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kexes

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Everything posted by kexes

  1. Its because the spawning scripts defined in game days. Most of the wilderness entity spawns set between 1 - 3.5 in-game days by default. So if you set day length to 24 real hours, there is a much longer time gap between the first re-spawns occuring. Wastelands biome have 0.3 day respawn delays for daytime and instant respawns at nighttime by default.
  2. Hi TFP & Everyone. I dont know if it was talked ever before or not, but i had an idea about adding some more game and difficulty options to the game. I know my list is totally subjective and hardcore ideas, and the amount of work to implement them can be very overwhelming, plus i dont have any clue that TFP planning or not doing something similar: But any way would it be possible at least to create a mod something like this? I think even more customization options means more possibilites and more personalized gameplay experience and game balance even for new and veteran players So i think about things like the following examples: - Seperated option to set loot abundance % on how many bullets can the players find in loot - Seperated option to set loot abundance % on how many food and drink can the players find in loot - Seperated option to set loot abundance % on how many medical items can the players find in loot - Seperated option to set loot abundance % on how many tools and weapons can the players find in loot - Seperated option to set loot abundance % on how many crafting materials can the players find in loot - Seperated option to trader prices and general amount of goods & qualities at them - More zombie options regarding additional zombie speed like "Jog+" for speed between "Jog" and "Run". Maybe adding a speed modifier option would be even better than the existing pre-defined speeds (i dont know its just me but i found jog sometimes still too slow but running is too fast on Survivalist+ difficulty?) - Adjustable chance of random zombie rage (0 means they cant go rage, 100 means they became faster at the first hit you land on them) Instead of pre-defined game difficulty settings: - Adjustable modifier for zombies / animals base damage on players - Adjustable modifier for player base damage on zombies / animals - built-in headshot only option (zeds can die only from headshots and almost no damage on any other body parts) And not least some zombie / animal spawn settings per biomes - Adjustable modifier for zombie spawn frequency / quantity - Adjustable modifier for wandering hordes spawn frequency / multiplier - Adjustable modifier for wild animal spawn frequency / multiplier I know most of these settings can be edited in the .xml files, but making them adjustable ingame would be more easy and comfortable especially for players does not know how to mod their game This is all for now And the most important thing is: Its not a demand, only just some suggestions and ideas
  3. Its totally up to you. If you want slower progress, turn down loot to 50 or 75. Even XP if you want slower progress in your arsenal.
  4. Any ETA for the first stable version? With A19.5 i got a noticeable fps boost at least in vanilla, cant wait to use it with this mod
  5. Definitely gonna try out the Undead Legacy map, it looks very nice.
  6. Hi folks! The question is in the title. I want to start a fresh SINGLE PLAYER game on my computer what contains 16GB RAM. I want to play Undead Legacy mod and to use KingGen map generator for making a fresh map with Magolis Compopack 47 prefabs set. Can someone tell me how much is the difference of memory usage between a 8K - 16K maps? I dont really know what size of map my computer can handle without problems.
  7. CP47 have seperated file names from vanilla, starting all with "xcostum_" so it does not overwrite anything in the vanilla prefab set. You just need to copy all of the CP47 prefab files to your game directory \7dtd\data\prefabs\
  8. Yeah i think about generating a 12K or a 16K map, but i dont know how that will affect the memory usage of the game, which is already eats up the 16GB RAM in my system sometimes, and starts constantly writing to my SSD because of the pagefile 😕 I think i must lower the texture size to "Half" from "Full" to avoid this... Or is there any other method to reduce memory usage?
  9. An option that forces the generated maps to contain at least 1 of every available POIs would be appreciated
  10. Just found this map generator, and it is a true GEM! According to my first observations after generated some maps with different sizes, im used with CP47 pack for Kinggen i can tell cities does not likely generated in snow biomes. Only smaller villages spawned there but no cities. Roads rarely go through bigger POIs (CP47?), at least on the preview screenshots and sometimes generating in a weird, sharp angles to connect cities next to each other. Otherwise it is a very nice program, fast as hell, 8K maps took only 40-50 sec to be generated on my computer, 16K generation lasts like 5 min (including preview). Keep up the good work!
  11. Okay, ill go and check that
  12. Is it possible to crank up the zombie spawns a bit more somehow? Im played on a server until now but i decided to start an offline game for myself with this awesome mod, but i want to add some plus challenge in a form of increase zombie horde spawns, to get more wandering zombies and zombie hordes during daytimes and regular nights even around my base. I want something like the concept of KhaineGB's Romero Mod. Is it possible to combine the spawnings from that mod with Undead Legacy? Or at least how can i increase random horde spawns?
  13. Im playing on a server with ping between 15-20, but does not experienced this. Zombies sometimes do weird things like the picture below, where they just became paralyzed and stuck in the ground, or they able to hit me while the zombies are knocked down to the ground, but i dont know that is because the mod or it is a vanilla problem...
