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DingoDango

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Posts posted by DingoDango

  1. Those tweaks really take away from the intent and challenge that is RH. You might as well go play vanilla on easy mode 1. However if you can mod, make your own so you can breath on zombies and kill them.

     

    Does it now?

    Well I find that I am having a blast with it, and so are the people I am playing with. But I guess we are wrong so I'll just go uninstall. Thanks for showing me the error of my ways!

  2. I tried to like this mod, it does alot of nice things, but there are a few aspects I didn't like. I'll list them.

     

    1: The game just feels like a slog, like everything was put in to make it take as long as possible. Also we need to be able to pick up some more of the stations without a land claim block, like the drying rack, and advanced campfire if its not pickupable. I tried the food prep table, but it just destroyed when I tried to pick it up. Tried to hit it like a campfire.

     

    2: FAR FAR too much redundant unneeded clutter like the logs->log scraps->wood -> sticks thing, its really unnesscary to have 4 diff types (or more) of wood. Same for stone arrowheads, it just seems redundant.

     

    3: The zombies.. why the hell are they now super tanky bullet sponges? Even on nomad it takes forever to kill them, On nomad they take longer to kill than on survival or insane in the base game. The zombies having so much hp, is one of the main reasons I dislike the mod. This coupled with their stupidly high spawn rate in v4.2 which was the version I played.

     

    4: The repair kits for all diff types of weapons gotta go, its bad enough the zombies take for frigging ever to kill with headshots, but now you add in some overly convoluted repair system as well on top? I am sure its not a problem mid game, but early game, it just makes it far to much of a slog.

     

    5: The UI lag, I know this is more a base game issue but, I think the recipie list needs to be edited to remove alot of the redundant things. Examples: stone arrow heads, sticks, etc.

     

    6: The whole clean/dirty system is also just a pain in the arse. In a new game I spawned no where near any water, so I was pretty much screwed as I didn't have the mats being freshly started to make towels etc.

     

    Other than those issues I rather liked what I seen. I'll give it a shot again when 4.3 comes out, from what I seen the spawn rate is being toned down to a lower level.

     

     

     

     

    Hi!

    I just thought I would respond to this because I agree with a few points as far as my personal gaming preferences go, so I made a few xml edits to fit how I like to play.

    It is, of course, important to voice these concerns, but here are a few things that may help you move past them if the dev team disagrees with these design suggestions.

     

    1. I don't have a solution for this. This is something to get used to, it's how Ravenhearst is. Try and get in the mindset of different progression. It can be a struggle, but see my answer to 3 for a trickle-down solution that may help with resources.

     

    2. Again with how Ravenhearst is, it also opens up a ton of future crafting options. I love the logs for fuel purposes. It does take a little to get used to.

     

    3. Ok so this is a big point here, I personally HATE tanky zombies. It breaks immersion for me completely. So what I did was a minor xml edit to clean this up. In "items.xml" I did a search and replace for

     

    DamageBonus.head" value="

    with

    DamageBonus.head" value="1

     

    then

    DamageBonus.head" value="11

    with

    DamageBonus.head" value="2

    (so you don't have stuff at x117 head damage etc)

     

    This will basically add an additional x10 entity damage to head shots. It knocks the zombie difficulty down a ton and increases the pace considerably. I also play with my wife and her friend and they don't care for the insane zombie difficulty.

    This is a major difficulty drop, but in a way that, for me personally, increases the fun factor considerably.

     

    4: The adjustment to 3 makes this issue wash out for the most part. I personally like it, but if it really bothers you editing

    <property name="RepairTools" value="clubrepairKit"/>

     

    with like

     

    <property name="RepairTools" value="wood"/>

     

    can remove the kits for key starting items, etc.

     

    5: This one sucks. Quick workaround in the meantime is to use the favorites system. You'll just have to click favorites when you log on or are done crafting. Not a real fix, but may help for now.

     

    6: Yeah, this one is a struggle with no water source. I don't really have any suggestions there :]

     

    Hope this helps!

    It sounds like you might want to tweak your game a little. Try the head shot damage thing, it may do it for you. You may want to use half the value too.

     

    Good luck!

  3. Hi, I'm loving the mod but I have wrenched dozens of cars in v3.1.3 and haven't gotten a single car part yet. I have also not gotten any engines and I really need one so I can make some of the things like a wood chipper, cement mixer and minibike. I think a mistake was made and for some reason they are not showing up in loot or when wrenching cars. I am above level 45 and have 3 points in the mechanic skill at the moment.

     

    You need a crowbar to get car parts. However, I feel like the harvest rate is woefully low for the 150 part cost of item construction. Engines and whatnot still drop, but the rates are much lower than vanilla. I have gotten mine from loot, and only a few from cars.

  4. Hi!

    Fantastic mod! I need a bit of help though please!

    I'm working on a server and used the github file upload. I am able to join Starvation servers so the issue doesn't appear to be client side. Here is the startup report. Any suggestions?

     

    2017-10-23T14:57:28 63.286 INF Awake done

    2017-10-23T14:57:28 63.396 INF Atlas reset took 78 ms

    2017-10-23T14:57:28 63.396 INF Atlas load took 107 ms

    2017-10-23T14:57:28 63.557 INF NET: Starting server protocols

    2017-10-23T14:57:28 63.599 INF NET: Unity NW server started

    2017-10-23T14:57:28 63.599 INF [steamworks.NET] NET: Server started

    SDX: SDX ModEngine::StartModScripts

    CustomBehaviour - OnGameStarted

    STARVATION Plagues Enabled = True

    STARVATION Plagues Enabled = True

    2017-10-23T14:57:28 63.602 INF StartGame

    2017-10-23T14:57:28 63.841 INF Atlas reset took 64 ms

    2017-10-23T14:57:29 64.289 INF Atlas resized to fit more icons. Old 1561 icons, 4096x4096, now 2358 icons, 8192x4096

    2017-10-23T14:57:29 64.718 INF Adding 798 sprites to atlas took 989 ms

    2017-10-23T14:57:29 64.771 INF Persistent GamePrefs saved

    2017-10-23T14:57:29 64.868 INF StartAsServer

    2017-10-23T14:57:30 65.018 INF createWorld: Random Gen, test, GameModeSurvivalMP

    Exception: Block with name 'lootRad' not found!

    2017-10-23T14:58:33 128.358 INF [NET] PlayerConnected EntityID=-1, PlayerID='', OwnerID='', PlayerName=''

    2017-10-23T14:58:33 128.618 INF PlayerLogin: Dingo/Alpha 16.3

    2017-10-23T14:58:33 128.618 INF Client IP:

    2017-10-23T14:58:33 128.620 INF Kicking player (Server is still initializing): EntityID=-1, PlayerID='', OwnerID='', PlayerName='Dingo'

    2017-10-23T14:58:33 128.793 INF [NET] PlayerDisconnected EntityID=-1, PlayerID='', OwnerID='', PlayerName='Dingo'

    2017-10-23T14:58:33 128.794 INF Player disconnected: EntityID=-1, PlayerID='', OwnerID='', PlayerName='Dingo'

    NullReferenceException: Object reference not set to an instance of an object

    2017-10-23T14:58:34 129.117 INF Player disconnected: EntityID=-1, PlayerID='', OwnerID='', PlayerName='Dingo'

    NullReferenceException: Object reference not set to an instance of an object

     

     

     

    I have reinstalled, done fresh restarts and installs, all the basic stuff.

    Any suggestions?

     

    Thank you!!!

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