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Akrux

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Posts posted by Akrux

  1. 18 hours ago, SnowBee said:

     

    Cement is made in the forge. I assume that is not the problem?

    The forge requires you to smelt the stone/small stones first. Once there is enough stone in the forge, then you can create cement. A bellows and anvil are not required.

    This should be very similar to how the vanilla game does it. I have tested it now, so it should be working on version 3.1.3.

    My brain fart. I have spent too much time playing mods that forged from inventory and forgot about the old way of smelting into the forge first.

    Thanks for the answer.

  2. I can't make cement. The ingredient for cement calls for "stone" but I can only gather "small stone". There is an item in the game called stone but the ingredient list for that includes cement. I think that "stone" might be a stone block.

  3. I tried WotW for the first time about a month ago. The first game I played was at warrior level but I found that very easy so I started over at insane level. Unfortunately even insane was still too easy. Despite this I enjoyed the mod and many of the features were new and interesting.

     

    PROS

    - The different heights for the zombies and the new zombie profiles were great

    - The class machines were good

    - The new quests were interesting but got a little bit overwhelming over time

    - Adding tungsten as a material helped to expand the game from vanilla

    - Fast crafting at the ammo forge and other tables was an improvement over vanilla

    - Duplicate skill books being recycled as random skill books was good. Maybe 5 class fragments could make 1 skill point.

    - Portland cement using up the surplus stone was good.

     

    CONS

    - As mentioned above the game was too easy at insane (more about that below)

    - Having an accessible but still invulnerable trader building made the first days less fearful

    - Farming was unneeded as grilled red meat and boiled water were very abundant

    - Having abundant skill points and level requirements defeats the role playing aspect

    - Good gear was accessible far too quickly.

    - No real reason to explore the map as everything you need can be found within 1 km of your start.

    - Having to wait at the crafting table for a "crafting" quest is boring.

    - Never did find a quest trader or a book trader.

    - Never saw a tool and die set but ti was never a problem.

     

    WHY SO EASY?

           While playing at insane I got the schematic for fantasy chest on Day 1 (90minute days) solving any storage problems forever. Then on day 2 I found a HD ergonomic grip. Combine that with the tier 5 tungsten club that I bought from the soldier machine for 12k on day 4 and I was a clubbing monster. On day 5 or so I found a bonus materials mod and a bonus experience mod that I put on my iron pick axe. When I found a small above ground pyramid shaped deposit I would pop a rock buster and get to work. I had so many materials including tungsten that I never bothered to visit other zones and did very little underground mining. The crates on the posts in the wilderness netted me some very good loot. I basically never crafted any equipable gear as the loot and quest reward gear was better than I could craft. Eventually doing some level 5 buried supplies quests netted me high tier tungsten armor pieces. By day 25 or so I was getting all 5 quest rewards instead of just 2 rewards.

     

          The % experience cards worked on the fixed experience cards. Thus I saved up the fixed experience cards and then popped a +30% card  and quickly gained about 5 levels from all the other cards. The slimy green boulders were each worth about 3k experience so it was better to farm them then killing zombies.

     

           By day 35 (90 minute days) I had reached level cap 500 and still had over 150+ skill points unspent. The day 35 horde came to my Portland concrete base that had 100 tungsten spikes, 100 steel spikes, 50 HD blade traps, 18 turrets and all steel clad base supports. There was electric zombies in the horde but nothing exploding or otherwise doing serious damage. The horde died to my sniper rifle by the hundreds. Since I was at level cap already all I got was some rifle skill and a couple of hundred loot bags. My loot stage was 798. I had over 300k dukes saved up by then, a 4x4 truck and a tricked out motorcycle. I stopped at that point as I really didn't see anything left to accomplish.

     

    HOW TO IMPROVE

           One basic change that this mod and others could use is the silent zombie. A percentage of zombies can approach your avatar silently. Higher difficulty level the higher the percentage. Insane having about 25% silent seems about right. Yes you will see some of the silent zombies coming at you head on. However this change still adds excitement as you never know for sure what is coming for you unless you check your six.

