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wolffblood

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About wolffblood

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    Zombie Hunter
  1. Have to say, best story using this so far for me... My friend and I play on a dedicated server (for some reason "stable" A18.3 broke all that and the .bat won't even work any more, but besides that) and I have this mod. Of course it transfers to the server as well, and my friend plays 7DtD a lot, just doesn't have this mod himself. So, of course, in his games, everything wants to kill him. Well, on the server one time, a bear spawned right outside our base. With his graphics being low, you can't tell if it's a zombie bear or normal bear. But him not knowing of this mod (somehow he missed all the wolves even though hearing their howling, never saw one) starts unloading into this bear with a pistol all the while screaming that it's not dying and freaking out. Then starts freaking out even more that it's not attacking back. LOVED IT
  2. Hehe, follow the sound player made. I could see myself running up on a skyscraper with some 100 wolves cause they kept following me . I'm down with B & C. Would find it cool to track zombies (maybe a way to not track sleeping zombies though to keep some scare in it) and always see living on map. Maybe tracking sleeping zombies could be like say top lvl of said perk so those of us that wouldn't want to see them wouldn't have to? Would be cool if the zombie tracking could be based on sound, like when a sound is made and you are close enough, then it pops up for a little bit then goes away as it's quiet? Hmmm, I could see that being crazy hard to do with this framework though.
  3. yeah, you are primarily the only AI guy right? If I'm remembering correctly, I could be wrong. If so, glad to hear you have someone helping now? Maybe? Big thing I would like is the wolf pet following you around to also be inventory that was mentioned some time ago
  4. I host a server for my friends as well, I've noticed the same. CPU runs high if I'm not in game, but once I jump in, it drops to nothing. It's been a little better with the A18 update at least.
  5. BTW, can you make these things know to not run into spikes... a wolf literally is just walking into them and destroyed about 100 of my spikes I had set up for zombies... screwed me over bad... they actually are targeting the spikes... update:: so i got around it by building a wall around my spikes. at least they don't target walls, lol.
  6. That's what I was thinking... so maybe it can be a perk, make it basically placed down like a bike or some such, then guard a certain area. could it basically just stay in a spot, if something comes within a 10 block range, it goes to attack, then after it is done, go back to where it was placed? have a bear that basically like a guardian for defense, wolf to do damage in said area as bear tanks the zombies (zombies go after bear as a higher priority), etc. I think that'd be an awesome "side pack" to go with this, hehe. Guard Pets for now. then expand as stuff changes. as for the husky, I figured it was a wolf, they just called the mod that so I kept saying that for an easy find if went searching for it again . the wolf is better, personally, hehe. Btw, if I somehow get you the changes I did for wolves only as friends, could you help me with it... it keeps saying it can't find "extends animalWolf", so I'm a bit confused, lol. It looks correct though, and I made sure to not comment out anything that pertained to that, or at least I thought I did... Also, since you have dug into this a lot more over the months than I've been able to , what does this mean "InvalidOperationException: Cannot call Invoke or BeginInvoke on a control until the window handle is created"... it randomly popped up on my startDedicatedServer.bat... frustrating
  7. I've been curious since I saw a mod to summon a husky. Is it possible to have pets now? Maybe bear (go strength or fortitude, tanky), wolf (maybe for perception, avg stats), mountain lion (say agility cause stealthy, more atk, lower hp). Have it like a perk, so start weak at rank 1, stronger at rank 5, maybe add bleed or stuff as well. Of course make it like a craft-able idea (quality 1-5). I think it would be cool if you could have gear for it as well that could be crafted or found. I'd figure by making it work like mods would be best way for it to work. [*]Maybe have it also be an inventory? If the pet dies, drop it's inventory in a bag for you to pick up, but you'd have to "craft" another. [*]Only can use 1 at a time. So even though you can craft each kind, based on what you want to use at the time, once you use one, you can't use another till the other dies. This would be so you can't have tons to become op or to have more or less massive inventory [*]Probably have it only attack something if you get hit, if you hit something, or if it gets hit, then it goes into an "attack" mode then just back to your side in a "passive" mode This would just be the simplist way to do it. I would like more in-depth, but even this would be crazy and cool to have.
  8. Hmmm, that's interesting. Seems odd that if you are trying to make it "stag" that it seems to mean "anything", lol. I would assume that it's a bug on their end, especially if they are still having issues with zombies fighting back if attacked by wildlife. Currently working on this to only have wolves and dire wolves friendly, everything else still hostile. More of wolves/humans vs everything (basically the same idea when wolves were first animal to be partners with humans to survive). Also, I found a mod that allows you to summon huskies as well, so got me thinking on if it's possible to make it as a perk, and essentially turn that into being a pet. This way you can summon your own wolf to follow and fight with you, or maybe just be able to summon it like any other item that's static (campfire, forge, etc) and have it guard say a 10x10 block area where placed. Possibly both? One schematic for "war" wolf and one for "guard" wolf? I have a lot more that I want to do with it, but that alone would be cool and a starting point for full-blown pets. Sadly I now have less time than I did at the beginning of the year, so less free time and rather play than research this atm
  9. I've been curious since I saw a mod to summon a husky. Is it possible to have pets now? Maybe bear (go strength or fortitude, tanky), wolf (maybe for perception, avg stats), mountain lion (say agility cause stealthy, more atk, lower hp). Have it like a perk, so start weak at rank 1, stronger at rank 5, maybe add bleed or stuff as well. Of course make it like a craft-able idea (quality 1-5). I think it would be cool if you could have gear for it as well that could be crafted or found. I'd figure by making it work like mods would be best way for it to work. [*]Maybe have it also be an inventory? If the pet dies, drop it's inventory in a bag for you to pick up, but you'd have to "craft" another. [*]Only can use 1 at a time. So even though you can craft each kind, based on what you want to use at the time, once you use one, you can't use another till the other dies. This would be so you can't have tons to become op or to have more or less massive inventory [*]Probably have it only attack something if you get hit, if you hit something, or if it gets hit, then it goes into an "attack" mode then just back to your side in a "passive" mode I've been looking at the stuff to make an xpath for it, but I only have like a couple hours a week, if that, free, so I'd rather use it to actually play 7DtD . But if this idea is possible, I may slowly make time to do it. But before I start, would rather know if it's possible or not to waste time on it atm from people that actually do this as a regular thing.
