Jump to content

unlike them

Members
  • Content Count

    560
  • Joined

  • Last visited

Everything posted by unlike them

  1. Burnt zombie model replacement was very much needed. Much better now, good job!
  2. http://ul.subquake.com/wiki/Known_Bugs
  3. Came for the UI, stayed for the gameplay. So after playing the mod for 35 (two hour) days, I'm ready to give you my limited feedback. Mind though that I was playing v2.2.04 (stable) and some issues might be outdated. The main selling point is obviously the user interface, which is really stunning. I was expecting to see just another mod with a cool UI, but boy I was wrong. The gameplay changes kept pleasing me. Initially I was skeptical about the inventory 'weight' concept ("yeah, whatever"), but quickly felt it was the only true way to play. It is just better than vani
  4. Sorry, I don't know anything about Darkness Fall. And yes, you have to scrap radiators and door knobs to use the materials. (I'm also new to the mod and don't know much, just trying to be helpful).
  5. You don't smelt ores like in vanilla. You just 'craft' ingots with ores. Anvil and crucible are not tools here, but just another ingredient.
  6. To unlock schematics you need Research Data, best way to get them is by scrapping schematics (that you already know). Titanium can only be bought from the traders I think.
  7. So, I've bought a 7.92 (AP) round, made a schematics with it, read it, but the schematics is still unlearned, can't craft the rounds. Tried it several times, same result, seems like a bug. Just try and take the schematics from the creative menu and try to read it. V.2.2.04 (stable)
  8. Hello, you added a 'small engine' when dismantling a concrete mixer, I think it should be a 'compact engine' instead, because it is required to craft the concrete mixer. Also 'sniper series' books unlock 7.62 ammo, but should be 7.92 IMHO. Hmm, maybe add 7.62 (AP, HP, bulk crafting) to the 'machinegunner book series' then? And what about 5.56?
  9. Looks like the color code is different here, yellow items have 4 slots
  10. Quick question: what determines the crafting quality (tier) of a tool/weapon? Can't seem to find it
  11. Read the A20 roadmap and I'm very impressed. As always, he game is getting more awesome with each alpha. But the clothes changes are not very clear to me. Are we still gonna have armor besides clothes? Or only chest piece? Also all the listed outfits were combined of helmet+outfit+gloves+boots, except for the nerd outfit, that didn't have a helmet but had goggles. Can we equip the nerd goggles with let's say the complete lumberjack outfit? Or the goggles go to the helmet slot? Or is it an early stage prototype and it is too early to ask these kind of questions?
  12. I think fire in A19 is a downgrade. When I used molotov for the first time (A17?) my jaw dropped, it was that awesome, maybe best fire effect in videogames. Why did you need to change it?
  13. You mean that distant terrain (in your case the POI) doesn't update after being altered? Yes, game limitation, hopefully will be fixed post gold.
  14. I didn't play much, but I like the food changes, I enjoy stone age, I like the music, even the infamous battle theme, I like the new graphics, but sometimes my fps drops to 10-20 and I can't figure out what causes it.
  15. Does this mod still work for A19? Also in my base my dart traps do all the killing when bloodmoon. Do those kills count for 100 zombies quest?
  16. I recently decided that traders currently bring more bad than good to the game, so I started playing without them. When we have more fleshed out NPC, White River clan, bandits, better quests, then traders would be justified. Currently they bring weird problems/mechanics: - the concept of invulnerable blocks/POIs - the magic POI restoration/loot respawn and gimmicky double looting of a POI, which became a new standard - the magic teleporting after 22:00 - the 'problem' of too many foods in store, 'solved' by introducing magic 'candies' - exploits of 'secret stash' (putt
  17. unlike them

    True Survival

    Reinstalled the game and it works now.
  18. unlike them

    True Survival

    hello Spider, I installed the mod with Mod Launcher, but getting this error when starting the game (even before the main menu): edit: ok, it seems my base game version was 18.2, so I'm reinstalling it, I'll let you know if it helped.
  19. Quick question for those who already play A19, do the undamaged wood spikes have the blood stains?
  20. That's actually awesome! I've never dreamed of having an SVD in 7d2d.
  21. unlike them

    True Survival

    I keep thinking and I still can't see a good way to implement 'spam crafting'. If you make the required crafted item amount small, we will quickly do the necessary job and will enjoy the top quality tools. If you make it long and hard, we will still grind it, but spend long time and feeling miserable. The result is the same: we skip all the 'brown-green' steps and will use top quality tools the moment we can afford it. Maybe if we needed to loot the required parts (like now with steel tools) then it could work. We would craft the tools as soon as we got enough parts, then after some days we
  22. unlike them

    True Survival

    yeah, if you actually 'need' to craft the tool (because it is broken), then it is less 'meta gaming'. I am just not looking forward to 'collect enough materials and keep crafting this tool until you are top rank' routine.
  23. unlike them

    True Survival

    I'm mostly looking forward for the new buffs you'll come up with. I remember what you did to injuries/diseases/poisoning in A16. The buff system was very limited back then, yet yours were so creative and rich. The new system is much more powerful, but since A17 I don't see any interesting mods about it. Vanilla has awesome book system now, but food/injuries/infections etc are rather primitive. I have high hopes for True Survival in this regard.
×
×
  • Create New...