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Messages - Mechanoid

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241
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 19, 2010, 10:05:28 pm »
Also, is there a sewer key? Those fences are quite nice to trap you and get swarmed by zombies.
Sewer grates are intentionally indestructable, i think, so there is no way to get around them. Nor have i seen any version that has a door.

Unless there's going to be a welding torch item, or something powerful enough to blow up the nearby wall, they are death inducing dead-ends.

242
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 19, 2010, 09:58:09 pm »
Spoiler (click to show/hide)
From looking at it once, a rough "guide" to getting through the area:
Spoiler (click to show/hide)
/words

243
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 19, 2010, 05:23:27 pm »
Someone who has a blogspot account should point RJ to this thread again, on page 53 where Alpha4 talk started.

244
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 19, 2010, 02:27:19 am »
Dear god Mechanoid, what settings do you have? Jesus christ, that's.. More zombies than I've ever seen in one place.
280% 8)

Also, THIS is how i died. Killed a good 10-20 of those fuckers before i bit my own bullet. (felt like 30-40 honestly)
POST MORTEM:
Spoiler (click to show/hide)

I've seen zombie master clusters about half that size with the default settings. On Day. Fucking. One.
There's a more powerful zombie master that can control other ZM's. That is what you probably ran into, if evolution was turned on.

245
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 19, 2010, 02:04:54 am »
Here's some more ballance suggestions:
- Item destruction be an option, where the % set is the chance for each item dropped getting destroyed. Including 0%, so nothing gets destroyed when dropped by someone who's killed. (like it was before)
- NATURAL HEALING. Even if it was just 1 point every 12 or 18 hours or even 24 hours... A setting in the options menu would be best, including "Off"
- Options menu for allowable zombies and their % of the population, and when they come into play.
- Similar options for national gaurd and those other guys' involvement, such as how often and after what time. Sometimes, you want them to not give up. :-\
- Grenades. Dynamite. C4. Pipe bombs. Molotovs. Just... Explosives! Even if they (the good explosives) only appear on the army men groups, or bikers, or whatever. The zombie groups get so huge at the higher difficulties, there's just no way to kill them all with guns: Like this image of a group and this image of the same group, later... at my HQ (bastards! and i used the stench-off, too) demonstrate.

PS: Yes, that character died.

246
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 18, 2010, 11:07:00 pm »
Deon's already got the art department here, I was thinking code wise.
No modding the code, not yet.

247
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 18, 2010, 09:29:02 pm »
You can modify the graphics. Just don't use MSPaint, because the transparency in the .png gets messed up if you save the file. (you need a version of photoshop or similar that does transparency and can save as .png files)

I've found another problem:
- You can go into a basement and sit on the stairs, and totally block anyone from comming inside. What's even worse is that ZOMBIES DO NOT ATTACK YOU if you do this. You can just dump 10 food items on the stairs, while holding 10 food items in your hands with hauler 3, and just sit and wait while the zombies try to knaw on your apparently indestructible skull.

Good news:
I've seen national gaurd use their rifles, reload, run out of ammo for their rifles, switch over to their pistols, then reload their pistol ammo, and then finally fight with their fists/run away. They also have carpentry and are building small barricades. So the national gaurd AI is working just fine! 8)

248
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 18, 2010, 06:59:05 pm »
Some problems i've found:
- Pushable objects will spawn on entry/exit points for sewers, basements, etc. This can trap Ais and the player. [Ais that start in basements may do not seem to leave, at least from what i've noticed.]
- Zombies can attack pushables that are on entry/exit points for sewers, basements, etc... BUT the player is not able to. Resulting in trapping the player, as above.
- Furniture cannot be moved from or into basements. I attepted this with a bed by pushing the bed over the stairs and pressing x to go down the stairs. I was blocked by the normally passable bed, as in the above.

- Max civilians does not go up to 100% :'(
- Max undeads does not go up to 300% :'( x3

One issue that i've realised has been in the game for a long time:
- AI's will usually build barricades in broken windows that have a barricade material or other items on the square that's the same as the window. The game should ask the player wether they want to pick up the item that's on the barricade, or bash the barricade, or cancle the action.

Am I crazy, or do all the humans have glowing blue eyes now?
Those are glasses... For the 'nerd' survivors. Every zombie apocalypse needs a nerd!

[Edit - Something interesting:
Spoiler (click to show/hide)
Suggestion:
Spoiler (click to show/hide)

Also, AI's will build barricades if they have carpentry. LOOK AT THEM GO! WHEE! 8) ]

249
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 18, 2010, 04:18:27 pm »
Havn't even got to playing yet and already the awsome levels are off the charts.

Also, typos in the help menu.

250
Other Games / Re: Spacestation 13 *New Topic*
« on: July 17, 2010, 11:05:34 pm »
What happened to the goon servers? They're all down?

251
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 17, 2010, 01:32:57 pm »
*GASP*

Quote
- New : 4 spraypaint colors to tag with.

JOY :stimpy:

252
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 16, 2010, 11:11:50 pm »
But when you've jumped on a fence, you are directly on top of it. That should take stamina.
the way the game displays what's happening, it sounds like the player is jumping from fence post to fence post instead of just walking along the damn thing like a normal person would. Also, these fences could have wider-then-normal tops, making walking along them easier. anyways, the tl;dr of my idea is that:
ground -> fence = stamina cost
fence -> fence = no stamina cost
fence -> car = stamina cost

And on crafting-What about generated steel mills that have steel ingots, and some of the stuff you need for crafting-You could craft pistols, rifles, etc. as your blacksmithing skills goes up as well as the ammo for them. Imagine a survivor settlement, building large barricades and rifles and such. Wish there was a realistic farming system too, that way you could hold out for extended periods of time.
NotSureIfSerious.jpg
Gunsmithing would be useful, if guns could take damage from use. Obviously in order to make a gun you'd need things like lathes, mills, and welding equipment; probably a new district type called "Industrial" that has workshops and warehouses. However, steel mills would be pretty much shut down immediately in a zombie apocalypse, so they'd end up being pretty boring.
Farming would definitely be "just dicking around now" end-game, assuming it'd take even a fraction of real-life time to get the plants to grow. You'd need a way to clear the trees in parks to get enough open space to do anything effective.

253
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 16, 2010, 10:37:07 pm »
Buildable barricades, finally a use for all those shops with broken shelves. 8) Hopefully you can shoot through the tall ones; but only when you're standing next to them.

If i had to ask for one thing though, it'd have to be making the game check what you jumped onto in the last turn, and letting you avoid the stamina penality if you continue to move along objects of the same type. That way if you jump onto a park fence you can keep walking along the park fence and not suffer continual stamina penalties; but when you jump off the fence onto a car, you take the stamina penality for jumping onto the car. (but not subsequent cars, unless you jump onto the ground or something else)

[edit - also, parking lots (no fence) and impound lots (fenced)]
[edit 2 - also also, a skill that reduces the stamina cost for jumping onto things, seeing as we can now build things that can be jumped onto]

255
DF Modding / Re: DFHack 0.4.0.2 - tools and memory access library
« on: July 12, 2010, 09:33:54 pm »
Would there need to be any super major changes to that file?
Yes, yes there would be.
It is the missing xml file that is causing the fault; putting in the old .2 one stops the program from crashing but gives the error 'couldn't find a suitable process' in the window

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