  10. I think the EXP 152 that was release a couple days ago fixed the issue of zombies not attacking back, at least that's what their patch note says.
  11. I guess my friend would be an extreme case cause he actually builds full blown towns. Because of this, he never feels like it will ever end (one map he had was past some 100 days and he wasn't even halfway done with the town he wanted and that's all he did). It was pretty cool. Thing is I feel like i need to build for sake of xp since game lvl seems to be increasing faster than my lvl and being able to have the perks to keep up with the zombies increasing in strength . I may just go only into spears to max out the benefits on it to be able to kill better since bows is kind of meh now (need sooooo many arrows) and I'm having issues with other forms of melee, heh. Just have to see, but it's not very cool when the killer won't be able to kill as easy as the builder, lol.
  12. what're people's thoughts on the new xp changes? I can see them being good for solo players (since you have to do everything), but my friend and I are seeing major differences now with a18. I enjoy hunting/looter and my friend builder/gatherer. I agree that my "profession" had way too much xp gains prior a18, but now, he is easily out-leveling me. It doesn't take long to chop some trees, make wooden frames, and upgrade those to make rooms, like 10mins for about 100 at his rate with a stone axe. That xp rate is crazy high, can only imagine later. But for me to loot a house now, there are either minimal zombies or so many you can't really kill them safely (due to my earlier issue on melee and the fact it takes so many arrows to kill anything now). With the half xp for zombies and the 2-3x longer it takes to kill them, the rate is so slowed. I feel like I'm going to be forced to spam building frames and upgrading those just to keep up with perks to stay viable. Granted, we just have played a few hours, maybe it changes a bit later on? But whereas I used to be able to get 2-3 lvls a day from killing zombies and him about 1-2 lvls a day from building, he is now more 2 lvls/day compared to me struggling to even get 1 lvl/day now. Anyone else seeming to have this issue? Maybe it's just me, but even my friend noticed that and he even said he's never been even 1 lvl ahead of me, let alone almost double my lvl when he doesn't kill anything ever.
  13. I know for me melee has been a bit interesting. I'm sticking with spears because they have range. I haven't got that far in yet, but I've also tried the club, stun batons, and iron reinforced club. I'm hosting a server for my friend and I to play on. I've noticed that other than the spear, the other weapons have shorter range than zombie melee, which to me makes no sense. Many times I could have a zombie in my face, swing, the crosshair on the zombie the whole time, and it doesn't hit, not even a glancing hit. Even sneaking up on sleeper zombies, I can get within like a foot of a zombie, swing while they are sleeping, and not hit either. Only thing I don't have issues with is the spear. I probably won't even try to use any other melee because of this. I have not tried to play a solo game yet, so it may be because of the server, but I never had this issue prior a18.
  14. I can understand why most things got changed to repair kits since the kits are now forged iron (normal staple) when it didn't need that before. So it's a subtle change of needing the same stuff as before, other than the duct tape being odd, while making kits easier to make for the old items that needed it but was a pain to make. Really I think they should add another way to craft glue that doesn't require bones, maybe one that includes animal fat and cloth? Should be easy enough to add it in yourself or have someone do it for you, or increase the amount of bones dropping in the XMLs, or reduce the amount of bones needed to craft glue. **I understand the answer to anything should not be "change the XMLs", but sadly there's only so much that can be done. This can just be an easy way to change something like this to make your game experience less stressful on you ** As for the other things, I'm loving this patch even with the rough patches. Though yeah, a few cons. The xp gains for the "classes" are way broken (based on the classes that the devs are trying to pick in general, the hunter/looter, builder/gatherer, miner). It's not really even viable nor rewarding to go looting through buildings. The lack of xp, the increase of needing more to kill zombies (seems to me it's easier to be infected, bleed, and get stunned now). This may seem to stem from the fact that all melee I've used so far (other than spear) actually has shorter range than zombies even though I should have more reach (arm length + weapon length vs zombie arm length). I don't know how many times I've swung, didn't hit even though the crosshair was on the zombie the whole time, then I'm getting hit and many times get stunned, bleed, and infection all at once, is a bit frustrating. There's just no reward for the massive increase of risk. I used to love being the hunter/looter while my friend only wants to worry about building/gathering, but now I don't want to do it, lol. Not to mention he's almost double my lvl (and i'm some over 10x zombie kills than him and 95% were outside the shared range) because building xp is ungodly now compared to how much longer it takes to kill zombies and the half xp kills now give. It's like they went to the opposite extreme. **I'll probably dig into the XMLs myself to up the xp from kills slightly to line up with building/crafting**
  15. okay, so if the end can be reached without jumping, it is reachable. But if it can only be reached by jumping a gap at some point, it is considered unreachable. Works for me. So far I can only think of jumping gaps being able to cause these issues. Is there any other kind that would fall into this category?
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