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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1243341 times)

The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9945 on: June 18, 2012, 10:22:02 pm »

Funnily enough, I plan to do the same. Except with sniper rifles and bows.
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PeeFrequently

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9946 on: June 18, 2012, 11:22:26 pm »

I think I may have found a playstyle I like, though it won't be really fun until NPCs are fixed and implemented in good numbers.  I have a melee/survivalist template that I use for it.  I get a science ID (Cheating if the game's being a jerk about IDs), and head into the nearest science lab exposing myself to anything that might cause a mutation.  When I leave the lab I'm no longer anything you could describe as human.  If you can't beat the monsters, become one.  Once NPC survivors are in I'll sneak around (hopefully stealth will be in too) and prey on them, just another one of the fucked up monsters wandering the world.

That post got me so excited, I had to register to tell you how much I like that idea. The only sad thing is waiting for the next update to be released so that I can actually try that.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9947 on: June 18, 2012, 11:40:15 pm »

Bonus points if you use that Strong Genes perk.

Cthulhu

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9948 on: June 18, 2012, 11:55:23 pm »

I do.  It doesn't help as much as you'd think.

Currently (This includes traits I chose in creation, less obvious mutations will be explained):
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9949 on: June 19, 2012, 12:27:23 am »

Plus you mutate it anyway. :P

Here's my current mutations:

Spoiler (click to show/hide)

To summarize: I'm a beaked mass of tentacles that burns if it goes out in the sunlight and heals rapidly.
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Shades

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9950 on: June 19, 2012, 03:40:50 am »

I do.  It doesn't help as much as you'd think.

Barely helps at all really.
It does reduce the guaranty of a negative mutation from 50% to 25% but as there are more bad mutations than good ones your still pretty likely for it to turn out bad. Your also more likely to follow one of the mutation trees once you've started it.
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AVE

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9951 on: June 19, 2012, 07:59:48 am »

Girlinhat once asked for overmap (the big one that comes when you press m) dump. Here it is.
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buckets

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9952 on: June 19, 2012, 08:57:25 am »

I'm not sure how people might feel about using the dwarf fort file dump for non df shenanigans. Maybe change to another locker?
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AVE

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9953 on: June 19, 2012, 01:35:58 pm »

I'm not sure how people might feel about using the dwarf fort file dump for non df shenanigans. Maybe change to another locker?
It's only 2.8 Kb, but if someone else insists too, I'll move it to some other storage, like mediafire or anything else.
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Kaje

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9954 on: June 19, 2012, 03:01:44 pm »

The graphical support mod by Gremour, the tiles by me.

This is the 7th release of my tileset. Now it has x24 and x32 variants, for those with small and bigs screens.

The 24x24 version: http://www.mediafire.com/?gl4j1k5ufvq3peg
The 32x32 version: http://www.mediafire.com/?ch88gvad11o3b29

Small preview:


Also a few more items have been added.

The 24x24 version is too small and the 32x32 is too big, with a graphical error in that the clothing 'ghosts' to the left of the character 'doll' as opposed to being over the right parts of the body.

Can you release a version at the same size as the previous versions? Pretty please?
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ollobrains

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9955 on: June 19, 2012, 11:23:06 pm »

and get the intergration with the main game sorted out please
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9956 on: June 20, 2012, 12:33:04 am »

and get the intergration with the main game sorted out please
You're just full of mis-spelled and mis-punctuated demands, aren't you?

Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9957 on: June 20, 2012, 04:34:48 am »

The graphical support mod by Gremour, the tiles by me.

This is the 7th release of my tileset. Now it has x24 and x32 variants, for those with small and bigs screens.

The 24x24 version: http://www.mediafire.com/?gl4j1k5ufvq3peg
The 32x32 version: http://www.mediafire.com/?ch88gvad11o3b29

Small preview:


Also a few more items have been added.

The 24x24 version is too small and the 32x32 is too big, with a graphical error in that the clothing 'ghosts' to the left of the character 'doll' as opposed to being over the right parts of the body.

Can you release a version at the same size as the previous versions? Pretty please?
The screenshot is of 32x32 version, I don't see any problem with clothing (the character is wearing a t-shirt, jeans and sneakers). If you find that 32x32 is too big and 24x24 is too small, you can simply grab the 32x32 and resize it to an appropriate size using any graphical editor.
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Nelia Hawk

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9958 on: June 20, 2012, 08:00:07 pm »

hmm what about "random starting date"  so sometimes you start in spring, sometimes at the end of summer or at the start of winter.
well i doubt alot people made it to summer or even survived winter/a year... and with a random starting date things like weather and temperature and clothing and illness might have more effects on the player and enemies.



maybe a character generation choice like:
Starting date:
-Random
-Spring
-Summer
-Autumn
-Winter

maybe the last 4 pick a random day in that season?
« Last Edit: June 20, 2012, 08:01:52 pm by Nelia Hawk »
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Evanissimo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9959 on: June 21, 2012, 03:03:26 am »

Oh man oh man, I just ecountered the wierdest... Bug....
So I was working my way down a science lab. I get to this big room with a computer. Long story short, I use a incindienary grenade. Next think I Know fire is everywhere. I stumble out of the room. I climb to the next floor, to find parts of it on fire too. I then ascend to my base on the surface floor. The next day I try to head back down. First thing i notice is that ants from the neighboring colony seem to be uncharacteristically moving in the top floor. As soon as i ascend to one of the levels that was on fire... The game freezes up. Eventually it loads. The fire was still going in parts, but the rest of the floor was a mess. I then find another staircase, and guess what... The game crashed!

I guess my question is this... Would the fire eventually have spread to the top floor? Do the fires go out? And is the incindienary grenade really that Powerful?!
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