  14. Steel door (not the powered one) does not require steel hinge in its recipe, but the steel hatch does, so its weird, and both item weights 1.0 Just to mention
  15. @Subquake Do you plan to add recipes to dismantle ammo to its core components like bullet casing + bullet tip + gunpowder? If i scrap ammo now i get only 1 brass / ammo and nothing more. That would be nice if i get some possibility to convert unused ammo to more useful ones.
  16. Hello! First of all, Undead Legacy is a very nice mod. Just played it first time, and i like its every aspect so much. Its like a good vanilla+ experience. However i have an idea: Can you implement some item degradation mechanic to your mod? For example if you repair an item, its have to lose some statistics or even give it a small chance to degrade one quality tier when you repair your items. In this case you need to rebuild / switch out your items periodically to have top tier from everything constantly, and it makes finding good items in loot much more exciting. This idea is based on my experience that the game misses mechanics that forces you to continue scavenging for materials even after you get everything you can possibly get in the game. You basically stockpile up resources and you just sits on it after you maxed out everything. At least it gives you encourage to continue finding good stuff. Anyway best regards, and keep up the good work
  17. That would be awesome feature, especially when it is paired with random enemy spawning too inside the POI. Like no zombie spawned where you have some sleepers before or they spawn somewhere else. It can be the same POI, but every visit feels a bit different playthrough.
  18. Do you plan to add more end game related stuff to the game before or after its release? I think about for example more complex quests or even quest chains, stronger and /or boss like zombies, more high tier POIs or any features etc. Currently the tier 5 quests having only 3-4 types of buildings (at least in RWG maps) that the trader gives quest POI locations. And its become repetitive very fast
  19. The compound crossbow does not accepting the laser battery mod. Other weapons like compound bow and titanium crossbow accepts it, only the comp crossbow does not.
  20. I unlocked the future tech crafting at least. I found that the description of the perk says i can craft future technology items up to 30 levels. But i can craft only with one level lower tiers (pics in the spoiler). This is normal? Also found that titanium auger harvest less resources from one block (~250 per block) than the titanium pickaxe (~350 per block) with 5/5 miner 69'er. It is for balance purposes? Because in this case i dont find much worth using it, thanks for the wasting of harvested resources (i dont mind a bit slower harvesting with pickaxe) and especially the continuously spawning screamers. Sorry for keep bothering you with my posts, i just want to know the way the mod works Some things are not totally clear.
  21. Yes i know, i crafted them already and its much better now. I did some Recogs too just in case if @%$# hits the fan
  22. I saw one weapon mod that disabling the insane regeneration of demonic zombies, YAY! But requires unlocking of the technology crafting. I saw on the writing table that one book (the purple or red one) should unlock the whole thing? i saw it requires the red research paper. I have some from that but i dont remember where i got that. Maybe lab zombies? Where can i get more?
  23. Im around level 95, and demonic soldiers are total pain in the ass now. I cant manage to kill one with my purple quality 60 AK-47 fully modded with armor shredder, blessed metal, rad remover, extended mag mods and a scope. I just cant pump out enough dps with that weapon to kill them. The problem is, they started spawning in crowds during my quests, and now i cant finish any of my quests They have way too much base damage resist imo. My fully modded 2H hammer do like 20-30 dmg on their bodies with a left click attack, i even have some perk points on blunt weapons. I cant decide that my armor and weapon mods are working or not btw. For example, i have a watch mod applied to the hands armor. If i put another mod in that armor after the watch mod, it stops working until i re-apply that. Same with the Rad remover. If i modify my weapon, the green zombies regenerating constantly until i re-apply the rad remover mod in my weapons. I dont feel the armor shredder mod working on soldiers for example or not. When they attack me in crowds, i usually just get overwhelmed and killed, because they simply absorb most of my damage. Laborer class --> Advanced Engineering --> Blacksmith + Tinkerer perks should reduce craft times by 20% in forges and workbenches as i understand. I dont see that working too, i checked my crossbow crafting time what is 4:40 at this moment (craftable only in the workbench), after i applied the perk, the crafting time is the same as before. I dont know that these problems occurs only in server play or not, since i dont play offline mode. I just report problems here what i found
  24. I tried to gather info about the crop growing system, but still not clear. What is the purpose of the pump and irrigation tubes? They need only for indoor crop growing? If i do an outdoor "greenhouse" what is opened on the top, then i still need to build the irrigation system, or i just need to put water blocks / rain catchers on every few blocks that hydrates the sorrounding farming plots in a 3-4 block circle?
  25. Just saw this note and i realized that it does not work like this at least on the server where i play. I did 2-3 more quests to the first trader, and the Tier II quests started appearing at all of the traders, even before i got to the second opening trader routes quest. I checked multiple traders, they all have T2 quests now, regardless that i did the quests only for the first trader.
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