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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1310676 times)

Greiger

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5370 on: August 15, 2011, 04:34:22 pm »

Not that I could tell.  Though I only had mine on for a fes seconds before a worm spawned and tried to eat me before I turned it into an antenna.
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SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5371 on: August 15, 2011, 04:35:03 pm »

Does a radio even do anything?
Not unless you like hearing the radio tower debug message  :P
I think that was a direct quote from Whales.
Now 2-way ones are for calling factions in for help except NPCs are buggy so they're useless too. I guess you could always use them to carry your batteries?
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remowilliams

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5372 on: August 15, 2011, 04:37:19 pm »

Well, the idea is that they're skill points. The "split" was me adding the skill points. Regular game has no skill points, only points. I still give the same amount of points. Only difference is now you have 4 skill points, so they're all extra. So it wouldn't make sense to compensate for them.

http://www.mediafire.com/?4v7cgmmbr9ofddt

There seems to be something wrong with the ingame help screens in this build, they appear truncated after eight lines or so.
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5373 on: August 15, 2011, 04:38:41 pm »

I wish there was something I could do about the spawning. Every time I die, it's because I was walking along and suddenly a giant horde of zombies spawned, with 6 or 7 special zombies, (usually Shockers, Spitters and Fast Zombies) and I was either ill-equipped because it wasn't even noon of Day 1 yet, or I just fought the last horde off and I was low on health and trying to get to a pharmacy.
It sucks because I could probably survive a lot longer if these hordes would just stop spawning so soon. I wouldn't mind it happening on Day 2 or maybe even during the night, but the morning of Day 1 just seems unfair. I'm not even being that loud, unless bashing zombies over the head with a baseball bat is just as loud as a shotgun going off.

Zombie hordes are easy to lose if you're in good condition. Head toards a built up area. Kill the fast ones (fast zombies, brutes and hulks) and then pick a direction for your escape. The ideal set up is a 5-6 tile wide alley between the buildings. Stand at one corner, light a Molotov and toss it into the middle of the corridor. That will a) kill your intimidate pursuit and b) break your scent trail. You should be standing within 5 tiles of the molotv target optimally. Then you turn the corner and run like the dickens. Don't stop, shoot or break any windows for atleast 2 blocks. If possible use buildings to shield your sight lines.

If you can't find the right geometry (or you're out of molotov's) look for subway stations to escape down (or manholes if you have a crowbar). Just make sure zombies are at least 5 tiles away or you will have to deal with them down stairs. Also, flashlights are handy when you're in the sewer, because getting lost sucks
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5374 on: August 15, 2011, 04:51:47 pm »

Do objects that make noise continue to do so outside of your inventory? As in, can I switch on a radio, hurl it across the street, and sneak away from pursuing zombies?

Y'know, like a pipe bomb, only less explosive.

Also, does taking alcohol and aspirin (or maybe stronger drugs) together have any effect?
Yes to noise question and no to drug combos.
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Greiger

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5375 on: August 15, 2011, 04:52:17 pm »

Somebody apperantly did exactly that on the Cata forums to lure away pursuing worms, so it seems so.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5376 on: August 15, 2011, 05:39:13 pm »

Pfffshaw, who needs rain coats when you have copious amounts of whiskey to keep you happy?
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5377 on: August 15, 2011, 05:43:43 pm »

Haha, I just ate a bunch of arms and legs and fetuses from a lab, then took Prozac for my depression.

Even with the Prozac, two swigs of Vodka, and an MP3 player running I'm at -112 and losing xp.

Got an incredibly good list of mutations though. All total I ate 24 assorted body parts from the lab. Gained 3 str, lost 2 str for net 1 str. Gained 1 dex. Gained 2 int and lost 1, net 1 int. On the bad mutation side I gained and then lost Disintegration, gained and then lost Herbivore, got Deformed three times, losing it once in the middle. Only stuck with Badly Deformed, which I don't think does anything now anyway. On the good side, I Gained Quick, Light Eater, Pain Resistant, Thick Skinned, Scales, Chitinous Armor, Furry, High Night Vision, and Regeneration (after losing the disintegration I gained regen right near the end).

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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5378 on: August 15, 2011, 05:49:04 pm »

How do you get scales, chitinous armor and fur all at the same time?

Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5379 on: August 15, 2011, 05:52:34 pm »

How do you get scales, chitinous armor and fur all at the same time?

Hehe, don't ask me. The game allows it, though. It probably shouldn't.

I guess I have scales covered by furry plates of chitin.

The result was much better than my last foray into mutation. That time my char turned into some kind of insane vampire or something. Had fangs, light sensitive, albino, carnivore, schizophrenic - among others.
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Greiger

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5380 on: August 15, 2011, 06:01:37 pm »

Maybe I should check out a lab.

I'm armed with a machete, 4 melee skill, 5 cutting skill, a crossbow, 10 steel bolts, 0 firearms skill and 1 handguns skill. Oh and a shovel but it probably won't do me much good indoors.

I also have an unsilenced SMG of some kind (I have a silencer, but I need firearms skill to put it on.) and enough caffine pills and energy drinks to OD a hummingbird in case stuff gets REALLY hairy.  My best painkiller is asprin though, and I'm down to 1 first aid charge and the local town is completely scavenged. Sound doable?
« Last Edit: August 15, 2011, 06:03:47 pm by Greiger »
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SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5381 on: August 15, 2011, 06:02:48 pm »

Sounds good to me. You won't really need a silencer for the labs since the only mobs there are robots and zombie scientists who are really easy anyway. What kind, may I ask?
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5382 on: August 15, 2011, 06:06:50 pm »

Main danger in the labs are the turrets. You'll want a larger caliber gun to deal with them, a .45 SMG or pistol works. A .38 or 9mm might give you some trouble because they're armored, but if you have +P+ rounds that will probably work ok too.

If you're playing my mod you'll also want some AP ammo, like the .45 Super or FMJ. Reason is I doubled the effectiveness of armor, and turrets have a good bit of armor. In the base game armor pierce doesn't matter enough to make a difference so a regular ACP round works just as well as the FMJ on armored foes, and better on unarmored.

Oh, and leave the silencer off in the labs - monsters won't spawn enough without it to be worth the loss of 4 damage vs the turrets, and most stuff that does spawn goes down fast.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5383 on: August 15, 2011, 06:10:57 pm »

Labs are really easy anyway. Grab a rifle and a shotgun. Liberally apply rifles to turrets and shotguns to everything else.
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Greiger

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5384 on: August 15, 2011, 06:26:10 pm »

My gun is a SIG mosquito.  Sorry I thought it was a SMG for some reason.  I also have a FN Five Seven lying in my safehouse unused.

At any rate I can go hunting for a nice high caliber rifle or something.  And I'm pretty sure I saw an AK in one of those shops with plenty of ammo lying about.  I just didn't take it because I had no skill in rifles and no volume left.

I'll try the lab later tonight then.
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