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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1308957 times)

rhesusmacabre

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10530 on: July 16, 2012, 12:18:15 pm »

What exactly influences the chances of a weapon getting stuck in a creature? I would assume the relative strength and size of your character and your enemy is a factor, but what else? I managed to get a hatchet, a butcher's knife, then a broadsword and finally a rapier stuck in the same zombie hulk. Thankfully they all clattered to earth when it died (I'm just glad I had a beartrap).
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Knight of Fools

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10531 on: July 16, 2012, 12:20:11 pm »

Most skills can easily be learned from NPC's, too. Just make a friend, do a quest or give them a gun, and SKILLS.

And I think Strength mainly influences how well you can pull the weapon out when it gets stuck. I've never failed to retrieve a weapon from anything, though.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10532 on: July 16, 2012, 03:42:47 pm »

Strength determines your chances to pull it out.  Size and material seem to factor into stuck_in rates.  Or maybe it doesn't.  I think it may just be their armor rating.  Robots and Hulks both get stucks a lot, but these are also two monsters with very high armor ratings as well.

notquitethere

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10533 on: July 16, 2012, 04:43:18 pm »

I've heard that there vehicles, but I've yet to see any. Is there any kinds of locations that they like to hide in?
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Lectorog

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10534 on: July 16, 2012, 04:44:28 pm »

I've heard that there vehicles, but I've yet to see any. Is there any kinds of locations that they like to hide in?
Parking lots. They aren't terribly common, but you should find one eventually.
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Mechanoid

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10535 on: July 16, 2012, 05:00:38 pm »

I've heard that there vehicles, but I've yet to see any. Is there any kinds of locations that they like to hide in?
Parking lots. They aren't terribly common, but you should find one eventually.
Larger vehicles also seem to be more rare than the smaller vehicles. I havn't looked at the code so i don't know for sure, but i do tend to find more bikes and quads than i do cars and trucks.

As well, vehicles spawn with an apparently random amount of fuel in their tanks, and are all presently powered by gasoline. It's probably a good idea to take a glass bottle of gasoline with you ('u'nload a bottle of rotten milk while 'w'eilding it, and then us'e' a gas pump and select the empty bottle to fill with gasoline when prompted) when vehicle hunting. Any conversion of a vehicle to electrically based propulsion must be done manually, and because of a typo some electrical components like solar panels only appear in Missile Silos which require one military ID to open, or an electrohack and appropriate skill. (this spawning method of missile silos may be fixed to what it was originally intended; electronics shops)
[Building a vehicle from parts requires the parts, mechanical skill, and the tools. Hack saws and wrenches are common, but the welder appears rarely in hardware stores, and only more commonly in Megastores with hardware sections... Or just get a integrated toolset bionic from a Lab bionics storage room. (requires computer skill, jackhammer, sonic resonator to open... or a very lucky teleport in, and with a portable teleporter to get out)]
« Last Edit: July 16, 2012, 05:06:45 pm by Mechanoid »
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BigD145

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10536 on: July 16, 2012, 05:09:07 pm »

Missile Silo's are MUCH rarer than parking lots and will not always have panels. Girlinhat has posted a modded version here or at whalesdev sometime in the past day that has electric car parts in electronics stores.
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Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10537 on: July 16, 2012, 06:00:26 pm »

Or just get a integrated toolset bionic from a Lab bionics storage room. (requires computer skill, jackhammer, sonic resonator to open... or a very lucky teleport in, and with a portable teleporter to get out)]
Note both that you can get one of the bionics for this from a bionics room in a bunker, and that the lab bionics storage closets can also be opened with carefully applied C4. By which I mean set the timer high and run like hell. But yes, bunkers can spawn with rooms full of the less rare bionics, and are much easier to access than labs, as all you need are a pair of mil-ids and a light source to tell which room has what you want.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10538 on: July 16, 2012, 06:26:42 pm »

https://www.dropbox.com/sh/jggbrp0s5fxmwuo/RkBK55UZ4O
Modified for solar panel instillation and electric car part spawns.

I just go with grenades myself.  I find that it suddenly opens all the doors everywhere at all times.  Pile up on BBs, nails, empty cans, and string.  Grenade the door to open it.  Grenade the turrets to harvest their delicious mechanical innards.  Grenade the bionics vault to grab the goods.

Seriously, military IDs are rare.  Aluminum cans are plentiful!

Also worth noting that banks can sometimes have very rare bionics in them, one person found a CBM: Supersoldier and installed a time dilation!  It's worth hacking into (by which I mean 'grenades' of course).

alway

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10539 on: July 16, 2012, 06:47:25 pm »

One question about that fix for the parts spawning; will that make them spawn in newly explored stores/areas in my pre-existing save, or are those set in stone at worldgen?
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10540 on: July 16, 2012, 06:51:13 pm »

The layout and items in a map tile are generated as you first explore them.  This can be misused, if you explore an area, hard shut-down without saving, and visit again.  But this may make your vehicles disappear as well, so I don't suggest it.

If you've not been within ~3 map tiles of a store, then it's available for a new visit.

alway

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10541 on: July 16, 2012, 06:53:17 pm »

Oh excellent! I figured that would be the case. Now I just need to find a welder for these 3 motorcycles :V

And using one out on the road, I found a military wreck! 5 whole CBMs in the same place! :D
And on the way back, I found a 2.5L on the road! Yay! :D
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10542 on: July 16, 2012, 06:54:03 pm »

Integrated Toolset works as a welder.  You don't want hardware stores, you want a lab.

alway

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10543 on: July 16, 2012, 06:59:33 pm »

Good thing one of the above mentioned CBMs is a utility CBM! :D
Now to just up my electronics a bit so I don't accidentally my entire arm...
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10544 on: July 16, 2012, 07:05:37 pm »

So long as you also have a power source and at least one battery (or the book Robots for Fun and Profit) so that you can actually utilize the toolset.  If you only have one Power Source, I have to suggest solar.  It's slow, but it's absolutely free and you're probably not using bionics that much anyways.
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