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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314630 times)

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6030 on: September 08, 2011, 01:47:20 pm »

Smoke can get through boarded up windows (three 2x4s is hardly going to make a window airtight).
Anyway, that seems like a weird bug, never seen it before.  Fire spread code is pretty straightforward, and it only looks at adjacent tiles for fuel to spread to, so I'm guessing that the fire appeared on that corpse through some unrelated process.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6031 on: September 08, 2011, 02:48:34 pm »

I doubt it was unrelated, because I repeated it in the same save a couple times, and it never caught fire before I set the trench on fire (the corpses were there for quite a while). I can't say I have any clue what was going on, though.


You know, I was thinking... is the XP pool necessary? I was thinking you could probably eliminate it entirely, and just have skills train through use to a degree correlated to your morale, sort of eliminating the middleman. I can't think of a drawback to this, especially since you tend to get too much XP to use anyway currently.



EDIT: Walking through my house again, there was some lag, and apparently I walked through a small fire for a few turns somewhere around the center of the house, near where that corpse caught fire earlier. Weird, since there was no visible fire anywhere afterwards or before.
« Last Edit: September 08, 2011, 03:40:55 pm by G-Flex »
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6032 on: September 08, 2011, 02:57:53 pm »

Gotta agree that dodging need a nerf; I've gotten characters to 10+ dodge just by waiting for a few hours with a necromancer pounding on me, getting maybe 5hp of damage per hour, which I just bandaged back up. Once you get to a certain point you really aren't endangered by a lot of enemies.


On another note: are item materials not relevant to fire spread checks? Because it doesn't seem reasonable that fire should be able to spread to, say, a crowbar, or a rifle without significant plastic or wood parts. Also, are fire extingushers actually effective, or is it just better to salvage what you can and bail, because I recall using up five extingushers on a rural cabin of mine that got struck by lighting to no apparent effect, even though I tried pretty much every combination of position and aim, from standing next to the fire spraying it one tile over to standing well back and aiming at the heart of the fire (i.e. what you are supposed to do irl).
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6033 on: September 08, 2011, 03:02:24 pm »

Fire extinguishers only work on small fires, as in the type you get when you set a cloth aflame.
And fire shouldn't spread from trenches to open ground even if you leave a trail of petrol for it, so that's definitely odd.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6034 on: September 08, 2011, 03:08:49 pm »

You know, I was thinking... is the XP pool necessary? I was thinking you could probably eliminate it entirely, and just have skills train through use to a degree correlated to your morale, sort of eliminating the middleman. I can't think of a drawback to this, especially since you tend to get too much XP to use anyway currently.

http://whalesdev.com/forums/index.php?topic=35.0

Much was said about that. I'd say it might be too "volatile", as GlyphGryph said. Everything would then be based on your current mood. This even means that most of the mood gain stuff like alcohol wouldn't even be viable, since being boozed up incurs stat penalty. And it'd make the proposed artifact system confusing or downright impossible, depending on implementation.
I'd prefer to just have the current system balanced.

Yeah, in theory good idea, and might even work, but I dunno. It seems like it'd just worse in the long run.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6035 on: September 08, 2011, 03:21:01 pm »

Quote
You know, I was thinking... is the XP pool necessary? I was thinking you could probably eliminate it entirely, and just have skills train through use to a degree correlated to your morale, sort of eliminating the middleman. I can't think of a drawback to this, especially since you tend to get too much XP to use anyway currently.
Something about this is actually planned to change, at least. I do think that the method we have now might not be the best, and at the very least it needs balancing and tweaking, but I'm not sure if a direct Mood->Skill Boost (which is what I think is being considered as the main alternative) is the best route either, considering the volatility.

I have my own ideas about this, though - I'll probably write them up in more detail later, but here's a brief explanation of what I'd like to see:
I'd essentially change the current "morale" to "mood", which is more reflective anyways, and have it influence (but not necessarily control) a "morale" value that fluctuates between -200 and +200, with -100 representing zero skill growth, +100 representing double skill growth (and 200 quad), and -200 meaning your character has lost the will to live and runs a risk of committing suicide.

Mood would governs things like elated, and have most of the current morale effects plus modifiers for pain and the like, and a positive or negative mood steadily influences morale (with diminishing returns for moods of the same value as the morale dips deep or climbs higher). It wouldn't be the only thing, though. Some effects, such as days of bland food and bad water, wouldn't do much about a character's current mood (which could be blissfully drugged out of his mind ), but would affect how he's framing his goals and options and potential (his actual morale). Some traits, like optimism, would effect morale directly. Over time, the player would have other traits like loneliness and boredom which can develop and steadily get worse, giving an actual difficulty curve over time, where the game gets harder and you need to go further out of your way to keep the morale up - and a single night of drinking isn't going to be enough to leave you back in tip-top shape.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6036 on: September 08, 2011, 03:48:07 pm »

Well, there are inherent problems with any linear "mood"/"morale" system, which has already been made obvious by Dwarf Fortress (and hell, other games that do it, like The Sims 3). Splitting it up into a short-term measurement and a long-term measurement makes sense.


EDIT: Running into a bug with exploration. Sometimes, the UI says that I'm in a "nothing" square, the main map refuses to update, and starts saying things are "unexplored" when they aren't. Going back into explored territory for a while seems to fix it temporarily. It seems like basically there are two portions of my main map, and when I'm in one, anything in the other magically becomes "unexplored".

