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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 228777 times)

kerlc

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #735 on: June 07, 2011, 11:13:16 am »

and depleted uranium bullets? SYNDROME TIME!!!!!!!!
Live uranium is more likely.

well, duuuh. depleted uranium is armor piercing, muc good it will do to us in the zedpocalypse, when the zeds are unarmored. why waste uranium on the few well stocked humans when hard lead, or full metal jacket (copper or iron) will do just the same?
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Necro910

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #736 on: June 07, 2011, 11:24:44 am »

and depleted uranium bullets? SYNDROME TIME!!!!!!!!
Live uranium is more likely.

well, duuuh. depleted uranium is armor piercing, muc good it will do to us in the zedpocalypse, when the zeds are unarmored. why waste uranium on the few well stocked humans when hard lead, or full metal jacket (copper or iron) will do just the same?
What does that have to do with what I said?

I just was saying we probably aren't getting any depleted uranium lying around, when live uranium is everywhere and can be mined.

kerlc

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #737 on: June 07, 2011, 11:26:14 am »



i am saying, that depleted uranium isn't really useful, except if you give it some kind of a syndrome.
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Jimlad11

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #738 on: June 08, 2011, 03:38:05 am »

A quick question here.

Are the infected's teeth larger than your average humans? Because whenever I get a siege, my gunners open fire and, lo and behold, nearly all of the zombies have fractured or broken teeth! I don't remember this happening in vanilla, so is it to do with making the infected's bite stronger? Or is it a huge coincidence? Or do all zombies use massive dentures when attacking human outposts?  ???   
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Koji

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #739 on: June 08, 2011, 04:31:25 am »

all of the zombies have fractured or broken teeth!

They are trying to eat the bullets.
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Necro910

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #740 on: June 08, 2011, 09:52:19 am »

all of the zombies have fractured or broken teeth!

They are trying to eat the bullets.
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kerlc

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #741 on: June 08, 2011, 12:40:22 pm »

blockedlance?
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Abregado

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #742 on: June 08, 2011, 07:51:53 pm »

Quick Survey:

In Corrosion Mod, How do YOU get enough food?
Farming, Hunting, Gathering, Trading, Livestock, Fishing, Combination?

Most of my early forts suffered a lack of food. I'm not a fan of trading for food. Farming has been gimped (deliberately i know), Hunting + Fishing seems ineffective for some reason, Livestock are a massive risk and you need ALOT to be sustainable.

The current fun truth is that when migrants arrive I find it easier to put a bullet in the brainpan of any who are useless, rather than let them into my town. Best do make a clean kill BEFORE they make friends in the fort :D

Also. Does the metal used in rifle construction make them do more damage?

SirAaronIII

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #743 on: June 08, 2011, 08:14:22 pm »

Fishing, with a little farming/gathering with a side serving of turkey eggs. Leave a couple eggs so that you can have turkey meat too!
And no, I think it only affects melee attacks with the rifle. Bullet material determines the damage.
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kerlc

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #744 on: June 09, 2011, 12:19:08 am »

the Mutated Infected should have lawnmower blades instead of the broken ones. or the broken ones should be used like a dagger.

or "looted chopaxe" (deals less damage, due to being dented and/or partialy blunted)

keep the axe heads.

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Abregado

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #745 on: June 09, 2011, 02:36:25 am »

I think it only affects melee attacks with the rifle. Bullet material determines the damage.

Good to know. My most recent successful embarks have ALOT of coppertin on the wagon. Seems to be working out ok. Also started to build some quickfort alias' and designs for above ground defences. Haven't seen any spitting infected yet. Its very interesting indeed.

kerlc

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #746 on: June 09, 2011, 11:43:24 pm »

screenshots? pweeeease? :3
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IT 000

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #747 on: June 10, 2011, 01:17:50 pm »

the Mutated Infected should have lawnmower blades instead of the broken ones. or the broken ones should be used like a dagger.

or "looted chopaxe" (deals less damage, due to being dented and/or partialy blunted)

keep the axe heads.

Sure! I'm always open to new ideas for Mutated Infected weapons.

A quick question here.

Are the infected's teeth larger than your average humans? Because whenever I get a siege, my gunners open fire and, lo and behold, nearly all of the zombies have fractured or broken teeth! I don't remember this happening in vanilla, so is it to do with making the infected's bite stronger? Or is it a huge coincidence? Or do all zombies use massive dentures when attacking human outposts?  ???   

Their teeth are larger then humans, this gives them a significantly stronger bite. Teeth also frequently got bashed out in vanilla, it was just less common as most animals had less teeth.

Quote
uranium/depleted uranium

Perhaps, I'm hesitant to add 'just another ammo metal' but I could cook a syndrome related bonefire like workshop together. We'll call it a maybe.

Quote
Another suggestion would be to make "trash" plants. So you send your guy out with plant gathering and he collects all the Plastic Bottles (barrels), Old auto parts (melt into iron/steel), Tinned Food (non-edible but cookable food). These plants could just not regrow, or maybe only regrow in the Landfill biome :D I would think this will increase my feeling that I am scavenging for items at the start rather than just digging everywhere in the clay until i hit some metals.

I have been fiddling with the same idea for a while. It's met a few stumbling blocks and detours. But it still seems like a very promising idea. However the plants will regrow no matter what. Things like autoparts, discarded clothing, piles of ash, and old bullets seem very likely.

-----

A new way of making bullets is in. Shells are created in 4 stacks of 15. Bullets are created in 4 stacks of 25. Potash is now useful!
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Jimlad11

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #748 on: June 10, 2011, 04:33:20 pm »

Quote
A new way of making bullets is in. Shells are created in 4 stacks of 15. Bullets are created in 4 stacks of 25. Potash is now useful!

Huzzah! And thanks to you, I can only picture the infected with huge, dazzling smiles now.  :D Makes for a terrifying image...
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kerlc

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Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
« Reply #749 on: June 11, 2011, 01:24:23 am »

neato! now i can REALLY get down to buisiness!

also, make underground trees. together with a new cavern race, called "Vault survivors", wich are equipped with some sort of underarmor (like the chainmail in vanilla) and are armed with Slings, crossbows and primitive weapons (daggers, crude swords, makeshift axe etc.)

and add the "sling" to the mutated infected. make the ammo (stones) slow, with a big contact area.

make it use the throwing skill.
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