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Messages - FunctionZero

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706
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 04:40:00 pm »
I'm going through Firearms section now on our Wiki.

I can't fill in Moves per attack and Accuracy. First one I can't find in code and the second one looks different in-game.
So I'd ask someone else to fill those in.

Moves per attack is based purely on the gun's type, and your skill in that type.  See line 35 in ranged.cpp.
Accuracy is really innaccuracy in the code--the value is the numberof quarter-degrees that your shot may be off by.  So, an accuracy rating of 12 means that the gun may be off by 3 degrees at max.  To avoid confusing players, this gets displayed as (100 - accuracy) when you check the gun's info, so a 12 would be displayed as 88.
Thanks, I guess I'll just remove the Moves per attack entry from induvidual guns then.

707
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 04:15:27 pm »
I'm going through Firearms section now on our Wiki.

I can't fill in Moves per attack and Accuracy. First one I can't find in code and the second one looks different in-game.
So I'd ask someone else to fill those in.

709
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 03:55:00 pm »
Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Scavenged guns are sometimes damaged and require repair
Dunno if you know, but we also have some forums for Cataclysm where you can make your own thread for the mod.

Great mod, though. I'll be sure to try it once you release it and you find some time.

710
Extvia really outdid him/herself this time.
Spoiler (click to show/hide)
I don't see anything of extraordinary quality. Pictures ten times better drawn are found on /co/.

Also, wierd ears. They bug me out.

EDIT: Unless you mean that this "Extvia" guy is actually not so good and is an achievement that he made something like this.

*shuffles feet* ...I liked it...
So did I. It's just that "outdid" is a bit strong word.

EDIT: I should also mention that I'm a bit biased anyway. I'm not really a fan of anthro.

712
Extvia really outdid him/herself this time.
Spoiler (click to show/hide)
I don't see anything of extraordinary quality. Pictures ten times better drawn are found on /co/.

Also, wierd ears. They bug me out.

EDIT: Unless you mean that this "Extvia" guy is actually not so good and is an achievement that he made something like this.

713
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 03:19:21 pm »
With enough expertise they become quite powerful, but ammo and skill rust limits their usefulness.
All of my what.

How can your skills rust if you actually USE them?

714
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 03:06:35 pm »
Since bullets do the same damage as the bulk of melee weapons though, I'm not entirely sure how to make more units you want to close in and melee with... perhaps inviso-enemies that are really hard to hit or even notice with ranged attacks, but not as hard to hit with melee attacks?
Another way is to give them a high armor degree, but low health, so that a lot of bullets with low armor peircing ussually bounce right off, and it is known that higher armor piercing bullets are typically louder.
Scarabs?
It would make a fun enemy. Small armored scarabs which seek bodies, bury in them and produce more scarabs after some time, exploding those bodies.
Hm, scarabs sound a bit dangerous, maybe OP unless they're locked up close or inside labs.
Kill it with fire.

715
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 03:03:13 pm »
Where in the code is the font defined? I want to use a square font.
Dunno.

Try looking in every file that has #include <curses.h>, since that's the display header.

"output.cpp" looks promising.

716
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 02:34:26 pm »
I don't know if I should be bothered about modders picking up a game this early in development...be careful not to produce a "minecraft effect" where the original coder has trouble implementing promised features because modders did them faster.
If a coder makes an interesting and useful feature, it could probably only help Whales, since he doesn't have to figure it out himself.

Remember that these aren't really mods. These are whole new versions of the core game. Branches.
So they don't really have to have any effect on the development itself.

717
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 01:30:48 pm »
What this game lacks... More cooking recipes! I was really sad that I cannot cook almost anything. I will work on it!
Do want!

718
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 11:35:27 am »
I'm going to do a mod too!


damnit this took long to draw

My Little Zombie, a total conversion mod.
Would bring the world of My Little Pony into the game of Cataclysm.

Right now I'm working out how would existing mechanics work.

What do you think?

719
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 11:11:19 am »
Is the whole "prey animals killed with enough damage not leaving a corpse behind to be butchered" a feature, or a bug? Cause it's really rather frustrating.
Feature. He even gave the damage threshold for this to happen before in this thread.

720
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 21, 2011, 10:37:38 am »
Hey um I have a question, how do you get new cyborg-implants.  I realize you can call NPC's of different factions with the two-way radio, and some of them have robotic factories and things but exactly how do I buy new implants from them?  Or where can I find them?
Groups of dead scientists. They'll usually have around 5-10 CBMs.

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