     

          Specifically for this mod I believe the dev needs to revamp the level gating for skills. The replay value is low if there is no shortage of skill points. If you want to be good at say swinging a club then you need to give up some other skill sets. This could be achieved by making some of the higher skills cost more than one point. So basic skill is cheap but specializing to high levels of a skill is expensive. Thus you need to decide on your role and spend accordingly. I would prefer a system where I need to save up 4 skill points for a higher skill improvement instead of wait for level 200 and spend 1 point. Also the skill cards that reward 3 or 4 points need to be removed.

     

          A big problem in this mod is that the good stuff can drop far too early, as happened to me. The crates on the posts in the wilderness need a serious nerf of quality of gear and quantity of ammo. If you want players to invest in crafting skills then you need to restrict the best gear to crafted with extensive craftable components. I think I got a trader advancement reward of 500 tungsten shapes which is a huge amount of very expensive material.

     

          I know many players enjoy farming but I don't bother with farming if it is a chore. One way to do this is to remove the replanting of the crop. When you harvest you might only get 2 corn but the corn is reverted back to "growing" and you don't need to craft a seed and replant it. The cost of creating a forever corn seed can be 5 corn or more. Thus establishing a farm can be expensive in the short run but rewarding in the long run.

     

          This mod needs an endgame. A nasty place(s) with lots of mobs with over 2k hit points as you find in other mods. To win there you should need some serious firepower, skills, gear and ammo.

     

    OVERALL

          This is a great mod with some significant improvements from vanilla. Grats to the dev. Donation sent to a fellow Canadian.

     

  4. I can't make ink. I have the ingredients. I have the skill. It says to use chemistry station. I tried every workstation and nothing will craft ink. I don't have the advanced chemistry workstation yet. If that is required then I wont be able to craft any ink for quite a while. Any suggestions?

     

    Good mod BTW. Hard which is okay and still some Russian descriptions but it has not been a problem.

  5. On 9/27/2022 at 5:34 PM, SnowBee said:

     

    I can't say what the problem is for sure, I would suggest you try asking on the Apocalypse Now discord. However, I do know you must use Alpha 20.6 with the most recent version of AN 3.0.6.

     

    You nailed it SnowBee thanks. After upgrading to 20.6 the game runs perfectly.

  6. I am trying to play this mod for the first time and I am getting an error message.

     

    I have a freshly downloaded from Steam clean install of 7DtD 20.5 on my C drive with no mods folder.

    I manually downloaded the mod from nexus mods and extracted it.

    I pasted the extracted mod inside the 7DtD folder.

    No EAC is involved.

    Upon starting the game I get the error message attached.

    I skipped the starting error message and got into the game and it seemed to play fine for about 20 minutes but then I got non stop red error messages.

     

    I also tried going through the mod launcher version 2.1.37.17818 and got exactly the same error message.

    There is a version 3 of mod launcher that I tried but it doesn't seem to be complete at least not for Apocalypse Now.

    Screenshot 2022-09-27 115819.png

  7. 23 hours ago, theoilver said:

    Where do I install this folder, please?

    Libs/A20

     

    I tried to move all the mods from the Winchester folder to my manually created Mods folder. Now I am getting error messages and the game wouldn't start. I am using Alpha 20.5

     

    I had the same problem. Copied 20.5 B2 stable to a new folder. Dropped in the Winchester mods file from the download. When I tried to start the game I got a red error message 'MissingFieldException: Field 'XUiC_GamePrefSelector'. Without the mods folder the game worked fine.

  8. 11 hours ago, Subquake said:

    That depends, some will be not easy to deal with early game, others will be mini-boss level, then some as world boss level and others just regular trash mobs. One of the goals I will be hunting for is POIs, that will be off limits for early game, infested by mutants out of your early game power level and so on.

     

    With every custom creature I will try my best to add in custom resources that you will be able to harvest from them, that will be used in crafting mods, equipment, weapons etc, promoting reasons to hunt specific types of mobs or avoid them (certain creatures will have special attacks and debuffs).

