, 2012, 04:11:05 am »

or c) Summon an eldritch abomination/lovecraftian horror

Composed of all the garbage, tools, weapons, and corpses you had in the quantum space right?

That would be awesome! The Eldritch Abomination blugdeons you with its triffid/sweater arm!

Edit: I want my username changed to threadkiller.. :(
« Last Edit: March 24, 2012, 04:25:04 pm by DrPoo »
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9089 on: March 25, 2012, 05:05:49 pm »

Say is anyone playing the Vehicle Mod? I've got 4X2 frame set up, but I can't figure out how to stick stuff on it.
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