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Roland

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Posts posted by Roland

  1. 1 hour ago, Ripflex said:

     

    So, with feral sense the instant spawning in front of you zeds do not automatically "see" you and you don't need to fart around waiting for the 20 seconds to lose your "scent"  provided you maxed out your stealth ?  If that's the case, I might try it with it on.

     

     

    Sort of. During the night and if you are in shadow then yes, they won't see you right away. But during the day they often sense you and aggro before you even know they are there and without shadows it is impossible to sneak up on them as they notice you long before you can get close.

  2. 1 hour ago, BFT2020 said:

    I got this itch to download the original mod and your mod, and go through them, seeing how the original mod author went about it

    Most likely they went about it close to the same way but the original got broken by an update and was never fixed. The real travesty here was @Boidster letting the vultures slip through!  Vultures in a casual mod? PAH-LEASE!!!

     

    Nice troll move though….I could see him chuckling as he made the mod knowing that eventually Max would run into vultures while believing everything was lemon squeezy. 
     

    Then, again I’m a bit shocked also that Max wanted wolves left in. I  die to wolves more often than to any special infected or vultures— and wolves….run. 

  3. 17 hours ago, Man with a hat said:

    So true, this is a forum for fanboys only. I'll crawl back under my rock and ignore this forum for another few years and see if it's done then.


    Thanks for the info. I’ll add your scheduled return to my calendar. There we go….. check!

  4. 3 hours ago, Vaeliorin said:

    Hate to tell you this, Roland, but since A17 the always walk does make everything except zombie dogs, zombie bears and living animals always walk, including ferals, radiated, cops (until they reach the charge and explode trigger), and demolishers.


    What do you know?  I never select that so I was going off of what @MaxTunnerX was claiming. I guess he meant the rage mode. Thanks for correcting my own misinformation. (Given your claims are true…heheh)
     

    In any case, there are zero fix it tickets for the walk setting because it really is operating as intended (however that happens to be) and is not broken.  I never press that particular button, myself, so I’m at the mercy of professional casuals to steer me right on this.  
     

    Now, if you don’t want rage to happen then select Scavenger. 

  5. 1 hour ago, MaxTunnerX said:

    Also the "walk day night" is broken like I said a thousand times

     

    Its not broken. It operates the way the developers intend it to. It's just not the way you want it to be. Perhaps the description is what is misleading and that should be altered. The walk day/night button is only for normal zombies that normally walk during the day. It causes them to use their day speed at night as well. Since ferals and radiated zombies normally run at day, their night time speed will match that. There is no button to make feral and radiated zombies walk. They never walk. It's not in their nature and there is no option for it.

     

    You can say it a thousand more times if you wish but it won't change the setting. 

    5 hours ago, MaxTunnerX said:

    @RolandMan you should've told me the number of XP you specified was just a small boost. I had to do it more than 10 times, although after that I just added a zero or 2 to finally get all the perks. In any case, thank you, now I can finally do everything properly without handicap. But I'm definitely not turning zombies on until I get the above mentioned mod working for sure :D

     

    Man, you even want to use your cheat codes casually... ;)

  6. 17 hours ago, meganoth said:

     

    Shouldn't you have a fast minibike or motorbike by the time you can do lvl5 quests? Position the bike so can immediately hop on it after opening the chest and you might get some fire damage, but thats it.

     

     

    LMAO.....What if it's horde night vultures that spawn?!? 

     

  7. 4 minutes ago, Boidster said:

    But clearly the 40 and 50 options are silly

    are some of the best day lengths to truly match up the passage of time with how much we are able to accomplish and how quickly we thirst and hunger. Personally, I would never choose a length longer than 60 minutes and 40 minutes really feels the best (to me).

  8. 9 hours ago, Ripflex said:

    As for feral sense, it makes my stealth build pointless.

     

    If you read my last story you'll see that it doesn't make it pointless. It makes it more important. You can stealth still but the risk of failing that stealth check is greater because their senses are more acute.

  9.  

    9 hours ago, MaxTunnerX said:

    Can't say 300% is fast enough and I don't understand why it's capped at 300%.

