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  1. Couple of minor things:

     

    Planted some Goldenrod seeds and the grown plants had the E prompt, so when I picked them up they left no saplings. I guess they grow to become wild plants (I'd planted a number of other seed types at the same time which all worked as expected).

    Edit: Got a hoe and it does work as expected when I use that.

     

    Wooden bow description still says it scraps to bow parts (not sure if the bit saying it takes repair kits to repair is correct; I can't test it right now).

     

    Edit: I'm playing 4.1.1 Dev B5

  2. 12 hours ago, KhaineGB said:

    V4.1.1-DEV-B3

    - Repairable vehicles, if damaged by a zombie or survivor, can now be fixed with appropriate materials (forged iron/forged steel) so they can then be "repaired" into a working vehicle.

    Very nice.

     

    12 hours ago, KhaineGB said:

    V4.1.1-DEV-B4
    - Changed Yucca Smoothie to help vs heat instead of cold as that makes more sense.

    hehe. That one has been vaguely bothering me for a very long time.

     

    Thank you.

  3. That place is a labyrinth. If there's a correct way to go through it I didn't figure it out, and if there's any end loot I didn't find that either.

    I did get a single keycard and ... it was green, so it was all worth it (also found a lathe and both parts for a motorcycle. I don't need either, but still nice).

    I got to level 75 while I was there, so I may as well make a coilcarbine before I go to the bunker.

     

    Also, naturally, just as I was dealing with a huge POI horde of ferals and rads, a huge wandering horde of ferals and rads showed up, so that got exciting.

    The game has really cruel timing with wandering hordes.

  4. 21 minutes ago, SnowBee said:

     

    I would suggest a... ROAD TRIIIIIP!  :)

    Take a day off , and roam the map looking for the two big silos of the power plants.

    hehe. I think I know where one is. It looks a bit daunting, but I have a good robotic turret and now also a drone with the medic mod, and full titanium armor from drops, so perhaps I can manage.

  5. 36 minutes ago, SnowBee said:

     

    Stalkers? You are wanting to get keycards from them? They also start vanishing more and more as your gamestage increases.

    They just seem to drop the most DF related loot of the early special zombies.

     

    36 minutes ago, SnowBee said:

    Keycards are dropped various zombies, though I know lab technicians and zombie soldiers are my goto zombies for them. At least they used to be. Power stations, army bases. Especially radiated, tough and mutated zombies.

    yeah. I looked into the game files and lab zombies, radiated and feral soldiers and hazmat zombies seem to be able to drop them. So I attacked a kind of army camp (says something about baseball at the front, has a burn pit and tons of bodybags. And a building that completely collapses if zombies break down one door...).

    And I got three keycards. All blue...

     

    But I guess this is the way. If the RNG would stop being so infatuated with blue cards, at least.

    Thanks.

  6. On 10/15/2022 at 4:47 PM, Similar said:

    yeah. You usually get decent number of each from The Reward, but the problem is you need two (both green, I think) for that mission, one to get into the bunker and one for the bunker's back room.

    [...]

    hm. Level 72 now and I've only had three keycards drop from enemies. They were all blue, so I still can't do The Reward. This game isn't turning out much different than the ones where I've waited until I had good gear to do it.

    All my luck starting out in this game hasn't really helped much, because the keycards do seem to only drop from those special enemies and I'm seeing very few of those. I think I've seen three Stalkers in all so far, which is pretty unusual (in one game I had Stalkers showing up the night after day 2 already). And only in wandering hordes.

    Both loot perks maxed, though I don't know if that influences the drop chance.

     

    I've never had this problem before, but I don't think I've been doing anything differently (probably I've usually found Anna's house and got green keycards from there, which didn't work this time).

    Is there anything I can do to get a card? IIRC, they don't appear as quest rewards or anywhere else consistently.

     

  7. Having an odd issue with textures on the large Shotgun Messiah POI (the one with the combat training yard)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2875954349

    The glass on windows and doors facing into the POI seems fine, It's just the ones on the front.