EDIT 2: "First Aid: 3 (102%)" <--- Well then.

EDIT 3: Okay, first aid upgraded to 4 a few turns after that.
« Last Edit: September 08, 2011, 04:15:57 pm by G-Flex »
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Greiger

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6037 on: September 08, 2011, 04:22:40 pm »

It sounds like you entered a new region.  If I understand it correctly when you exit one edge of the generated map (everything you see if you use the map reveal cheat) it will generate a new map in that direction and link it to the first. 

The "nothing" squares are map tiles between the two generated maps, and the old area of the map seems to become unexplored because the game doesn't appear to know how to read the map data for another generated county when you are in a different one.

Also with map revealed you may also notice some miner map gen things like zones not matching up quite perfectly terrainwise or map features ending up looking bizarre at map edges.  One one of my older maps I had 1/3rd of a bee hive on the map edge.
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Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6038 on: September 08, 2011, 05:20:29 pm »

Just broke into a bank vault with 2 purifiers, 1 mutagen and two uranium ammo cell stacks right after finding a group of dead scientists with 5 bionics between them; is there anything that is added to the game by going into labs other than the opportunity to be 54-shotted in one turn by Secu-Bots. Also, why bother with kevlar when the only gun-armed enemies in the current build apparently use miniguns that fire rifle-velocity rounds? Not sure if it was a bug, but I was able to reinforce kevlar with my sewing kit. Is kevlar made from cotton and silk in this 'verse or something?

Also, a mildly serious request for a "kilt" item with identical stats to the skirt, because I love the -1 to encumbrance, and I've been playing exclusively female characters to fit the flavor for that(and also because the female names in my naming setup are much more awesome than the male ones), and I'd like to vary it up in more ways than playing women and cross-dressing men.  ;D
« Last Edit: September 08, 2011, 05:35:08 pm by Flying Dice »
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Greiger

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6039 on: September 08, 2011, 05:41:48 pm »

Wouldn't shorts fit that bill too?

Or are there no shorts ingame?  I tend to be one of those "If my max volume isn't pushing triple digits I ain't happy" type of players so I may have missed them.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6040 on: September 08, 2011, 05:58:08 pm »

I modded in trackpants to fill that, because I don't wear skirts and nor do my characters.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6041 on: September 08, 2011, 06:08:04 pm »

is there anything that is added to the game by going into labs other than the opportunity to be 54-shotted in one turn by Secu-Bots.

Yes. I've found tons of purifier/mutagen and a stack of more mini-nukes than I'd know what to ever do with, in two labs, and only the lab with the nukes even had secu-bots at all.

Quote
Also, why bother with kevlar when the only gun-armed enemies in the current build apparently use miniguns that fire rifle-velocity rounds? Not sure if it was a bug, but I was able to reinforce kevlar with my sewing kit. Is kevlar made from cotton and silk in this 'verse or something?

Kevlar in real life is a woven material... but obviously not cotton or silk. Also, kevlar protects against all cutting damage, not just bullets.



Also: Goddamn does this game cause filesystem bloat. My save folder currently has roughly 10,000 files in it, and that's a single character! Goddamn.
« Last Edit: September 08, 2011, 06:13:01 pm by G-Flex »
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Sergius

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6042 on: September 08, 2011, 06:24:58 pm »

Note that reinforcing doesn't increase armor value, you're basically reinforcing the straps and probably sewing loose pieces together so it doesn't come apart as quickly.

Not sure how effective it is to patch a hole in kevlar with good 'ole string tho.
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Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6043 on: September 08, 2011, 08:32:19 pm »

is there anything that is added to the game by going into labs other than the opportunity to be 54-shotted in one turn by Secu-Bots.

Yes. I've found tons of purifier/mutagen and a stack of more mini-nukes than I'd know what to ever do with, in two labs, and only the lab with the nukes even had secu-bots at all.

Quote
Also, why bother with kevlar when the only gun-armed enemies in the current build apparently use miniguns that fire rifle-velocity rounds? Not sure if it was a bug, but I was able to reinforce kevlar with my sewing kit. Is kevlar made from cotton and silk in this 'verse or something?

Kevlar in real life is a woven material... but obviously not cotton or silk. Also, kevlar protects against all cutting damage, not just bullets.



Also: Goddamn does this game cause filesystem bloat. My save folder currently has roughly 10,000 files in it, and that's a single character! Goddamn.

See, when I go into labs, I usually manage to explore maybe 20 or 30 rooms, finding about 1-3 purifiers and mutagens, a few electronics crafting parts, and using up a ton of ammo on turrets, blobs and zombie scientists. Then as I go to leave with a full inventory, Secubots start crawling out of the woodwork, and even with the timestop bionic, kevlar + army/riot helmet, and AP rounds I still usually get iced inside of a minute or two.

My point with the kevlar is that yeah, it is woven, but not out of cheap thrift-store cotton thread, and while the reinforcing does make limited sense, it doesn't make sense to be able to repair it.


Also, just found a massive pile of jagged metal and a bunch of military rifles and army helmets in the middle of a street, which I'm going to assume was a Humvee or some sort of light armor -- nice to see that sort of detail, even if it is randomly generated.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6044 on: September 08, 2011, 09:03:44 pm »

Helicopter crash, actually. Also, I've never seen a secubot except when failing my computer use checks. and even then very rarely.
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