Jump to content

mr.devolver

Members
  • Posts

    2,040
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by mr.devolver

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. I am confused. Are we getting bandit hordes by default now? Please tell me we do! That would be fun!
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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?
  13. Alpha 18 or any Alpha after that.
  14. I just came back from a quick nap. Thank you, Xyth, you know how to make me happy!
  15. If it requires DMT, I guess we won't see that happen until you merge all the characters in one DMT mod.
  16. I know I can only speak for myself here, but I didn't even have a chance to try the new version yet, due to some issue in my favorite mod list that I have to figure out before playing, so I don't know how about others, but in my case you have plenty of time lol
  17. Thank you very much, I couldn't even test it yet, because I found some incompatibility issue in my favorite mod list, so I'm trying to find out what's causing the trouble. I can't wait to test your new toy!
  18. I'm clueless. How can we install this thing?
  19. Xyth, I wish survivors (both vanilla and DMT NPCs) and bandits were more active, I liked how DMT bandits ran to investigate when they heard sound of fire in the POI. I got ambushed, had to kill zombies in the building and just when I thought it's all over and ran towards the exit, bandit Eve surprised me in the doorway. Stuff like that doesn't seem to happen anymore.
  20. So, I did all of these debug tests and I couldn't reproduce the problem with disappearing bleeding buff. I wanted to apologize as this seems to be really caused by some other mod(s). However knowing it wasn't caused by your mods doesn't really make me feel better, because now I am clueless even more. Could it be some kind of incompatibility with War3zuk Alpha 18 Stable AIO ? This mod adds UMA zombies back to the game and while it makes the game feel less repetitive, I wouldn't want that to break some features. Perhaps it's also worth noting that I actually haven't seen ANY of your newly added zombies with these UMA zombies enabled, maybe that alone is a sign of incompatibilty of some sort. Unfortunately it seems like it's hard coded into the mod, I'm not sure how to disable them. By the way, during the last debug test, I caught this error in the console (only creature packs, A better life, NPCs and their dependencies installed):
×
×
  • Create New...