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Maharin

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Everything posted by Maharin

  1. Yeah, done that one too. That's the way I usually loot settlements of more than one POI, too. Larger POIs usually get their own loot bin.
  2. You know there are really easy solutions to that one, right? Like don't accept the reward until you have space in your inventory...
  3. Bomber zombies ate pop rocks and drank cola right before turning. True story.
  4. Hey... cotton can be useful on the first day, depending on playstyle.
  5. The way it is set up in the XML it would be relatively easy to mix and match, setting them up exactly how you want them. It would even be possible to remove the stat requirements and simply allow allocating points to skills.
  6. Just redact every other word and move them to footnotes. It makes for a more challenging read.
  7. Zombies are just the next step in evolution. Zombies will look back on this transition and wonder how they ever survived as humans.
  8. My only real pet peeve is that some of the frameworks used in older versions is no longer easily available to mod back in. Granted, maybe it won't matter by the time it's done but some things like old biomes (plains, for instance) and a state of "no progression" would be nice to see as easily modable options.
  9. The inside front cover will mention zip lines while the back cover will complain the front cover is unrealistic.
  10. Been playing with these settings the last several games and it has changed my game play considerably, even with "easy" zombies (warrior, compared to normally playing survivalist). The daytime maxcounts were all updated to at least 10 (20 in wasteland) and the night time maxcounts were upped to 20 (30 in the wasteland). Very different game. I've been enforcing "one life to live" until this last game. My average game length was measured in hours prior to this because it was way too easy to get overwhelmed by all the zombies outside a POI coming in to say "hi" while you were trying to clear a POI. <biome name="pine_forest"> <spawn maxcount="10" respawndelay="2.9" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="20" respawndelay="3.3" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="5" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> </biome> <biome name="burnt_forest"> <spawn maxcount="10" respawndelay="2.8" time="Day" entitygroup="ZombiesBurntForest" /> <spawn maxcount="20" respawndelay="3.2" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="5" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsBurntForest" spawnDeadChance="0" /> </biome> <biome name="desert"> <spawn maxcount="10" respawndelay="2.7" time="Any" entitygroup="ZombiesAll" /> <spawn maxcount="20" respawndelay="2.1" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="5" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="3.5" time="Any" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" /> </biome> <biome name="wasteland"> <spawn maxcount="20" respawndelay="0.3" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="30" respawndelay="0.1" time="Night" entitygroup="ZombiesWastelandNight" /> <spawn maxcount="2" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" /> </biome> <biome name="snow"> <spawn maxcount="10" respawndelay="2.6" time="Any" entitygroup="SnowZombies" /> <spawn maxcount="20" respawndelay="1.7" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="5" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="2" respawndelay="3.1" time="Any" entitygroup="EnemyAnimalsSnow" spawnDeadChance="0" /> </biome>
  11. The About The Author section will be one long treatise on beards.
  12. I never quite understood the downgrade process anyway. I think it will be better with just upgrading to a new block type and downgrading to air.
  13. If you can spell grandeur you can almost spell grenade. Which means... Absolutely nothing, kinda like this post. Carry on.
  14. Yeah... I could see this making POI creation faster, too, with preconfigured parts assembled to make whole, larger POIs. Now if they could get it so you could place one POI inside another inside the XML for world generation... Especially if they added some randomness so you could have an insane level of variability.
  15. Unless it's a moose knuckle rub... EDIT: Forgot an apostrophe.
  16. Yeah, that's pretty much how I do it. I will also build a one block "wall" around the outside just to keep myself from accidentally driving a vehicle into it. Not that I've done that or anything...
  17. And there we have it. The zombie apocalypse will be brought on by bath salts.
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