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unlike them

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  1. how do we fill them now?
  2. Burnt zombie model replacement was very much needed. Much better now, good job!
  3. http://ul.subquake.com/wiki/Known_Bugs
  4. 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 Mind though that I was playing v2.2.04 (stable) and some issues might be outdated.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 vanilla in every way. Also I'm very glad 'learn by doing' came back without sacrificing the perk system and without adding 'spam crafting'. I was so missing the 'you gained a point in athletics' messages I wonder is it possible to adjust the message to tell us the current skill value. "You gained a point in athletics (now 23)". I'm glad to hear you intend to give some love to cooking and farming too. Food is extremely easy both here and in vanilla. Just don't give food any more buffs, with all the buffs/perks/skills/gear the player is already OP. Maybe make the opposite: if you don't eat meat regularly, your strength drops, if you don't eat fat your weather insulation suffers, if you don't eat sugar (honey) you get -1 intellect, if you don't drink alcohol from time to time you get depression (-10% experience gain), something like that. That would encourage the player to diversify his food. Some use for snowberry maybe. I don't know your plans for farming, but increasing growth cycle would be the obvious first step. I think you need some F.A.Q. either here on the first page, or better ingame (journal entries?). The new players ask all the same questions. Maybe make a quest line about research (the hardest question to figure out). I like the research system (reverse engineering). The problem is, it is much easier to loot or buy the needed item than to research and craft it. It is not exactly your mod's problem, the vanilla game has taken the direction from crafting to looting for quite some time now. Maybe it isn't necessarily bad, just I feel all those new researching and crafting mechanics you have added are kinda underutilized. All these new vehicles are nice, just not my cup of tea, I'm still driving my motorcycle. But I still haven't found the gas schematics. Day 35, constantly checking all five traders, looting-looting-looting, completed 16 of 19 book series and no gas schematics. You said the gas recipe is rare, but come on! Maybe just bad luck. I'm also saddened that this mod is not supposed to be played without traders (or so it seems). You said that some vehicles are 'buy only', and I suspect some other gear too. Is it true? I dislike the trader gameplay and usually generate no trader map with nitrogen. This time I played in Navezgane with traders, but I'd love an opportunity to play this mod without traders. Further are some minor questions/bugs/suggestions: - I found out that gun turrets accept any ammo, does it affect its damage (like .38 HP vs 7.92mm AP)? - Can we have a different icon for dart trap ammo? - Also can we have the encumbrance bar of a more different color than stamina bar? I have trouble telling them apart. - Maybe a center line on the compass? - I'm looting much more "light armor parts" than "steel armor parts". Currently in my storage 174 light parts vs 10 steel parts. - Bulk crafting ammo, is it removed? The books still mention it. - Can't report 'nail some chicks' quest to a trader. - I have the impression TFP made it so when comparing weapons/gear, mods don't affect numbers, but in your game I have to remove all the mods to compare two items. - Also is it possible to show the vehicle info when I'm about to buy or to craft one? Currently I just spawn it with creative menu to check the speed/cargo. - Carpenter axe (S tier) has only 3 slots and no dye slot. Also maybe repair it with a repair kit? I keep forgetting to take the two iron plating with me when going chopping trees. - Make snakes venomous, add anti-venom? - Make wetness matter again? - I found a 'small backpack', that is a really cool concept, but it was the only backpack I found, I can see there are many more in creative menu, are they so super rare? Much too rare it seems. - I found 'organic waste' with no use, is it a place holder for future farming improvement? I hope my feedback was helpful, all above is IMHO obviously, you make the mod how you see it, definitely you know what you are doing.
  5. 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).
  6. 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.
  7. 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.
  8. 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)
  9. 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?
  10. Looks like the color code is different here, yellow items have 4 slots
  11. Quick question: what determines the crafting quality (tier) of a tool/weapon? Can't seem to find it
  12. 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?
  13. Reinstalled the game and it works now.
  14. 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.
  15. 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 looted more and crafted next tool and so on. But it can backfire that if we don't loot enough parts, we have the tool broken and we cannot repair it. IDK. I know a lot of people miss old LBD, but I like the current vanilla system much better.
  16. 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.
  17. 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.
  18. scrap tools are removed. but added military hatchet (high tier tool for wood) and something else (don't remember)
  19. I saw it at traders (no secret stash perk bought), and traders are in every town.
  20. I cannot imagine what Jax gonna make with the new A17 character/buff system.
  21. Yes, major things are locks by levels. Iron tools lvl 30, steel tools lvl 60. Advanced workbench replacess vanilla workbench (the basic workbench just duplicates your inventory crafting, to free your inventory for people who mass craft). Adv.workbench requires construction skill 30 IIRC, is it also lvl locked? About crafting twine: Jax made it loot-only to force people to go out and scavenge. So it is not going to be craftable. Best places to find twine are kitchen counters. In vanilla we learned to ignore basic housing, now we clear kitchens with a fine comb. Also a chance to find wrenches and other tools in kitchen sinks. Also twine can be found in many other places, in trash and on zeds, but for me kitchen cabinets are the best.
  22. For people complaining about sponge-zombies: yes, they are tough, but you'll get stronger later on, invest in perks, get better weapons. If you could two-shot a zed with a starting bow, why upgrade to repeater crossbow? Why invest in steel bolts? Why buy weapon perks? There are only two ways: either you are comfortable in the beginning and overwhelmingly overpowered in the late game, or you struggle in the beginning and are adequate in the late game. For example: currently I'm level 10, playing on Insane(!), it takes four headshots to kill an average zed with a basic brown crossbow (iron bolts). No perks bought. But later on there are iron and repeater crossbows (quality 600 some day), steel bolts, perks and archery skill. So I expect to one-shot regular zeds, and maybe spend more bolts for tough enemies. But that's insane difficulty, it must be easier on default. Anyway, why complain that there are too many zeds and they are too tough if you can change that any time with a difficulty selector? Is it humilating to play on easier dificulty?
  23. Anyone gonna host a server in Europe for 3.0 when it is out? My ping is too high on Jax's server.
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