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Skippy5

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Posts posted by Skippy5

  1. 27 minutes ago, faatal said:

    Nice. I tested and tweaked mostly with it deployed. Using them hand held is not something I would do, since it stops me from using another weapon. I see the sledge as a crowd control device and want the damage low, but who knows where the design will end up at.

    Crowd control is exactly how I use the junk sledge. I thought it was worthless until I figure out it knocks them quite a distance. My horde base has a walkway that leads to the entrance of my main base - with another protected walkway running parallel to it where I fight from. I put the junk sledge beside the walkway and it punches several of them off the walkway while I club/shoot the others. Using this technique on day 35 only 4-5 Z's made it down the walkway 15 blocks total to the entrance (where they were dispatched by shotgun turrets). I love the sledge addition to the game - it is fun once you figure out how to use it.

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  2. I have only created and restarted twice since B163 dropped, so maybe just bad luck, but I have made three observations since that have detracted or I feel need tweaked from the previous build... 

     

    Spawn Location - Previous build I played 2-3 maps and I woke/started about 500 or so meters from the trader. Both my spawns in the newly create B163 maps were a long ways from the trader (1.6 km and 2.4km). 

     

    Quests - Both newly created maps seems to be giving quests a lot farther away than it did in the previous build. There was a nice mix of close and distanced quests in the previous build - this time it seems like most are far away 1km+. That is okay for T3+ quests, but T1 and T2 should be fairly close - especially with the next discussed change. 

     

    Animals - I assume the spawn rate will be adjusted based off other comments I read, but the mix needs adjusted too. The loot has been changed so we do not get quality weapons for a while. My Day 1 experience had me dodging a bear and wolf while running to the trader (I killed two deer and a two chickens on the way). While in the trader the traders building was attacked by 2 dire wolfs and a regular wolf (in the time I looted the containers, talked to the trader, got a quest, and looked at his inventory). Then while trying to build my starter base I was attacked by another dire wolf (ran to the trader and killed it from the wall) and then a bear spawned beside me while building (lucky it went the other way).  I don't like to cheese the game, but running to the trader is the only way I made it through without dying (and I only play hardcore, so death means restart). The resources just don't exist anymore to enable us to even stand a chance to deal with this many/types of spawns on day 1. Day 2 I spent building my base and looting some nearby houses for basic suppliers (cooking pot/grill). I only encountered one dire wolf, one regular wolf, and one deer during this time. On the flip side, the previous version - I was trying to find a bear to make a cigar from day 20-40 and couldn't find one - just think there needs a a bit of tweaking here. 

     

    Overall I am really enjoying this alpha - thanks for the update! 

  3. Well I know some mods disable all vehicles aside from bicycle on horde night. Although with A19 and the ability for vehicles to break down more readily it might be much more of a challenge

     

    Honestly my thought with crops is there needs to be some sort of way to prevent infinite food generation. Whether its thru animals that attack the crops, zombies, diseased soil etc. It takes a trivial amount of time to set up a farm and then its infinite food

     

    To me - I honestly think both food and infection are cool / more flavor mechanics than anything. Both are trivial after the very beginning of the game. I like it this way as hell they are not the focus in my games, I like to quest/build/explore/etc not spend all my time trying to eat.

     

    Food - Making farming harder just makes that piece of the game no fun or turns it into more of a farming simulator than survival. In solo I have looted/bought more than enough food to survive, which admittedly is a bit tougher in multiplayer games. This make farming more of a flavor/fun in my games than a necessity, so why make it tough, as it removes fun. If it was to get tougher somehow - I would rather see the tougher obtained/grown food buff the character, not be needed for survival.

     

    Infection - Getting infected day 1, can make for some interesting gameplay. I have done nothing but search and only found enough honey to keep me alive and finally cured on day 3. It is intense gaming if you can’t find honey/antibiotics (I play dead is restart). However, by day 7, I typically have enough cures to make the mechanic a moot point. I would like to see this scale somehow with game level to keep it a mechanic that is useful - but as with food look at this as more of flavor.

     

    - - - Updated - - -

     

    I’d like my wife to bring home another woman but you cant always get what you want.

    Haha - I was just saying I liked the suggestions he made.

  4. yes - thx for the info

     

    some pretty nice prefabs there on Nexus (not took notice of that - strange!?)

     

    I will check out all of them and maybe add them to the next CP-update

     

    thx

     

    edit:

    oh - i remember y I dont have these prefabs

    because they are just downloadable on Nexus and that belongs to a contract and spending money (that I dont have)

     

    If I get the files from somewhere else for free would be be fine

    Than I can check them and maybe add them to the CP

     

    Most of the prefabs on Nexus i already have in the CP - Just a few Ones I dont know yet.

    Iam very interested in all the swolk-prefabs - they look amazing and have funny and smart themings.

     

    Iam maybe also interested in

    -SevenSaryns Cyberdyne

    -Nuka Factory

    -NAGG

     

    cheers

     

     

    oh btw:

    @Skippy5 and bigstep70

    I have met the prefab u are talked about

    yes - there must a few things be changed in this prefab (change 80% of the workstations to Lootstations - decrease Loot a bit - change SnowTrees to more universal Ones - trimm out 40% of the flora - allow TopSoilDecoration - place down some new A18 decoblocks)

     

    Awesome thanks! I will readd it, love the look and feel of the place.

  5. The only place you need to remove it from is the rwgmixer.xml it can stay in the prefabs and cause no issues however the other way around you will get errors

     

    Thanks - found it! I think the game updated and overwrote it after I created the map, so I was all confused until I pulled the xml from the combo pack again :-)

     

    Great job everyone on the pack and the POI’s...

  6. to 1:

    this should not happen - maybe u had a very bad seed or something went wrong during rwg-generation

     

    to 2:

    I need the name or a discribtion of the prefab or even better picture pls

     

    Makes sense sometimes rwg gives some unexpected results - thanks...

     

    2) I will get you a picture when I get home... it is an amazing house with a two car garage and picket fence. The house has flowers all around the boarder, snow biome trees, and a garden in the back with with yucca, corns, potato, etc

     

    The garage has a work bench and two table saws (all working), just outside the back of the garage, is a basement entrance. There are two working cement mixers, two firges, stacks of cobblestone, cement, and rocks. There is also a metal door - break it and go down - you find a working chem station and a secret vault door - through that is daft traps, Motion sensor, dates, etc

     

     

    Real nice setup and love the detail and effort - I would honestly love to have this setup in my end game for living... however, I just want to remove it from my mix as it makes the game too easy for my style... I guess I could just ignore it, but would prefer to remove from my config...

  7. Silly question - I am new to playing anything outside vanilla. I added the combo pack and it is great - however a couple things I noticed and wondering if I can change.

     

    1) I have a street with about 8-10 7 End stores in a row. Can you change the number that will spawn in each location?

     

    2) some POI’s are really imbalanced- anyone know how/which can be removed that are too imbalances? One was very amazingly built and beautiful - but it had all the needed tables, saw, mixers, etc plus enough concrete/rocks to get you through - just a bit to good if you want a challenge.

  8. Did the chance of finding a wrench drop in this latest update? 3 of us have been playing for 23 days and have yet to find one. This mod is tough, but without a wrench it’s making life really hard. Springs and mechanical parts are in high demand.

     

    I have been playing quite a bit - day 8 only found two wrenches... i noticed I was only level 4 so I turned up XP and loot just now.

     

    I have no idea how to find fossils though - are they underground anywhere? I don’t have a big rock outcropping near my base.

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