     

    Just bypass the cap.  While in game

    1) Press F1

    2) Type: giveselfxp 500000

    3) Press F1 again

     

    Open the user interface and shop for perks.

     

    Need to clear the area of zombies?

     

    1) Press F1

    2) Type: killall

    3) Press F1

     

    Peace.

  10. 6 hours ago, pApA^LeGBa said:

    I disagree with 300% XP beeing easier for beginners.

     

    4 hours ago, meganoth said:

    Try out what Roland suggested (except for the 300% XP).

     

    @MaxTunnerX Don't listen to them. Try the 300% XP and see how it goes. If it turns out to be too tough THEN ignore it. But you specifically outlined how it took 3 points to get to the soup recipe you wanted to make and that took a lot of playtime to get there. 300% XP will get you your perks faster like you want it. It will make your gamestage go up faster but you are playing on Scavenger so those tougher zombies will still go down a lot easier to that fully perked weapon you have. That's why you play on Scavenger. These guys are thinking high gamestage on Nomad or Warrior but that's not you. Play 300% xp on scavenger and you'll thank me.

    8 hours ago, MaxTunnerX said:

    If the game had those 2 modes, people would have the base of their experience even in newer versions

     

    The game does have those modes plus several intermediate ones. It's called playing with the settings to get the mode that works for you. I outlined some settings you could try to get a casual mode that reduces the challenge-- basically down to zero threat for the first three days...

  11. 8 hours ago, Kam R. said:

    Source? :D

     

    5 hours ago, pApA^LeGBa said:

    Red Mesa? Interesting. How come?

     

    I would have thought Higashi is involved here. I mean those tanks with the zombies in them?

     

    Yeah...you both are probably right. I forgot about Higashi. Red Mesa was created before Higashi Towers and it was originally the site for the apocalypse as kind of an homage/spoof of Valve's Black Mesa. Higashi Towers does make more sense and I agree. The main sequence of events is correct while locations/particulars of the events themselves can still change.

  12. CASUAL MODE

     

    Overall Settings

     

    Difficulty: Scavenger  (This is the easiest setting in the game and disables the zombies from going into rage mode. Zombies die much easier needing fewer hits)

    XP: 300% (This will help you earn skillpoints the quickest so you can get all your perks sooner)

    Zombie Block Damage: 25% (This makes base defense easier and also lets you shut doors behind you in POIs and stay safe for longer so you don't get overwhelmed)

    Blood Moon: Frequency 14 days Range 0 (This reduces the urgency for building and prepping for the blood moon.)

    Loot: 300% (This will bring in more food and water and ammo for an easier survival experience.

    Zombie Speed: Walk day and night (This will make night time less stressful)

     

    Special Setting for Days 1-3

     

    Zombie Spawning: Off (This will give you time to do some exploring and building and getting established before the zombies start coming. After Day 3, the next time you log on to play, change the setting to on so that zombies start spawning.

     

    I think this will yield a much easier and simpler game that is still mostly vanilla.

  13. Another Story from this evening:

     

    So far in this world I was 0-2 on buried supplies quests which, in the past, I never failed. I was set on passing the quest this time. I headed over to Trader Joel and selected a buried supplies quest and set out armed with FIRM RESOLVE. (plus a stone shovel). This time, I was going to learn from my mistakes. I harvested a couple of trees on my way and crafted about 30 frames particle board blocks. When I got to the destination I was dismayed to see that it was on the border between the forest and snow biomes which meant lumberjacks in the vicinity. And they came. For a good 10 minutes I ran around the area killing zombies as they spawned and wandered in attracted to the noise of killing from wherever they spawned in. Finally, the flow trickled to a stop and I felt like I would have a window of time to dig before more might start spawning again.

     

    But I had learned my lesson and built a two block high wood wall around that magical glowing floating exclamation point. Placing and upgrading the particle board to solid wood planks required another tree as sacrifice but I finally got it done and only attracted one additional looky-loo who ironically lost her eyes with her head to my club. She was scratching up my wall!! Feeling safe I jumped down into my shield, activated the quest and started digging. Worked like a charm. I heard them pounding on the wall at some point and went topside to kill them and make repairs and then returned to my task until I finally found the chest and relieved it of its contents. Bam! the trap zombies spawned in but by this time I was tired of bashing Warrior level heads with a brown level club so I just waited until they came up to the wall and then heroically ran away using a shot of steroids because it was about 19:00 and I was encumbered by about 7 slots of overfill.

