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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1263091 times)

Ordokai

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5205 on: August 13, 2011, 04:35:22 pm »

So plastic bottles could have been used the entire time? . . .WTF! *facepalm*

Very much this.
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5206 on: August 13, 2011, 04:37:39 pm »

Technically molotovs don't even require a bottle in the base game, if you can get gasoline in your inventory you can make a molotov with it.

You can take a plastic bag from a bag of potato chips, fill it with gas, and make a molotov.

I uploaded a new release of my mod.

http://www.mediafire.com/?jovbtewwf6ckoyz

Changelist is here:
http://cataclysmff.zxq.net/SMF/index.php?topic=245.0

Mostly it's just item stacking and a few things related. Oh, and I fixed that crafting bug in use_charges I reported here ofcourse.
« Last Edit: August 13, 2011, 04:44:55 pm by Paul »
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5207 on: August 13, 2011, 05:02:35 pm »

I'm finding monk style character to be very difficult. Between the unarmed combat requiring low torso encumbrance and a lack of damage potential I'm getting my ass kicked.

As a side note, how much alcohol do I need to get fighting bonuses with drunken master?
« Last Edit: August 13, 2011, 05:10:50 pm by BishopX »
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5208 on: August 13, 2011, 05:07:39 pm »

I tried a challenge like the monk challenge recently, I called it the minimalist challenge. Minimal supplies, one melee weapon, no stashes or safehouses, and your char has to do it all naked. With only a back pack on.
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5209 on: August 13, 2011, 05:34:01 pm »

Unarmed isn't that great by itself, a combat knife is far more effective. But if you get the CBM: Melee augment Adamantium Claws you can seriously kick ass.

I had a char with that and 10 unarmed skill before. Very fast attacks, and hitting things for 30+. Get lots of crits for 60-100.

You can even butcher corpses with the claws. The only annoyance is you have to deactivate them every time you want to pick something up, but it isn't that bad and only takes 3 power. As far as bionics go though, they're pretty cool.
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Aklyon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5210 on: August 13, 2011, 05:38:49 pm »

You might have a problem when Whales finishes that update, but right now you are Awesome Stacking Guy, Paul. :)
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5211 on: August 13, 2011, 05:44:46 pm »

There should be a trait called "surgeon" that increases your chances of installing bionics. Or maybe "gifted hands". I must have went through some 6 or 7 modules without a single sucsess at 8 intelligence.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5212 on: August 13, 2011, 05:51:30 pm »

There should be a trait called "surgeon" that increases your chances of installing bionics. Or maybe "gifted hands". I must have went through some 6 or 7 modules without a single sucsess at 8 intelligence.

Quote
8 intelligence.

8 intelligence isn't even enough to read some of the mid level skill books in this game.
I regularly crank intelligence to 11 to start with
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5213 on: August 13, 2011, 06:00:07 pm »

I usually pump my strength for the hp. I still think that the trait would be good.
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5214 on: August 13, 2011, 06:02:51 pm »

You might have a problem when Whales finishes that update, but right now you are Awesome Stacking Guy, Paul. :)

Even if Whales adds a whole new, more robust inventory that makes my stacking changes completely redundant I'll just rejoice in the fact that we have a whole new, more robust inventory. Making items stack in the current system using my hacky way of doing things is probably kind of inefficient anyway, and may break future features that rely on items being separate. Right now they just merge into one item and combine the charges. Container are even more roundabout - they combine the charges of the contents, and the extra container goes poof. You get a new container of the same type later when you use the charges it added. Thats why I had to make it only use empty containers for crafting - otherwise it might have consumed a stack of 10 bottles full of vodka or something as 1 container.

There should be a trait called "surgeon" that increases your chances of installing bionics. Or maybe "gifted hands". I must have went through some 6 or 7 modules without a single sucsess at 8 intelligence.

I'm not sure, but I think the plan is to make survivor camps where you can find professionals to install bionics for you. Even an extremely skilled surgeon should have difficulty trying to literally do brain surgery on himself :D

I mean, how would someone even install cybernetic eyes in himself? Or worse, install memory banks inside your own brain.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5215 on: August 13, 2011, 06:06:56 pm »

Yeah, but the trait (gifted hands) literally means that that char has very precise and steady hands, and excels at things like surgery, even when he has no training to do so.
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Nab McNabbers

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5216 on: August 13, 2011, 06:15:38 pm »

And I really should comment my code as I go. Maybe one day I'll learn to. One day!... :P

You should! It's actually kind of a good feeling to comment your code BEFORE you write it. Makes you know what you are doing.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5217 on: August 13, 2011, 06:18:15 pm »

MoM, I find 8 int is fine if you're smart with int-boosting drugs when you need them.
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The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5218 on: August 13, 2011, 06:19:43 pm »

I normally go for 14 int, 6 dex, 6 per, and 10 strength. Do friendly turrets actually do stuff now?
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alway

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5219 on: August 13, 2011, 06:22:04 pm »

3 caffeine pills gives a +5 int; even at 8 you should be pretty well off so long as you have at least decent skills in the others required (elect, aid, mech). The same 3 caffeine pills give a +45% to speed, so they're very useful to have around in a tight spot.
« Last Edit: August 13, 2011, 06:23:50 pm by alway »
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