Jump to content

starscream

Members
  • Posts

    52
  • Joined

Everything posted by starscream

  1. of what, my strategy to fight demolishers? can't put that into a picture. the most important thing about demolishers is that their button is on their top right side. tickle once to turn their ticker on, tickle twice to turn it off. it can also be set off by explosions near by. you have to set up your base accordingly. any attack on the demolisher from their left, top, bottom or rear will not trigger them. so place your turrets in pillboxes a distance away from your base and have them shoot away from it. so any explosion will be far from your base. or place the turrets in such a way that they shoot zombies on any of the sides mentioned above. i usually have a combo setup with turret pillboxes that shoot away and some turrets aimed at their back to soften them up, they'll have to pass through a trickle feeder, wave splitter, and/or any other traps i have placed, until they reach my personal defense area where i attack melee/gun on their left side supported by junk turrets. i get very few demolisher explosions that i don't set off on purpose. rarely they do go off, for me that usually happens during lag spikes and i'm spraying bullets (my potato can't handle 64 max alive with multiple electric posts blasting away and sometimes frames drop to 15-20). but the base can herd zombies into multiple locations. if one becomes compromised, i close it off and direct zombies down another path. but so far haven't had the need as any location can survive 2 demo explosions. i think this latest alpha (i skipped the last few) has become a better tower defense game as advertised, then previous alphas that i've played. i have to plan out routes, use mechanical walls activated by switches, etc. great fun for people like me who like making meticulous plans and seeing them played out (or blasted to ribbons). for example, never before did i have a base where a motion sensor camera on a timer periodically opens and closes corridors to split a zombie wave down separate paths. it took a while and many ruined bases to get here.
  2. when faced with a problem, come up with a solution. i have no problem with demolishers, using turrets, traps, melee or guns. once my base proper is built that is. they can still wreck me if i tickle them on my starter horde base. which is fair.
  3. This modlet removes all custom waypoints from the compass, they appear only on the map. All the other waypoints; mission waypoints, quick waypoint, land claim, vehicles, turrets etc. remain on the compass. https://github.com/Androthi/7D2D-Modlets
  4. perfect. it worked. cleaned up all of the selectable waypoints from my compass except the ones i care about. now i gotta figure out how to put this into a modlet so it won't be overwritten next time the game updates.
  5. is there a way to mod so that one of the waypoint markers (preferable the 'X') doesn't show up on the compass and only display on the map? i'm ok with all of the selectable waypoints not showing up on the compass. only care about quick waypoint showing up.
  6. for one thing, i think all the POIs (especially the tVs) need to be edited so that the main loot isn't on the roof or through bashing in one garage door.
  7. i can sympathize with the OP. i do get annoyed finding that last one or two zombies i missed in the tier Vs. but once you learn the structure after doing it several times, you'll know where to search. doesn't make it any less annoying though. i can finish a tV in less than one day (typically play on 90min) but the payoff is not worth it. i can do 3-4 tVs in a day if i just go to the loot and sell it to the trader. make loads of cash. and if you count all the cash and XP you make from selling all the high level loot of 3-4 tVs, it's a lot more than finishing one tV and getting the measly reward.
  8. looks fantastic. just what i wanted. large + med city close together in wasteland, with a couple more towns that share wasteland. the map as a whole lacks a couple desired POIs, but i can plop those in using world ed.
  9. you can find cars on the roads between cities. you actually need them to get some components you wouldn't otherwise be able to get, probably the only way to get springs, mechanical and electric components, batteries and engines, acid. these will be a very limited and very valuable resource. allowing trading would be a less hardcore version of this challenge. permissible for the challenge would be modding the game to make some of the items you can only loot from cars/shopping carts craftable at level 5 engineering, level 5 grease monkey and level 4 physician.
  10. it's single player. where do i find a log file?
  11. game caps at level 300, but that gives you enough points to buy just about everything if not everything. if you want to get there quicker, just up the XP rate. any build works in solo play. how you specifically build depends on your game settings and what you find vs. what you need.
  12. as you can see from my picture, i've already taken the mods out to take the screenshot. putting the mods back in only increases the damage as mods do. i've also switched between explosive arrows and iron arrows without having any effect on the base damage. the thing is, i don't remember if the damage was so high when i first found it or if it glitched into high damage afterwards and i didn't notice. the only reason i noticed is because i was looking for a replacement and i couldn't find anything with higher damage than that primitive bow. lol. i wonder if it was some interaction with the candy that increases ranged damage...
  13. wilderness survival. you spawn in. head into the wilderness. never visit a town or POI. it means every schematic you get has to be from perks. this is a long-play game. you may have to turn max zombies alive down to 32 or 16. but we all know you'll go with 64 right from the start
  14. looking for an a19.4 8k map that has a large wasteland with a big city inside.
  15. there is no disconnect between horror survival and dungeon crawl. the first horror survival game i played was dungeon master. it was a dungeon crawl puzzle game and terrifying with vanishing light, requiring food and water, monsters walking around making shuffling noises, sneaking up on you, trap doors dropping you into a mass of terror. i was able to revisit some of that horror with recent alphas, when the floor gave way and i fell into a room of mass terror. eventually, the horror aspect disappears. it happens in all games, once you get used to the mechanics. but the first time that mummy snuck up behind me and went "whaa!" is still a precious memory from dungeon master. and i have several more of those memories from 7d2d.
  16. books/schematics yes, i haven't invested any perk points in bow. and only this primitive bow is that high. i get values under 50 for every other modern bow/crossbow i find.
  17. i restart when i die, when i get bored or when i achieve a personal goal or challenge. just about done with this alpha. i might try the darkness falls mod, though after watching a couple vids on it, i'm not too excited about some of the decisions made there. maybe it's time to wait for a20.
  18. there is debug mode. you can teleport to any coordinate. there is also fast travel in some servers. i know skippy's server gave you a few teleports some years ago. maybe still does if he is still running a server.
  19. i usually play with 25% loot, no loot respawn and no air drops. so anything that i need and the trader has, i'll buy it if i can afford it.
  20. This was legit vanilla loot item. I haven't found anything else, including compound crossbow tier 6 that is even remotely close in base damage. Is it a bug?
  21. settings are gold in a sandbox game like this. especially for veteran players where always running nightmare zombies have become easy mode. we need new challenges and don't necessarily want to use 3rd party mods.
×
×
  • Create New...