     

    I sometimes, rarely, see this particular texture temporarily over doorways or other openings, but I think it only happens when things are struggling and, maybe, the right texture is slow to load or something, but for this specific POI it's permanent (in both my 4.1 games on different maps).

    Is this a DF issue or a problem with my install (everything else seems fine)?

  8. 5 hours ago, SnowBee said:

     

    For her locked room you need a green keycard. I think there is a green glow indicating that as well?

    For the final Research Lab POI, the quest Anna provides, you need about 5 of each: red, blue and green.

    yeah. You usually get decent number of each from The Reward, but the problem is you need two (both green, I think) for that mission, one to get into the bunker and one for the bunker's back room.

    Most likely you only really need one because you should find plenty in the bunker (I think I found more than ten of each last I did it), but it could take a long time to get that first one from a random loot drop, and I don't think I'm even at a game stage where zombies are likely to drop it yet (at least, I feel like they've mostly dropped from 'special' zombies, like Stalkers, in my previous games. I don't have Stalkers showing up yet).

     

    Theoretically, I guess I could go to the wasteland to find special zombies, except I don't have any kind of anti-rad and I rather doubt I'd survive it either (still mostly wearing low level leather armor, for one thing). I'm only a bit above level 40 now.

    I have unlocked all classes (one single PEP POI had more than 600 skill notes and one trader has a working chemistry station, so I could make cheap ink), and have mastery in Hunter due to an airdrop, so mastery in Scientist might not be too far away, but ... not really eager to go into the wasteland yet.

     

     

  9. 5 hours ago, Canute said:

    It allways depend at what stage you do it.

    When you do it early it is easier then when you wait until you got Coil weapons.

    I just don't have much control over when I can do it. I'm ready now, but I haven't found a keycard.

    I found Anna's house, but, unusually, there were only blue keycards there. I assume I need green for the bunker.

  10.  

    1 hour ago, SnowBee said:

     

    Well, luckily this time around your M60 and M4A1 Tier 3 weapons are not mastery locked, so you should be able to more easily get to them. I think they require level 3 of weapons crafting now, and then a skill point into the actual weapon.

    yeah, I just realized I have to build a base because Joel doesn't have enough space on the top floor (I'm used to making my base in Rekt's compound, which is pretty much perfect for it. And I pretty much always start out getting Rekt. So to speak), so I'll get a bit delayed, but it needed to be done anyway and I'll probably get a few points from building too, so the timing should work out.

     

    56 minutes ago, KhaineGB said:

    You can definitely do the bunker eve sends you to without coil. You just need a rad remover.

    yeh. I think I'm just a tad traumatized from the first time I tried to do the bunker; I only had an AK and ... it really didn't go well.

    I have a better idea about things now, so I can probably manage. And I've also been following your example and using far more molotovs than I ever did in the past. They help quite a bit when things get horde-y.

     

  11. 19 minutes ago, SnowBee said:

     

    Sounding like all is going to plan :)

     

    A good place for lathes are the Working Stiff related stores or vehicles. If I recall, Joel is the Trader that sells them.

    My starting trader is Joel and he hasn't had any yet. But then, there's only been one trader reset so far (I'm on day 7, I think).

     

    I'l go rummaging through some Working Stiffs. There are quite a few of those around.

     

    19 minutes ago, SnowBee said:

    I assume your XP gain is on 100% or lower? Just checking to make sure you are not increasing your XP and gaining a faster gamestage increase than you should.

    I've never touched that setting so it should be default, but I'll check. And switch to loot glasses, I think.

     

    19 minutes ago, SnowBee said:

    You don't have to be using coil at the Military Bunker. Unless you are at demonic zombies already, the bunker will have rad and tough zombies.

    yeh. hmm. I need to do some work; I don't even have steel yet, so an M4 will require quite some preparation before I can craft it.

  12. On 10/12/2022 at 11:51 PM, SnowBee said:

     

    Yeah, Razor's quests are setup by gamestage. So the monsters you get will be more and more difficult depending on your gamestage. If you can easily defeat zombies in POI's at the time you do Razor's first quest again then you should be fine. I tend not to wait too long, I don't want to face demonic zombies if I can help it. If your gamestage allows it, then you will see demonics in that quest. It can be more difficult than the quests coming after it. Of course, you can just grab the supplies and run off.