     

    I've said it many times before, I'll say it once more - I've barely started with Undead Legacy, main goal was to flesh out the core systems before getting into the phase of adding more creatures.

    Love the idea that tougher mobs are coming. Right now with a good gun, mods, skills and ammo the toughest mobs are pretty easy. Horde night is also too easy if you have a decent base and a decent gun etc. When the tougher mobs arrive in game I hope that you will also improve static base defences a bit, Maybe iron or steel log spikes instead of the next to useless and ugly 4 forged iron bar trap thingy (I forgot the name).

  9. On 3/30/2022 at 3:32 AM, Mc Draken said:

    Hi Subquake, UndeadLegacy is awesome as hell and back.

     

    Altough the skill system from the current basegame is abysmal.

    I would like to show you my toughts on this, trough the following link:

     

    My previous work on the topic

     

    i would gladly help with working out an appealing skill-system.

     

    We see many similarities, and have mutual toughts on how this game should be looking. Wish you the best, and keep up the amazing work!

     

    My other topics:

    Previous Contents

     

    I did read the previous work and you have some great ideas.

     

    Myself I think of 7DtD as really two games in one: Combat and Crafting, Why not have two skill point pools and two skill trees? If you kill zombies you get combat skills points as a reward to be be spent for only combat skills. Likewise anything else that you do like crafting, mining, farming, looting, construction etc give you points to spend in the Crafting skill tree.

     

    Overlay this with a "use it to improve it system" like swing a sword to eventually do a little more damage with swords, Similarly if a player forges a lot of stuff they eventually get better forge yields or faster forging.

     

    A player that spends all their time killing zombies will not be able to craft a better sword but he/she can kill tougher than average zombies in order to hopefully find or buy an okay sword. A player who has spent a lot of time crafting should have better crafted armor,  weapons, mods and ammo and thus have a decent fight against tougher zombies. The best gear in the game has to be crafted not looted or store bought. In a multiplayer setting players could specialize more than in a solo game.

  10. 3 hours ago, SupremeButthurt said:

    Hi guys, was wandering if there is a known issue where certain items (stone axe/pickaxe, starting knife and starting pistol haven't tested more than these yet) when holding them they appear as cloth/leather or they don't appear at all? sorry if I haven't given much info, I'm new to 7dtd mods so not sure where to start.

    I had the same problem. It seems that Modlauncher is goofing up again (no surprise). It was trying to download and install the 2 GB Undead Legacy file in about 6 seconds.

    Use the link that Subquake listed above to do a manual clean install. If you want to continue from a saved game you will need to move your save file (indexed by region name) from C:\7dtd\A20\saves to C:\users \username\Appdata\Roaming\7DaysToDie\Saves.

     

    If you have just started a new game I would recommend for you to start a new game from scratch as who knows what else might be messed up with your install from ModLauncher.

  11. 7DtD version A20 experimental with DF V4-Dev-B30 player level 177. I finally got the tenth purple paper to open the last tech tree. I bought all 5 levels of technology crafting and used nanites to make 5 Physical Conditioning shots and 5 Gotta Go Fast shots. I used all of the shots but  when I looked at my skills they were messed up as seen in the screenshots below.

     

    I am not sure if I messed up or the game is messed up.  I meet all the level requirements so that is not the problem. My max health is now 400 so that part worked. Gotta Go Fast is locked and is under Technological Boosts. Holding the mouse over it says you can't have any tech boosts when I think it should say that you cant have any bio boosts. I never crafted or used any bio boost shots.

    Any suggestions?

     

    A20.0_2022-01-24_17-11-45.thumb.jpg.62cea0ed0c69f817da98ef018468b2b1.jpg

     

     

    A20.0_2022-01-24_17-13-01.thumb.jpg.5612c4541dcdcbd4dac2bbe16e7fef93.jpg

     

     

    My second problem is that I have never seen a single energy cell in 177 levels.  Not as loot or for sale by a vendor. I have the uranium and the plutonium but can't build a fusion forge as that requires energy cells. To make energy cells you need enriched uranium but you need a fusion forge for that. Catch 22. I was able to buy a laser workbench and single laser multi-tool from a trader. The laser multi-tool only scraps to iron not energy cells. I am playing solo on a custom map not a pre gen map. I have yet to find the trader that sends you to the underground bunker if that even exists on my custom map.