     

    I made it back in time to complete the quest, sell off some crap, and accept a clear quest for the next day. I had not yet established a safe base so there I was standing outside the trader compound as the clock struck 22.  Hmmm....I should test sneaking at night with feral sense activated to see whether stealth is still relevant with feral sense. So off I snuck towards the nearby town with the plan to get to the first roof I could find. (Because sitting on a roof worked out so well for me last time...)

     

    As I crouch walk/ran along I noticed a zombie up ahead. Perfect. He was way far away so I thought I would bring him nearer to me rather than trying to sneak closer to him. I threw a rock a short distance away from me off to the right and tensed to see if the zombie would go to the rock and stop or if he would go to the rock and then continue to me. He stopped at the rock! He was about 15 blocks away so crouching still I readied an arrow and hit him in the head for extra stealth damage. It knocked him off his feet and I immediately backed away and to the left and stayed still. He jumped up and ran over to where I fired from and stopped! This time he was only about 6 blocks away.

     

    Awesome! I thought. As long as I employ good stealth practices, I should still be able to sneak around even with feral sense activated. Fun!! I killed him off and then continued on to my goal. I saw another zombie in the distance and readied myself to be death from the shadows when I heard the unmistakable growl of a nearby wolf. Wolves are never fooled by crouching doofuses in the night. I died again.

     

    What was interesting was that I stood up and got a few whacks on the wolf before it killed me but that other zombie way off heard the fight and ran over to eat his share. So there was a distinct difference in detection between stealth and non stealth and the good news is that as long as you don't run into wildlife, you should still be able to sneak around at night even with feral sense selected.  But make any noise and they will come running from all over.

     

    Cheers!

  14. 17 minutes ago, Fanatical_Meat said:

    Haha treading water all night. I never thought of that even with all my playtime. That’s awesomely simple.

     

    Don't try it unless you load up an older version.

     

    Or do try it but make sure to have the Jaws soundtrack playing while you do. haha...

  15. 1 hour ago, meilodasreh said:

    It really is useful when you have a horde base with elevated corridor design, so they all line up going for you. I always wondered why they introduced that perk because that design was „officially“ stated as „cheesing the AI“

     

    The only strategies that have officially been stated as cheesing the AI were 1) Digging under ground, 2) Driving around all night, and 3) Treading water all night. All three of these strategies have officially been addressed by the developers in that special way they have to destroy "mah playstyle!". I never read a single staff member of TFP state officially that constructing an elevated corridor design is cheesing the AI. Instead, I have witnessed Madmole himself utilize a kill corridor design. Seeing as how we have gone from A17 - A20 and elevated kill corridors still work while the first three mentioned have systematically been dismantled since A17, I think that it is safe to say that forming an elevated corridor to bait zombies into lining up so that AP rounds can be utilized to maximum value is considered a valid strategy by TFP.

     

    As for the community, you will always get proclamations of cheese from one quarter or another. I wouldn't worry about it.

  16. A19 is the most refined version to be sure. I have fond feelings for a few past alphas.

     

    A6 my first time playing + classic horde mode

    A10 with the really cool terrain features and endless worlds.

    A11 with caves

    A17 with relentless zombies and POI's packed with enemies.

     

  17. It has already been established that the general sequence of events is:

     

    1) An outbreak occurs due to exposure to a virus manufactured at the Red Mesa Facility

    2) After unsuccessfully trying to stop the spread, the government nukes everything.

    3) Some time after that, the Duke takes control of Navezgane

    4) A small group of rebels led by a man named Noah begins to work against the rule of the Duke of Navezgane

    5) You are dumped on the side of a road with minimal supplies and practically naked after displeasing the Duke in some way.

    6) Noah and the White River Settlement faction watch you with interest....

     

    So, yes, there were a few nuclear explosions. They did not cause the apocalypse but they definitely contributed to it.

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