    I started over on DFalls-Large2-PEP and Razor didn't send me to the wasteland this time, so I got to Eve around level 23 or so. I found a motorcycle in this game too, and this time I didn't screw things up, so I got it repaired when I was level 11, and since Razor was 6.2km away that made a huge difference.

    Also started out in the desert, which is now a much easier starting place than the forest, except for the massive slowdown you get from overheating until you find or make proper clothes (I started out as Labourer which meant I could make a tailoring station fairly quickly, and that meant I could craft a poncho, which helped a lot).

    And I've had lots of treasure maps, so at level 13 I had 70K dukes. That's a first for me. Not that it's helped much since the traders don't have terribly interesting stuff yet.

     

    Kind of feels like things are happening too fast. Maybe I should stop wearing the nerdy glasses...

     

    Biggest problem is so far is that I haven't found a lathe or any silencers and even tier 2 trader quests (non-scout) have plenty of ferals and rads already, so I have to use guns, which gets pretty loud and I doubt I can handle a screamer horde at this point (especially since doing that would call in more screamers).

     

    From past experience, doing the bunker without coil guns is a bad idea, but maybe I could manage it before level 60 if I can craft an M4. Those are rather good guns (and I've found a Blessed Metal mod too).

  13. 1 hour ago, SnowBee said:

     

    Yeah, that fibre for radiation ready mods can still be a pain. I have found the Power plants are a great place to obtain them from the hazmat zombies. There are the power stations usually on the maps. They have the really big dual silos.

    I'll keep an eye out for those. Thanks.

     

    It does seem like you get a bit more now, so maybe if I played with Bloodmoons I'd have more (probably stil not enough for a full set, though).

     

     

    1 hour ago, SnowBee said:

     

    The story does have The Reward quest from Eve, that can be farmed for fibre. Just a bit more dangerous now as all escape routes have been blocked, so you must go out the door you came in.

    hm. I don't remember getting much when I've done it, but I can't claim that was what I was looking for either, so maybe I just don't remember.

     

    1 hour ago, SnowBee said:

    I looked at the map, and I saw one large library and the double story crack-a-book store. There are three large single floor (I think vanilla) crack-a-books that are not in the wasteland. Also another two large single floor book stores. I didn't check the small baby ones.

    There are 3 or 4 large places in the wasteland, but they don't count for you yet.

     

    I probably have been unlucky with the cities I've visited so far, but it does seem like the RWG has preferred Shamways and tool stores; there's plenty of those, also the A20 versions.

     

    BTW, I screwed up Razor's quest (I expected the chest to be locked because I forgot they aren't in Buried Supplies quests, so I 'unlocked' it with my pickaxe which of course destroyed it) and when I got the quest again, it was in the wasteland again (but a different place). So I wonder if it is intentional. Just seems like that is bound to severely slow down progression. Not that I've minded too much, but I don't know if that will make things a lot harder when I get to The Reward and the other quests.

     

     

  14. 46 minutes ago, SnowBee said:

     

    FYI. The masteries can now also be bought from Caitlin, if you have 50 faction with her & 100k per mastery.

    yeh, I just couldnt get to her without anti-rad. I've only found enough hazmat fiber for two mods.

     

    46 minutes ago, SnowBee said:

    Also they are in air drops and certain ones are bought from traders (30 faction needed with that trader & 100k per mastery book). With the Scout offering all weapon, tool and science crafting skills for purchase, you can save skill points on those as well, and use the points elsewhere.

    hmm. I should probably work more on faction points. I kind of ignore it after the early days because I don't find them too exciting (but I also hadn't expected to have this many problems findng skill notes).