     

    Any suggestions as how to get some energy cells?

  12. On 1/10/2022 at 9:03 PM, KhaineGB said:

     

    I'm gonna be blunt. It is literally IMPOSSIBLE to get a huge wandering horde unless you have some kind of mod running that multiplies the numbers. The absolute max number of zombies I set for it is 40, whcih starts around GS 80 and does not have any behemoths in it.

    And those numbers were tested and reported as fine.

     

     

    Yes it most definitely was a behemoth and I certainly had no other mods running. One possibility is that the Mithixdino glasses I found early might have been messing up the loot stage. They added 45 to the loot stage and I wore them constantly for days until I found some +10% experience goggles. Now I only wear the Nithixdino for looting or turning in a quest. The other change I made was I downloaded your Wandering Horde Frequency mod, unzipped it  and installed it in the mod file. I am not sure which change made the difference but the end result is that the wandering hordes are back to normal. Assuming around 30 mobs with a few nasties mixed in at day 24 is normal.

     

    Great mod by the way and the mutant spiders were a surprise.

     

    Posted the above and then had 3 zombie titans (5k HP) spawn in the next wandering horde. The horde looked to be about 30ish in number. There were more regular mobs coming on the right not included in the picture. Not complaining just not sure how to deal with zombie titans with my gear and skills.

     

    A20.0_2022-01-12_17-54-57.jpg

  13. Just had another enormous wandering horde spawn and come at me and I was not in a POI. I have defeated a couple of these hordes and gotten some good loot from red loot bags. However this one was impossible to beat with my gear and skills on Day 17. Behemoths don't die easily when you don't have the mod to stop their regen.

     

    Does your modlet "Wandering horde frequency" work with vanilla DF? Will I need to start a new game or can I use my current game save and continue with the added mod working?
     

  14. I am also experiencing the massive horde spawning problem. I am playing A20 b238 with V4-Dev-B30 version of DF downloaded from the link you provided a few days ago. I am in the starting town at early afternoon on Day 8 and this huge horde spawns. I think it was at or close to the 75 zombie spawn limit that I had on first page of the general settings. I am playing survivalist difficulty and was doing only melee damage inside a building. Zombies starting making a lot of sound and coming down the hallway. I ran outside and there was just a wall of them surrounding me. Death followed before I could get a count but it was a lot more zombies than I have ever seen in one place before.

     

    Unlike vanilla there is no choices in my settings for wandering horde frequency or size.

     

    Suggestions?

  15. I installed the latest stable version using the mod launcher. The game plays without errors. However I have run into 4 weird items.

     

    1) the open land in the forest zone (the only zone I have been to) is covered with goldenrod and chrysanthemum plants with some aloe and potato mixed in. There is roughly 20 times as much of this as usual.

     

    2) there are occasionally wooden totem pole like structures in the forest surrounded by wooden log spikes. Atop these are crates of ammo or food that have a ton of stuff inside.

     

    3) I killed a giant santa claus like mob that was big and red and playing christmas music. He dropped a giant white gift box with a bow. Inside the box was some very good stuff.

     

    4) When searching vehicles I often find wrapped presents. One school bus had 3 of them. When opened these contain things like 5k fuel or 5k coal or 50 silver or 50 diamonds. The 50 diamonds sold at the trader for 15k coins which is a huge sum on day 3 of a game. This enabled me to buy some very good gear and recipes.

     

    I play at insane difficulty and the effect of these 4 above items turned the game into super easy by day 3. Is this normal or is there something wrong with my game?

