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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309814 times)

Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4950 on: August 10, 2011, 07:47:25 pm »

Heh, as part of my mod I debated cutting the weight and volume of batteries. Two way radios are even smaller.

Think I'll go ahead and cut them down to like 4 volume and 6 weight per 1000 (it's currently 10 for each) , which would put them equal to carrying them loaded in a UPS or two way radio.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4951 on: August 10, 2011, 07:48:47 pm »

Illogically, massive weight and, logically, volume savings can be achieved by carrying batteries in a radio vs unloaded. In fact, rather illogically, the batteries take up 1 less volume inside the radio, then the radio itself, and a couple of points less weight.

The volume thing is something I've realized could be exploited since I wrote it.  I've fixed some of it by making sure that the number of batteries that can fit in an item are less than or equal to that item's volume (I haven't gotten around to it with some items, like radios).

The weight thing is me being lazy and never coding for it. 
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4952 on: August 10, 2011, 07:58:13 pm »

I haven't been playing cataclysm much since I got the genesis mod for dwarf fortress. . . .Damnit Deon, your mod is devouring my soul.
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4953 on: August 10, 2011, 08:01:11 pm »

I haven't been playing cataclysm much since I got the genesis mod for dwarf fortress. . . .Damnit Deon, your mod is devouring my soul.
Deon has a mod for cataclysm, won't that perhaps move you back over here?
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4954 on: August 10, 2011, 08:18:06 pm »

oooh. 194 monsters, and my character has a speed of 1. Guess that might do it. And it's on my electronic store mod.

And I just got killed by a fast zombie. never even saw it coming.
« Last Edit: August 10, 2011, 08:19:49 pm by Angle »
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4955 on: August 10, 2011, 08:24:06 pm »

oooh. 194 monsters, and my character has a speed of 1. Guess that might do it. And it's on my electronic store mod.

And I just got killed by a fast zombie. never even saw it coming.

Heh, with a speed of 1 you're getting one step to the average person's 100. Instead of taking 100 game turns to take a step, you take 10000. I think thats like 20 minutes per step, lol - enough time for something to run up and eat you before you even saw them. What got your speed so low? I've never seen my speed drop that much.


I'm playing with the mutations code now. Realized that having a bunch of bad mutations means a lesser chance of getting a bad one, and the same for a bunch of good mutations. If it rolls up a good mutation and lands on something you already have (or something that removes a thing you don't have, like asthma or nearsighted) it rerolls for the good/bad mutation check all over again. That's why my ratio of bad mutations to good was so high, my char didnt' have any of the bad ones that the random gen can remove and he had some of the good ones that it can add - so more likely than not every time he rolls a good mutation he has to reroll after failing to get one assigned and ends up getting a bad one instead. Bug or intended?

I think I'll change that for my mod. Also going to make it so you can lose the otherwise permanent good mutations (quick, pain resistant, thick skin). Quick in particular is crazy good, if you get it you can never lose it currently (even via purifiers) - changing it so that if you roll vomitous while quick you lose quick instead. I'll put pain resist loss on the sores mutation. I'll move the myopic cure to nightvision and add forgetful and schizo removal to a 1 in 2 chance (first have to lose forgetful on 1 mutation, then clear up schizophrenic if lucky) to make up for the loss of good things.

Heh, at this rate my mod is going to be a mess of random changes. So much for focusing on just ammo crafting/stacking.
« Last Edit: August 10, 2011, 08:42:22 pm by Paul »
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4956 on: August 10, 2011, 08:46:43 pm »

Since there are new toys for survivors helping them to survive, may i suggest that a hulk should be stronger or/and more frequent to spawn?

I would also like to see even bigger hordes, right now i just need a good melee weapon and a window and i can stand my ground against everything, i would like to get swarmed by zombies which got into the house from other windows. I imagine something like from the series "The walking dead" when Rick Grimes walks on his horse through Atlanta's almost empty street and behind the corner there is a street full of zombies.
I'm not suggesting all packs of zombies should be that big but in every city there should be one or two (except maybe very large cities) coherent gigantic packs of zombies moving around. The moment a player would see so much zombies they can't fit on the right panel he would know no matter how good and equipped he is its time to run (something i miss in the later stages of game).
For imagination i would say said horde would be 5x5 map tiles big with 90% of small tiles filed with zombies (almost shoulder to shoulder).
...imagine what it would be like to wake up in the middle map tile O.o.
« Last Edit: August 10, 2011, 09:01:50 pm by kulik »
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4957 on: August 10, 2011, 09:39:33 pm »

The moment a player would see so much zombies they can't fit on the right panel he would know no matter how good and equipped he is its time to run.

Nah. You know those three molotovs you've been carrying around, "just in case"? Have fun.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4958 on: August 10, 2011, 09:44:01 pm »

I think my lantern suggestion was lost: Like a flashlight, but bulkier and holds 500 charges. Could be useful for long stints of night time reading. Found in sporting goods stores.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4959 on: August 10, 2011, 09:53:53 pm »

A gasoline lantern would be interesting. Make more sense than batteries, and be more useful, too!
« Last Edit: August 10, 2011, 10:35:13 pm by Angle »
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SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4960 on: August 10, 2011, 11:24:59 pm »

Battery-powered lanterns do exist; I have one lying around here somewhere...
But yeah, more uses for gas are welcome.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4961 on: August 10, 2011, 11:27:50 pm »

Are you using the flashlight mod? cause I'm pretty sure they don't exist in the vanilla game.
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SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4962 on: August 10, 2011, 11:30:36 pm »

Oh, I thought you meant in real life! Well, just wanted to say that battery-powered lanterns do make a certain amount of sense.
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4963 on: August 10, 2011, 11:32:52 pm »

How do I get stuff out of cloning vats? Blowing them open with my shotgun does nothing.

SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4964 on: August 10, 2011, 11:44:47 pm »

Smash them by hand. That always seems to work for me.
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