     

    46 minutes ago, SnowBee said:

     

    EDIT: I am currently playing another mod currently, and it works heavily on RNG with schematics. So, in frustration, my wife and I made a two day road trip on our mini bikes. Was actually quite fun in the end. We went looking through the towns and cities for the vanilla crack-a-books (as there is no CP or PEP) and found some small and large ones. Finally got quite a nice haul in the end. Anyway, maybe a road trip is in order as a  DF medium map should have some cities in it, just to look for book stores? On my map I only have very small towns nearby, so I had to go out of my way on our road trip to find some larger ones. :)

    There's tons of large and very large cities on the map, they just don't have any Crack-a-Books, except for the city I went to yesterday which suddenly had two.

    Maybe I just got very unlucky, but the first 7 large cities didn't have any. It's a bit odd (also with the missing Mo Powers).

     

  15. On 10/10/2022 at 3:55 AM, Similar said:

    In my current game, on the DFalls-Medium1-PEP map, Razor's first quest leads into wasteland.

    I don't know if things have changed in the current version of DF, but this seems like it probably isn't intentional?

     

    I am level 53, but still far from having anti-rad (lots of huge cities in this map, but barely any Crack-a-Books so far, so I'm a bit behind things).

    This map is ... interesting. I just reached level 80, Day 30, 63 hours played and I finally have enough skill notes for the Scientist mastery, because I found an A17 Crack-a-Book store and another old Crack-a-Book today (the two storey library-ish one). Those two are the only vanilla Crack-a-Books I've found. The rest have been PEP POIs with very small book stores in them. Not a single A20 Crack-a-book (the only Mo Power I've seen was the destroyed one too).

    I only have four classes unlocked and only one mastery (only because I found two mastery books in an airdrop). Very slow going.

     

    But I guess I'll be able to make anti-rad now and finally get Razor's first quest done.

  16. In my current game, on the DFalls-Medium1-PEP map, Razor's first quest leads into wasteland.

    I don't know if things have changed in the current version of DF, but this seems like it probably isn't intentional?

     

    I am level 53, but still far from having anti-rad (lots of huge cities in this map, but barely any Crack-a-Books so far, so I'm a bit behind things).

  17. 6 hours ago, SnowBee said:

     

    Apparently it is related to the zero hitpoint tree bug. So yes, if a zombie or you damage the repairable vehicle (minibike, bicycle, or motorcycle), it is basically useless and can't be repaired.

    Thanks. Bit of a shame; I could have had a good vehicle before level 10. Not actually certain I was the first to damage it either as there was a survivor fighting zombies right next to it when I found it.

     

    It's a nice addition, though; more stuff that can seriously change how a game plays out.

  18. Am I correct in thinking that a damaged (after it spawned, that is) repairable vehicle can't be repaired with vehicle repair kits?

    I found a motorbike and tried with 3 kits and nothing happened. Then I tried with more and more kits until I was up to 12, but at that point I was beginning to think something had to be wrong; it'd be unlike DF to require you to wrench practically all cars in a major city to repair one vehicle...

     

    I hit the motorbike while I was flailing around trying to figure out how the kits work and it doesn't seem like you can repair that kind of damage, so I'm guessing it's just broken.

     

  19. 1 hour ago, BFT2020 said:

     

    I am not sure this is exactly what happens with the different ammo types in the game (from my experience).

     

    Using 7.62mm as an example:

    • Ball ammo (or regular ammo) does 47 damage against all targets.  Armored targets obviously absorb some of the damage (same as your armor absorbing some damage)
    • HiPower ammo (not hollow point) does 52 damage against all targets (1.5 less if using this ammo in a machine gun).  It suffers from the same effects of armor as ball ammo
    • AP ammo does 57 damage against all targets (3 less if using this ammo in a machine gun).  It also reduces the target armor by a percentage so more damage is transferred over to the target.

    At least this is from the 20.5 files for vanilla.  AP ammo does not decrease in damage against unarmored targets, at least from the code I can read it doesn't.  Unless they have a penalty in the base code I am not seeing, you are not being penalized for using AP ammo against unarmored targets - you are just not getting the armor reduction perk of using it.

    hmm. I've never fiddled much with the ammo types in vanilla, but in DF I do feel like there's quite a difference in effect. I often use AP in coil sniper rifles, mainly because you can hit multiple zombies and you can shoot through some blocks, but it definitely feels like the AP does less damage to single unarmored targes. It's enough of a difference that I usually switch to regular if I only have spread out targets (so I can only hit one at a time).

