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Messages - enigma74

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31
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 25, 2011, 03:14:07 am »
I'd like to make the suggestion that hacksaws be more common in hardware shops.  I don't know if it's bad luck, but I've checked at least 10 hardware shops over 8 characters and I have never once seen a hacksaw, if they even exist!  Hacksaws are the only tool that can be used to craft a silencer, which is 100% essential for anyone using a firearms character.

32
Curses / Re: Newbie Player - Questions
« on: September 23, 2011, 02:57:05 pm »
Using the latest version (the stickied one) I have no problems on my Windows 7 (x64) Desktop and a Windows XP Laptop.

33
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 23, 2011, 01:29:42 pm »
Purifiers do make robust genetics (and mutations in general) look bad.  However, you can mutate a few traits (schizo, forgetful, night vision, quick) that can't be removed by a purifier.  I did some wish testing and I felt that mutagens weren't worth it even if you had robust genetics!

I was told that purifier can remove all mutations you receive during gameplay, but if you're right, then never mind!

But yeah, if you have robust genetics you get (on average) a bit more positive than negative mutations, but even if that's a net positive, the fact that you lock yourself out of stat bonuses (which are just plain awesome) still makes it not worth it.

Personally, I'd prefer if purifier never got rid of your starting traits, for reasons I've stated.

Only starting stat that I know from the sources is removed with purifier is Thick Skin. That makes it a no-brainer that you shouldn't start with thick skin tho :P

Here are the removable bad traits:
4 points - Asthmatic
3 points - Bad Back
2 points - Near-Sighted
2 points - Bad Hearing
1 points - I didn't check any of them

34
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 23, 2011, 06:13:31 am »
Does the trait fleet-footed actually work?

Playing the windows port, I don't notice a speed boost in the @ stat screen while moving on the road.  Neither does the road offer a reduced movement point cost when examined.  It's hard to tell if fleet-footed works or not because normal zombies are still really slow and fast zombies are still faster than the player.

35
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 23, 2011, 02:04:33 am »
Regarding ammo, a few smart things to do:'
  • Choose guns based on the ammo you can find.
  • Use crossbows, since wooden bolts are basically free. They're silent, but they're not the most powerful and only hold one bolt. I've considered holding four loaded crossbows on my person at once for that reason, but that's a lot of slots!
  • Use melee unless you need your gun. No reason to waste ammo on plain zombies unless there's a good reason!


By the way... is it just me, or is purifier a little crazy? Once you can survive labs okay, you can find tons of the stuff, and even if not, you have a good chance of finding it on random dead scientists and such. Most notably, I feel like this makes curable disadvantages like "bad back" a little too tempting, since you know they'll only affect you once you find your first purifier, whereas other disadvantages are permanent.

Also, in my opinion, purifier's function makes Robust Genetics (or mutating in general) not very useful. I understand Robust Genetics isn't necessarily meant to be used to intentionally get mutations, but just in case intentionally getting/staying mutated is ever intended to be valid strategy, bear in mind it totally locks you out from purifier's consistent stat bonuses, making it much less tempting to do.

Purifiers do make robust genetics (and mutations in general) look bad.  However, you can mutate a few traits (schizo, forgetful, night vision, quick) that can't be removed by a purifier.  I did some wish testing and I felt that mutagens weren't worth it even if you had robust genetics!

36
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 23, 2011, 02:00:52 am »
Can anyone tell me where in the source are the weapon noise tables?  I'm having no luck so far.

iirc it's the amount of damage the bullet does that determines the noise, not the gun firing it (although silencers attached to the gun also reduce it)

Thanks, I had no idea.  I was looking through itypedef.cpp and ranged.cpp with no luck.  Someone said earlier that a silencer reduces noise by 45.  Am I correct in assuming that a 50dmg bullet makes 50 noise?

37
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 23, 2011, 01:02:46 am »
Can anyone tell me where in the source are the weapon noise tables?  I'm having no luck so far.

38
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 22, 2011, 04:06:43 pm »
Thanks Whales, it worked perfectly.  I think this is quickly becoming my favorite roguelike, just barely nudging out Caves of Qud.  Oh, and schizo isn't counted as genetic, just checked.

39
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 22, 2011, 03:42:09 pm »
Hmm, quick question:

I'm using the latest windows port, and I can't get the wish-debug command to work.  I'm trying to wish for a purifier to test some stuff out.  However, I can't type in anything in the wish command prompt.  No matter what I press on my keyboard, the prompt remains blank and I get 'none' has an item.  I now have 4 'nones'.

My real question is this: What bad traits does purifier remove?  I'm looking at all the expensive negatives like hoarder, savant, schizophrenic, illiterate, and asthmatic.

40
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 22, 2011, 12:18:11 am »
Okay, another newbie question: Do I need a hot plate to actually cook raw meat and veggies?  I have a frying pan.  Assuming I can start a fire somehow (with my lighter?) will the fire do just fine?

Another question: What does XP actually do?  Does XP increase the rate at which I learn skills or something? Nevermind searched the thread.

41
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 21, 2011, 10:26:49 pm »
Quick newbie question:

How do you put on clothing that has more volume than you can carry?  My starting random character can hold 4 total volume of items...but a cargo pants has 6 volume!  I can't even put on pants even if I'm standing on top of the item.  There has to be something simple I'm missing here, and I've gone over the ingame help already.

Nevermind, it goes into the empty weapon slot regardless of volume.  Makes sense.

42
Other Games / Re: Prospector, a roguelike in development
« on: September 19, 2011, 03:43:55 pm »
Magellan,

Found a bug related to the extra officers feature.  Probably because officers are no longer hardcoded to slots 2-5, but their experience gain still goes there.  Details in your forum.

On the other hand, I've not encountered the phantom resource bug that's been in prospector for like forever.  Congratulations for fixing it, that was my number one pet peeve.

43
Other Games / Re: Prospector, a roguelike in development
« on: September 18, 2011, 11:06:59 pm »
Yes sweet!

44
Curses / Re: Learning in the university
« on: September 18, 2011, 04:53:26 am »
That's public policy

45
Thank you very much!  Now, I don't understand the exact math you used because I am unfamiliar with the modulo operator - if that's what it is No it seems you are using mod and mod2 as simple variables, I see that now.  But I understand that each point of armor reduces damage in what seems to be an exponential function.

So if I get this right:
Start with base armor value.  Subtract 1 for damaged armor, and 1 more for each 'rate quality' it is below first-rate armor.  The damage is reduced by a geometric function linked to "damamount".  However, you have to factor in the attacker's armor penetration.

What this means in-game, I think, is that a single point of armor is actually very important.  Poor quality damaged civilian body armor (initial value of 5) won't help very much, but even fourth-rate damaged heavy body armor (with initial value 10) is still useful.

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