  16. On 9/19/2021 at 12:55 PM, Akrux said:

    1) One issue that I have is that the mod is a bit on the easy side. Insane difficulty should be at least a little bit insane. I have played a lot of Darkness Falls and there insane difficulty is almost impossible. In UL an insane horde night can be defeated by one perched sniper with an okay rifle, no skills and a lot of ammo. The zombies simply do not do enough damage to reinforced concrete to threaten my base. Maybe they need titanium fingernails.

     

     

    At the time that I posted the above it was Day 103 and I assumed that I was seeing max level horde nights. I was wrong. A later horde night had a total of 8 or so time bomb carrying zombies that were extremely hard to kill. A full clip of 119 rounds from an M60 was only about 50% effective in killing one.  After 3 or 4 of those beeping timer bombs went off I definitely had some base damage. They peeled off a lot of the reinforced concrete skins that I had on my 2x2 reinforced concrete support columns and even took out some column blocks. That is more damage then I have had in many months playing other mods. Time to upgrade to steel I guess. I will also have to make AP bullets for my M60 to take out the bomb carriers more effectively.

     

    Please ignore my earlier naive comment that insane difficulty was too easy.

  17. The weapon upgrade system sounds great.

     

    I took a look at your road map. I wouldn't spend too much time on more vehicles as I think there are plenty of choices in game already. I also don't like the trader hub with multiple traders to visit each time - could get tedious fast. All in one shopping made Amazon and Walmart what they are today.

     

    However I am eagerly looking forward to portals, loot overhaul and the custom story map. They sound great.

  18. WARNING long with spoilers

    I have been playing Undead Legacy 2.4.28 for a few weeks and have some comments and suggestions. I am playing solo at insane, 90 minute days with no loot respawn. It is now day 103, I am level 77 and I am still in mid game level. My base is good but not complete, my skills and gear are getting there and I have just managed to get all 133 collectibles. Six ore and two oil extractors ensure a steady supply of materials but I will need to continue mining off and on for a couple of weeks. Missions skill has just reached 80 (3 rewards) so you can tell that I have been doing a lot of missions.

     

    The mod is very good. A weight system, slow progression, equipment tiers and a research system all combine to make a fun balanced mod. It has been one of the best 7DtD mods that I have played so far and I have played a lot of them as you might guess from my hours played. No glitches or crashes. I did see some red text a couple of times but it never messed up my game.

     

    Numbered for convenience, not in order of importance:
    1) One issue that I have is that the mod is a bit on the easy side. Insane difficulty should be at least a little bit insane. I have played a lot of Darkness Falls and there insane difficulty is almost impossible. In UL an insane horde night can be defeated by one perched sniper with an okay rifle, no skills and a lot of ammo. The zombies simply do not do enough damage to reinforced concrete to threaten my base. Maybe they need titanium fingernails.

     

    2) I do like the weight system but it can be too easily avoided. If you are overweight with iron ore (very common) just scrap it and the weight disappears. Run or drive to your furnace and stop the scrap process.

     

    3) I don't like that the missions skill loses the overage when you level up the skill. When I am at say 400/410 i don't want to turn in a level 4 mission and only get 10 points reward.

     

    4) Food and water was never a problem. Yes I ate a lot of bacon and eggs and drank regular water (dysentery can be ignored) and never once felt the need to farm or spend points in animal tracker or iron gut. A survival game should be tougher to survive.

     

    5) Salvage skills could also be ignored as I was never truly short of vehicle or other components. A few minutes of gathering would solve any shortage.

     

    6) Lock picking was also too easy. I lock picked all chests and safes and bashed all doors and never spent a point in lock picking or made any lock picks. At day 103 I have 427 lock picks in my possession.

     

    7) Blade users have a few high end choices of weapons but club users don't. There is Brinx's Fury but that is a sledge hammer. Sledge hammers don't benefit from the Batter Up ultimate skill which is probably the single best skill in the game. First I was using a B quality long pipe and after that I have been using steel clubs for weeks. It would be nice to have some variety.

     

    8 All tier 5 missions are clear missions and are very long for a solo player. I found that I had to check for tornado warnings in my area before starting a tier 5 mission. I did some tier 5 missions and the reward choices were lame given the time invested. Also the mission choices when starting a mission are 3/5 or 4/5 tier 5 which severely limits your choice if you don't have 2+ hours to do a tier 5. Any chance of getting tier 4.5 missions?