    I haven't really tried AP in automatic rifles, so I don't know much about those. I don't think I've ever used Hi-Power in anything, so I don't know anything about those either.

    Coil shotgun slugs feel like they just do way less damage to everything than coil shells do, despite the slug's high damage stat. Which I find pretty confusing.

  20. 13 hours ago, KhaineGB said:

    I had that in A19 too when I was near all my electric crap. Same with opening boxes, doors, etc. No idea why.

    Probably not the same thing, but I had something similar in vanilla 20.3 or 20.4. Odd thing was that it seemed to happen after I went from base B to Base A (but not when I went the other way). There was an area I drove through that always got extremely choppy even though nothing obvious was happening there (it was just forest and wasteland, not city), and when I got to my base all those sounds would be delayed, and it got worse and worse until I quit the game and restarted. It was completely repeatable. IIRC, I didn't have anything electric there.

     

    Best guess is there was some kind of map error in the area I drove through (I did find a tree with an inventory prompt there, so maybe something else got screwed up by the RWG too), but why that would cause certain sounds to be delayed I don't know. My base wasn't even in the same chunk as the area that got choppy.

     

    I've used solar panels with battery banks in A20.5 DF without problems, so I can say that Wolfarus' problem doesn't always occur, at least.

  21. 3 hours ago, darksandman said:

    So i've recently run into  an issue and was hoping i could get a bit of help in resolving it. I just got The Reward from Eve and upon triggering it the POI does not reset. I'm given the objective of finding the supplies however the distance counter remains at 0.0 and it only tells me to not leave the area. It also doesn't indicate where the supplies are via the compass. I think its because the bunker I was sent to has already been looted and its refusing to reset though im not sure. I have green key cards on me and sat on the exclamation point location for a few minutes on triggering to give it a chance to reload. Any ideas how i can resolve this?

    The  supplies are usually on top of the gun safe in the loot room, so you could check that. I've always had the issue with the POI not resetting and the supplies have always been there anyway, so hopefully they are for you too (I haven't noticed if I get a marker for them).

     

    I was told that you can get it to reset by driving far enough away after looting it the first time that the chunk gets unloaded, but it hasn't worked for me so far. Maybe I have to drive much farther away than I thought.

  22. 8 hours ago, newbie said:

    I have a question about screamer spawning. I understand how to minimize screamer spawn when I am mining.  The problem I am having now is with screamers showing up when I am trying to clear POI's.  I am not sure what triggers them to appear when clearing a POI so I don't know what to do differently to minimize spawn. Since I am not digging I assume it is not a heat map issue ?  Does adding silencers to my guns help in a meaningful way ? What else can/should I be doing to prevent screamer spawn ?

    I always use silencers and they seem to help, although sometimes the zombies you're fighting are making so much noise there isn't a lot you can do, of course.

     

    I think the Hunter class perk, Stealth Assassin, also helps. I haven't checked heat generation with and without it, but without it the stealth meter goes to 100% or so while you mine a block and with it, it stays a bit below 100% (except when you break a block), so I think it makes a difference.

     

    Though in my last game mining at bedrock in the wasteland very often caused zombies on the surface to start to dig down to me, even with maxed Stealth Assassin, so it's not perfect, but zombies seemed weirdly hyper sensitive in that game even though I used the same settings I always do; it was like they always heard even the most minor sounds I made. In other games I haven't really had many problems.

  23. 5 hours ago, KhaineGB said:

     

    Working Stiff and Shotgun Messiah.

    Joel has a really good chance of selling them.

     

    ah, thanks. I haven't found a Joel yet, so I'll go exploring more (it's one of your Large maps, which really is rather large, and I think there must be at least two separate road networks, of which I've only discovered one, with six traders. Either that or the snow biome, which I haven't even found yet despite much travelling, has no towns at all).

     

    Edit: heh. After about an hour and a half's drive I found a Joel, and he had a lathe. yay.

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