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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1263011 times)

Stworca

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3180 on: July 26, 2011, 04:18:38 pm »

Don't stay in one place for too long. Worked for me so far.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3181 on: July 26, 2011, 04:19:18 pm »

Don't make a lot of noise.

Also, an idea Deon, you could just add a letter to indicate weapon type?
R for Rifle
A for Assault Rifle
H for Handgun
Etc
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majikero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3182 on: July 26, 2011, 04:20:49 pm »

so i have to keep moving my safehouse or i should have multiple safehouses?
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3183 on: July 26, 2011, 04:24:38 pm »

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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3184 on: July 26, 2011, 04:27:03 pm »

Yes, yes they are...
Do those robots even DO anything or are they just target practice?

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3185 on: July 26, 2011, 04:27:56 pm »

Personally, I never use a safehouse.  Sometimes I have a stash spot where I keep crafting supplies, and sometimes I'll trap a house to sleep in, if traps are convenient, but that's it.  Safety while sleeping is more about finding a room that's far away from any doors (the rooms at the back of pharmacies and grocery stores are superb).


Yes, yes they are...
Do those robots even DO anything or are they just target practice?

Up to five minutes after your picture is taken, a copbot will appear on the scene.  It's possible to avoid the copbot if you flee quickly after your picture is taken.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Micro102

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3186 on: July 26, 2011, 04:29:52 pm »

so i have to keep moving my safehouse or i should have multiple safehouses?

If your going for length, board up a house with a basement and grab as much canned food and water as you can, then hide in your basement until you run out of supplies. Yeah, the most efficient way is boring.

Gonna have to wait until the construction update before you can get any other viable form of surviving.



I don't agree with the whole "keep moving around" idea. Your pretty much forced to get the high speed skills and it's dependent on luck if you get screwed or not.
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majikero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3187 on: July 26, 2011, 04:32:33 pm »

Another question:
One of my starting spot is in the middle of a forest with a lab across the map. How can i survive there if i spawn there again?
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3188 on: July 26, 2011, 04:34:20 pm »

Pretty easily. You can hunt animals for food and pelts
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3189 on: July 26, 2011, 04:34:48 pm »

Just FYI, I've figured out the desired way to generate a map for my Fallout mod (which I will update some time later).



It needs some tweaking, but it generates a huge wasteland with rare forests, VERY rare water and small settlements with houses set apart.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3190 on: July 26, 2011, 04:40:21 pm »

Just FYI, I've figured out the desired way to generate a map for my Fallout mod (which I will update some time later).
-snip-
It needs some tweaking, but it generates a huge wasteland with rare forests, VERY rare water and small settlements with houses set apart.
Yeah, tweaking definately required, seeing how the roads aren't connected together and the houses usually face the wrong direction.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3191 on: July 26, 2011, 04:41:35 pm »

I actually want more disconnected roads and to make the edges more jagged. Roads should be destroyed after all.

By the way, the latest version (modded, but I didn't touch NPCs) really has NPCs!



It's me in a casino in one of survivor settlements, and there are people all over the place.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3192 on: July 26, 2011, 04:43:11 pm »

I think NPCs always spawn when you first play.
They all vanish when you save and quit.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3193 on: July 26, 2011, 04:45:36 pm »

I actually want more disconnected roads and to make the edges more jagged. Roads should be destroyed after all.
But wouldn't it work better if the roads were more patchy and destroyed on the microlevel (outside of map)? Besides, it would be wierd to have whole sections of roads missing.

But hey, your mod. I can't tell you what to do.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3194 on: July 26, 2011, 04:52:51 pm »

You can tell me what to do if you can tell me HOW :).

The map generator is still very confusing to me.

The only thing I've made it to produce right are badlands covered with junk for my close-to-vanilla mod.
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