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mr.devolver

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Everything posted by mr.devolver

  1. mr.devolver

    Slingshot

    Thank you very much for fixing the problem! I will try this new version.
  2. mr.devolver

    Slingshot

    Hello again, is this mod incompatible with Alpha 18.3 stable? I was excited about this mod, but then I tried it in my currently modded Alpha 18.3 stable and it doesn't work properly. It says its damage is -6 and when I try to hold R key to pick what I want to load as ammo, it doesn't show any icons, so I cannot choose the ammo that I crafted. Any advice?
  3. I just found SKS yesterday when I was looting, I was on my way back to base with full inventory and then I realized it's 7th night, almost 22:00, I quickly closed the game and I'm scared to continue. ?
  4. Thanks, this is a decent list of weapons. I hope they will be compatible with Firearms mod.
  5. After reading your post, at first I laughed, then I thought about it little more and I actually like that idea! Imagine chimpanzee NPC followers! I think it would be pretty hilarious to see these little guys slapping zombies, of course if you can afford to hire them, it will cost you 1000 bananas.
  6. mr.devolver

    Slingshot

    Wow, thank you! By the way, I like the plants and trees in your screenshot. Which mods are you using to add them?
  7. Oh, so it was possible to destroy the nest? I remember I couldn't destroy it simply by shooting it. I think I even tried some explosives.
  8. If we are talking about fictional world, we may as well forget about how things work in real world entirely. Starvation mod for Alpha 16.4 had giant spiders as well, even spider's nests all around the world where spiders were spawning and as far as I can remember, you had no way to destroy the nest itself, but you could kill the giant spiders that were coming out of it. They were aggressive and always attacked you when they saw you, but they were not too dangerous once you had good weapons.
  9. Day 1, the game just started, so I was all naked and all I had was junk, no pun intended. In a perfect scenario, we should be able to make new classes, that would allow bandits and robots fight each other without any friendly fire issues, because if robots don't find bandits, they would have no reason to fight players either, unless they are programmed that way, but their in-game program simulation is a whole different topic that should be expanded later when time and game feature set allows that. Also, spiders don't attack anyone.
  10. Xyth, robot with light saber attacked farmer bandit, but bandit didn't fight back. Also bandit Eve started shooting at me even though I was pretty far, but she seemed to ignore a bunch of zombies that were much closer, right in front of her.
  11. Bloodmoon should be always mainly about zombies, BUT it would be fun if there were also bandits and regular NPCs fighting zombies during bloodmoon, like it would no longer be just about your personal fight, but other humans would fight the zombies too during the bloodmoon, I mean that's most likely what would happen in real life anyway, the focus of bloodmoon should be all humans, good or bad versus zombies, not just you personally and your own base against zombies from all over the world. The main advantage of adding bandits and regular survivor NPCs into bloodmoon hordes would be that you would have to deal with human enemies that may be smarter and stronger than zombies. Bloodmoon should be a mess like that and no one should be safe during that night, so when the night is over and some bandits are still alive, they may as well decide to take advantage of your casualties and damage caused to your base to raid your base, so ultimately you will have to fight them too, possibly with help of friendly NPCs and survivors.
  12. I am confused. Are we getting bandit hordes by default now? Please tell me we do! That would be fun!
  13. How come a lot of good NPCs that were in previous versions are no longer available? Like hunter for example, soldiers, ghost, etc. Hunter was one of the best shooters. Heck, sometimes I miss even that drunk guy lol
  14. I have no idea. I was driving motorcycle and I was on the way back to the base, he was teleporting to me and I had to stop couple of times to check his health, because sometimes he thought the best place to teleport to was right under the wheels, so he kinda ragdolled couple of times, but surprisingly he survived my awesome driving skills so his health was fine and I kept moving, but suddenly he stopped teleporting. Probably just when I passed the bridge across the river, so I turned around and went back to find him, I kept checking the map and the world and he was gone. No mark on the map, no presence in the visible world. At that point I checked the console and found the message I sent you.
  15. Hey Xyth and Sphereii, I think I found a major bug. My NPC fell off the world and didn't teleport back, which most likely means it's lost forever. I assumed that this is what happened after catching this in the console: ID 3734 was my hired NPCAmmo. Is there some kind of cheat to teleport him back to me? I guess there isn't.
  16. Thanks! Also, I don't mind stronger bandits. In fact, I was unable to find them until I reached more dangerous place like wasteland biome, I don't know why, but then again I met Eve and killed her in couple of hits, she wasn't even able to scratch me. I'm not sure if that's intentional, but her shooting really sucks lol. Zombies at Nomad difficulty posed a bigger threat than bandit Eve with rifle.
  17. Um, I would love to help you find the right sweet spot in the balance, but you still didn't tell me which values to change in the first place, because I would hate to break something! EDIT: Also, I think these values should change depending on server difficulty. I think even 800 points of health wouldn't be enough on Nomad difficulty, not to mention if someone decides to play with mods that increase zombie spawns like me! I'm having hard time to defend myself, I can't defend all of these poor NPCs too.
  18. Did you guys change max health of NPCs from 800 to 200, or is it just my mod list that broke something again? I currently have max health of 200 on NPCs and they seem to die pretty fast now. If it was a change done in the mod itself, how can I change it to something less lethal for them, alternatively is there something I can do to keep them healthy? Medkits, bandages in their inventory, stuff like that?
  19. Alpha 18 or any Alpha after that.
  20. I just came back from a quick nap. Thank you, Xyth, you know how to make me happy!
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