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BubbaJoe

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  1. Looks like a very interesting night indeed! I really need to port in the PLUS zombies but have been too lazy to do so beyond Motorhead and Mittens. 😁
  2. According to this older Polygon article 2034 is indeed the correct year.
  3. Unless I am mistaken Sirenhead is included as part of this download, or at the very least it is for me and has been for the past several versions.
  4. On this one I'm a bit of both extremes. For the home base, hardcore maximum-tier OCD (but not quite plaid). All must be perfect. If zombies damage anything it shall be repaired thus sayeth the 7D2D God(s) [true story, I'll tear out a layer of wall to repair a damaged block behind it]. Home base will feature interior decorating, fluff items, pointless rooms that are there just because they look purty, rigorously organized inventory rooms, etc. Not only do vehicles have a garage, they must be lined up neatly in the garage and have their own designated spaces. Oh and please don't walk on the grass in the rooftop arboretum. Now the horde base on the other hand, polar opposite. Haphazard placements, hurried POI-takeovers, nerdpoles, holes and trenches in the ground that would pass for the aftermath of a WW1 battlefield, damaged stuff everywhere, abandoned storage, a trail of dead mes and dead friends (but even more dead zombies, usually), basically just chaos. I used to apply the principles of home base to horde base, but with the settings we play the game on and our play-style it's just too time consuming to try to keep the white gloves out for the horde base. Unsurprisingly horde nights are less stressful for me most of the time. ðŸĪŠ
  5. One member of the group I play with is driven bonkers by the floating torches, etc. They'll completely redesign things to keep that from happening. So there's at least one other person out there who would appreciate this as well. 😀
  6. In my humble opinion you haven't designed a proper 7D2D mine unless at least one entrance allows you to drive (i.e. plummet) a vehicle straight to bedrock. 😅
  7. Being entirely truthful with myself, not many. There's too much in the 7D2D universe stacked against real me for me to make it very long. Knowing my death was inevitable, I might instead try to focus on dressing up in the most outlandish outfit I could find, so at least I'd stand out among my zombie cohort.
  8. Had to go with "significant" myself, I think the only thing holding me back from "maximum" was the cardinal directions, though to be fair I probably follow those more often than not. As to the question, precision laser for sure. I'd probably have more fun with dynamite-based mining, but as we are talking about being persnickety in the mines, the laser sounds way more "straight edge" friendly.
  9. Yes this will work on an offline Navezgane map just fine, in fact that's where I do a lot of my testing before porting things over to the multiplayer server. The first thing I would check is to make sure the mod is installed correctly (i.e. that you can manually spawn the new zombies via the Debug Menu). If everything seems to be in order there and the console isn't slinging any errors at you, the next step would be to adjust the spawn rates to suit your fancy. Some people have found the "vanilla" spawn rates to be too low at lower gamestages, so you might just not be seeing them due to that, fortunately you can just bump those spawn rates up via editing the probabilities in the xml and you can drown yourself in zombies if you so wish. 😄
  10. Sure thing. Below is what we've been using, it's a bit rudimentary but it still makes the Parasite quite a threat. I changed the health and stamina variables to XX for the purposes of balance testing as some players would probably find ours to be too unfair, so please make note of that prior to testing. This creates a flat subtraction from the player's max health and stamina, so it doesn't incrementally grow in the manner I think the Parasite originally functioned, but the players have been happy with this. We found 10 seconds to be a bit lenient, but I've restored the 10 second buff duration/stack below so it's closer to the original code. <buff name="ParasiteAttack" icon="ui_game_symbol_skull" icon_color="255,0,0" icon_blink="true"> <stack_type value="replace"/> <display_value value="$parasite"/> <effect_group> <passive_effect name="HealthMax" operation="base_subtract" value="XX"/> <passive_effect name="StaminaMax" operation="base_subtract" value="XX"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$parasite" operation="set" value="10"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$parasite" operation="add" value="-1"/> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$parasite" operation="add" value="10"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$parasite" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="ParasiteAttack"> <requirement name="CVarCompare" cvar="$parasite" operation="LTE" value="0"/> </triggered_effect> </effect_group> </buff>
  11. With the Parasite I hadn't changed over that portion of the buffs xml so I hadn't seen the changes. We've modified the Parasite to be the "most annoying thing on the server" to quote a player. She now lowers not only your max health but max stamina as well. One of our players decided to start a new character and was left with a whopping 5 max stamina after an encounter with a Parasite. Seems crazy to me as you can see how this means a lot of the time you can't get away from her effectively, but that's what they wanted. 😅 While our settings are a bit extreme, I think it's in the best spirit of the Parasite to have some sort of temporary life/stamina stat drain, but that's just me.
  12. Just to add to the testing group, I made this change and tested the quest 10 times as a level 300 player, maxed out quest reward skill, and gamestage set to 1500 (just to cover all the bases). I'm now getting no errors. We hadn't seen this error before on our end, but as I've noted before we have a currently unkilled Juggernaut due to crazy buffs so that's no surprise. However doing some private admin testing this fix seems to have corrected the issue on our end.
  13. I agree. With the work everyone has put in plus help from Snufkin as well this mod has really gotten to a great place for A19. I've had no actual issues for a while now, it's mostly just tweaking things to get them were you want them to be. Thankfully as long as you make backups of your xml files + saves beforehand it can be a lot of fun to tinker with them and not have to worry about messing up your game or save file. 👍 In our case we've opted for really low spawn rates on all the Snufkin zombos, but have buffed them to be a real absolute menance. No wrong way to play with this one and I'm glad to see folks have gotten it fixed up for everyone to play with again!
  14. I concur with arramus, I love the Scarecrow's death animation. We've even had a few instances where it went spiraling up into the sky until it despawned. It's a lot of fun.
  15. lasse11121, I definitely agree with arramus about tweaking the settings and doing a bit of experimenting to get the results you want. It can be a lot of fun to change things and see how it impacts the in-game experience, plus with the helpful tips arramus listed above you should be able to modify the zombies into the boss-like experience you're specifically looking for. On our server we've changed the Juggernaut into a real force of destruction who is basically a server-wide raid boss. He can blast through 3+ layers of steel blocks in less than 30 seconds if you're unlucky. He's also capable of one hit melee killing fully decked out steel armor players that have full points in heavy armor. Not to mention his 15,000hp, enormous aggro radius, etc. He gives out 2,500,000xp to whoever takes him down, though as of yet absolutely no one has achieved this feat. 😆 That's what's so awesome about what Snufkin, Slawa, arramus, et al. have built here, since it's based on in-game assets it's super customizable and you can really go all out on some boss scenarios if you want!
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