     

    9) Scrapping 1 cobblestone yields 25 stone which must be a typo. You can buy cobblestone for $2 so you can get all the stone you want for peanuts. Speaking of scrapping, would it be possible to scrap everything at say the disassembly table? Right now scrapping stuff on your person is distracting and potentially a problem with suddenly overweight in the middle of combat.

     

    10) Plastic for shotgun shells is a great idea but there is not enough plastic available in the game (at least that I found). Plastic at the trader costs $17 each which is silly expensive for a shotgun shell. Maybe $17 for 10 plastic.

     

    Special shout out for recipe pinning - thank you, my poor memory thanks you.

     

    I did like the slow progression and the need to upgrade an existing building for the first few horde nights instead of just building a fort from scratch. Most mods slow down the progression but UL really slows down progression which is a good thing. I did read that you are planning to redo the research system which is good. I have 23,000 research notes in stock and nothing to spend them on. I am acquiring A and S quality gear now so there is no need to fight through the huge material cost of improving crafting skills.

     

    I would say "job well done Subquake" but hopefully this is not a job to you. So "hobby well done Subquake". Donation sent.

  19. I am playing 19.3 on a totally clean and fresh install and I noticed four bugs:

     

    1) Radiation zone does no damage even without any radiation protection (gear or pills). When I travel into the radiation zone the screen turns yellow green, the red icon flashes and there is a scripted warning. However even if I stay in the rad zone for an hour there is no damage to my health or stats.

     

    2) Taking the first point of the skill Health Nut boosts maximum health to 300. I am not sure about this as it was a while ago and I was not at 200 HP max when I did it but I am pretty sure.

     

    3) I just bought the first two points of Physical Conditioning under technology and my max health went from 300 to 400. It took a few minutes to kick in but it clearly happened.

     

    4) After dumping 5 points in Quicker Crafting my crafting speed went up by far more than the specified 25%

     

    Great game keep up the good work. Thanks

  20. On 12/19/2020 at 2:15 AM, LAZZ1 said:

     

    Really enjoy the mod,thanks. How to make Laserworkbench when you need 5Xenergy cells to make it.And to make energycells you need a LWB...

    A bit lost since Ive never seen any EC drop?

    Rgds ,

    L

    On 12/19/2020 at 2:45 AM, KhaineGB said:

    Run bunkers. Do buried supplies quests. T5 buried supplies can have energy cells in them.

     

     

    The basic problem is that you need a laser workbench to make another laser workbench. This is a design feature not a bug. You really have two choices

    - bring the ingredients (plus multitool) to a bunker and make a laser workbench inside the bunker and take it home with you

    - buy a laser workbench from Caitlin - very rare and very expensive

  21. A19 DF 3 and there is a severe shortage of brass radiators. They used to drop about 10-15% of the time from cars but I have scavenged 100 cars with a socket wrench and gotten no brass radiators. This was a good source of brass for casings and is essential for making the advanced forge.

     

    Also I have gotten no headlights from the 100 cars but I did get a single headlight from a short bus.

  22. Playing A19 with version 3 DF and enjoying it thank you very much. Food seems to be much more of a problem then in previous versions. Is this intended?

    I am playing solo at insane difficulty and no loot respawns. If I eat a food with 20 value my food level only goes up by 10. The same seems to be true for water.

     

    It really does make the survival aspect of the game very tough. I am constantly looking for food and drinking a lot of water. My food level hasn't been at 100 since game start. I am even searching for and eating honey for the food value. Most of my coins are spent with the trader and machines for food. It is Day 16 but I see no end in sight unless I get seriously into farming.

  23. Really enjoying the mod. Having a ton of fun with it. Have a few questions. When working towards the advanced forge it requires steel but you can't make in the regular forge. Is it just a trader scavenge thing?

     

    Build a big forge with a crucible and you will be able to create forged steel.

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