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Messages - Grendus

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271
Well, I would suggest that as a strategy after the first day. Generally, I think it's good to make sure you can survive tangos with them first. Which means a good weapon and a few first aid kit charges at least.

Also, sleep in the basement of the shelter. I boarded up the windows of mine just in case.

My character never wants to sleep there because the grounds too hard? Also it's dark?

You can find beds in houses, or craft them in your own custom base (it's under construction, not fabrication). You can also find cots and roll mats in sporting goods stores, military surplus stores, and pawn shops that make sleeping easier. Your character is more likely to sleep if he/she's tired, at a comfortable temperature, and not in pain or suffering from painful bite wounds. You can also take some Nyquil or Ambien if you can't sleep on the ground or need to sleep when you aren't tired to normalize your sleep cycle.

272
Experimental build has EVERYTHING added after the stable.  And is pretty stable itself.

What does this include?

Cars have been improved. Lots of new recipes for food, clothing, etc, many of which are very, very nice. Martial arts have been improved, they're no longer a pseudo-item, and they work extremely well (tai-kwon-do does solid damage and is extremely resilient). Character creation has been changed greatly (Otaku now costs 4 points, for example). Libraries have more books, and more advanced books. I've seen some new bionics, though I may have just never found those in the stable release. Farming has been partially implemented. Food has been expanded with more types commonly found in houses, which helps with mood. And that's what I've seen in the last hour.

273
Question on NPC's and theft. I made four pouches, trying to make a survivor vest, then had to run out to get some duct tape. When I got back, the pouches were gone. Do NPC's currently steal things, or did I somehow lose them in some other way?

My advice for base-building is to go mobile.  Now that shrubs are nerfed, it's not so difficult to build a large rolling box that you park on the edge of town.  If you can get an electric engine and move at 20mph or higher, then you should be fine.  Just avoid actual streets, they're clogged with wrecks.

I've found cars and RVs but they always seem to be missing engine/wheels.

You may have to build one yourself. You'll need a hacksaw and wrench to remove parts from existing cars, a welder/improvised welder/integrated toolset to attach them to a new car, and a jack to replace tires. It's not easy, but it's worth it.

Also, if you make your car fairly narrow (3-4 tiles wide) you can navigate the streets fairly easily at low speeds. Just don't try to run zombies over without covering the car in spiked plating and blades, I've lost several cooking and welding rigs that way.

What's in the experimental build? Is it worth getting?

I'm still on the stable release.

Cars have been improved. Lots of new recipes for food, clothing, etc, many of which are very, very nice. Martial arts have been improved, they're no longer a pseudo-item, and they work extremely well (tai-kwon-do does solid damage and is extremely resilient). Character creation has been changed greatly (Otaku now costs 4 points, for example). Libraries have more books, and more advanced books. I've seen some new bionics, though I may have just never found those in the stable release. And that's what I've seen so far.

274
Relax, you still have time. Find some antibiotics. You can find them in pharmacies, houses, pawn shops... all sorts of places. Heck, I find more antibiotics than I do disinfectant, it's actually kind of annoying. Worst case, debug some in. This is a single player game, cheating is in the eye of the beholder.

275
Interesting. If I survive longer this run, I'll have to stash one.

I've discovered the fun of a martial arts character. Started with two points in unarmed and Taikwondo. I have literally gotten five attacks in a row without letting the zombie swing before, without stuns. It's pretty impressive.

Edit: and of course, having said that the RNG hands me two morningstars in the first pawn shop I raid. I was just looking for pants!

276
The coder is also a robot?

...you didn't set it to kill, did you?

How else do you explain the landmine I just found in a grocery store. And by found, I mean stepped on. RIP.


On a now moot point, I found that wetsuits offer 100% coverage for a mere 1 encumbrance (dunno if they can be fitted, I found the mine before I could try). Decent protection, or junk?

277
Double post to avoid adding to the quote above.

How often is the experimental build updated? Should I download that one, or compile from source to see the latest changes.

278
Well, the sarcophagus was a bust. Lethally high radiation even with a hazmat suit, which means no good way to explore it. Oh well.

Raided a rat cave. 88 sewer rats on two floors. They literally ate my trenchcoat while I was wearing it. Walked out with a lot of torso damage and a little fur. Was interesting nonetheless. Now I'm on to another freezing lab. Found an interesting way to deal with turrets - I have a darkness generator bionic, which lets me walk right up to the turrets and stab them. One quick strike, a short explosion, and the turret is down.

279
Hmm. Well, NPC's are no good - I don't have them enabled. And the dump is in the middle of nowhere, it'd be one hell of a tunnel to get there. Guess I'll debug it, I really want to see what's down there.

280
So I just got to a hazardous waste sarcophagus. I can't get it to turn on the elevator though, says access code required and won't let me hack it. Am I supposed to go find an access code somewhere else?

281
Hmm, that's odd.

Generally, I don't like using crowbars. Most melee weapons have the +weak block attribute which can really help. I don't know the exact mechanics, but I can tell the difference between how much damage I take when wielding my Firebrand compared to firing ranged weapons point blank (even accounting for melee weapons being markedly slower).

282
Oh, gods this game is so frustrating.  I had a beautiful 21 day run going, my skills were steadily climbing, my food and water supplies were solid, then I get trashed by a lone zombie out in the middle of nowhere.  Ever since, my characters haven't been even remotely successful, this is very discouraging. :(

If I may ask, what weapon were you using and what type of zombie was it? The reason I ask is that I've made it to the fall without too much trouble, zombies aren't really that dangerous once you get your skills up. Unless you were already running on fumes, a single zombie should not have been able to kill you.

283
Question: Do fungaloids and fungal zombies spawn dynamically even in static spawn mode? I keep finding both in areas I swear I've already cleared, and there are enough mature fungaloids that I know they haven't had time to move into the area. I literally cannot clear them away from any area... it's kind of frustrating.

284
Given that the zombies are kind of brain-dead stupid (they prefer to approach from an orthogonal direction, they will walk in a straight line towards you until they hit something, then try to smash it even if it's unsmashable like a wall), the way a shopping cart blocks them actually makes sense. Think of it like your character holding the cart between you and the zombie with one hand while swinging your weapon with the other. Smarter predators like spiders will try to path around the cart IIRC.

The only nerf they really need is that 'G'rabbing a cart should require one hand, so you should be restricted to one handed weapons when using one.

285
Took down a Fungal Spire. Those things spawn at a truly ludicrous rate, even with me taking out young fungaloids with one swing of my weapon I couldn't keep up. I finally set the Fungal Walls on fire, then stood back and plugged the spire with my bow until it died. I can see how a squad of military men could have trouble, unless you knew to blast the spire you could be overrun very, very quickly.

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