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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1294426 times)

DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11385 on: October 23, 2012, 02:31:24 pm »

I had ths really awesome game.
Thing is, i never had to eat, sleeping would simply make me full and slaked.
It was fuck'd up.
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hops

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11386 on: October 28, 2012, 02:54:12 am »

Seeing how buggy the current version is I guess I'll hold up updating until Whales update.
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jester

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11387 on: October 28, 2012, 10:16:23 am »

Seeing how buggy the current version is I guess I'll hold up updating until Whales update.

Its a bit like that, Had a sweet base set up, pits and traps everywhere, all the books I wanted, food and ammo up the wazoo, few of the rarer cbms id managed to find on solli corpses, just getting ready to start my serious training and BAM savebug, when I reloaded the game, I was sitting in my house, all my fortifications and loot gone.  Really hard to play after loosing a few hours work like that.
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Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11388 on: October 30, 2012, 04:19:32 pm »

That never happened to me. The only game-breaking bug for me is, my vehicles are constantly disappearing and the parking lots are spawning new ones.
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11389 on: October 31, 2012, 07:38:08 am »

So considering there's little going on, time for some shameless promotion:

Griffinhart has created a nice tutorial on how to compile and run on windows under Cygwin. Gives you a sexy terminal without needing to faff around with virtualbox, and is very nice if you want to tweak things a little with much less effort than normal compiling under windows.

Kevingranade has compiled a lot of bugfixes together, including several fixes for vehicles, hopefully it'll solve any issues anyone's having, he's also added in the very nice ability to select whether a skill is practiced or not.

I've also been tossing out updates for my mod which includes rolling in all of the fixes in Kevin's mod. I'm always up for suggestions too.




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Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11390 on: October 31, 2012, 08:33:30 am »

Awesome! I can't believe I never came across Kevin's mod in the modding section.

BTW, nice tweak with the garages. The only-one-entrance thing made them indestructible safehouses by the second you encounter them.
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11391 on: October 31, 2012, 09:46:53 am »

Yeah, I'm probably going to toss a window or two on at some point as well.
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pisskop

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11392 on: November 04, 2012, 04:49:18 pm »

Being somewhat new yet able to survive on my own a few days Id like to ask about taking my game to the next level.

And a base.  Where, by what, and how far to travel from it?
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thegoatgod_pan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11393 on: November 04, 2012, 05:03:25 pm »

Being somewhat new yet able to survive on my own a few days Id like to ask about taking my game to the next level.

And a base.  Where, by what, and how far to travel from it?
The only bit of base building advice I have is avoid triffids. They are a great source of food, but when the queens appear, your base disappears.
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11394 on: November 04, 2012, 07:37:35 pm »

I like sewage treatment plants. They're far from general society, have a single entrance and a parking lot with a chance for cars. But any above-ground hideout has problems: lightning.

Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11395 on: November 04, 2012, 07:43:30 pm »

Any place that doesn't have any triffid queens around is good enough for a safehouse in my book.
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jester

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11396 on: November 04, 2012, 08:50:38 pm »

Something with a few (at least 3) tiles of dirt around for pits, a 1 tile wide entrance, if its a door, build a half wall in it.  Water nearby (a few map tiles) is really handy as is a beehive or the like within a dozen or so map tiles as a food source, frankly, ive always found triffids to be too much of a hassle.  Generally I go for a house on the edge of town but still in town if that makes sense.  Spend night 1 doing nothing but boarding up windows and digging pits and you will usually have something decent by morning.  Something with a basement is great but dont sleep there as zombies can spawn in them, they are just handy for putting stuff that you dont want to take the chance burning after a lightning strike.
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kilakan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11397 on: November 04, 2012, 10:35:12 pm »

I tend to just take over something very temporary and then start hauling cars, welders, and batteries to where-ever my temporary shelter is.  Then strip down 3-4 cars and build one single badass mobile base.  It's a lot more dangerous since you need to refuel your base once in awhile but if you ever get swarmed just drive away :D
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11398 on: November 05, 2012, 06:05:00 am »

I like sewage treatment plants. They're far from general society, have a single entrance and a parking lot with a chance for cars. But any above-ground hideout has problems: lightning.
The sub-level of sewage treatment plants can be hacked open easily...
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pisskop

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11399 on: November 05, 2012, 07:21:14 am »

hunh, I've been using the evac shelter and an occasional surplus store as fly by night bases.

but, I picked up the mod of Darkling Wolf amd that adds windows.  and other homey touches, but....
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!
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