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BFT2020

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Everything posted by BFT2020

  1. You will get to play, starting on Monday like everyone else.
  2. That's your only option, because they have stated repeatedly that LBD is not coming back.
  3. I will do Navezgane again when the game goes gold. By that time, I should not be remembering where everything is exactly so will be like a RWG world for the first time.
  4. Sorry thought this was a modding question. The values are in the map_info file in the saved world <MapInfo> <property name="Scale" value="1" /> <property name="HeightMapSize" value="2048,2048" /> <property name="Modes" value="Survival,SurvivalSP,SurvivalMP,Creative" /> <property name="FixedWaterLevel" value="false" /> <property name="RandomGeneratedWorld" value="true" /> <property name="GameVersion" value="Alpha.20.7.1" /> <property name="Generation.Seed" value="test" /> <property name="Generation.Towns" value="Default" /> <property name="Generation.Wilderness" value="Default" /> <property name="Generation.Lakes" value="Default" /> <property name="Generation.Rivers" value="Default" /> <property name="Generation.Cracks" value="Default" /> <property name="Generation.Craters" value="Default" /> <property name="Generation.Plains" value="2" /> <property name="Generation.Hills" value="4" /> <property name="Generation.Mountains" value="3" /> <property name="Generation.Snow" value="2" /> <property name="Generation.Forest" value="1" /> <property name="Generation.Desert" value="10" /> <property name="Generation.Wasteland" value="10" />
  5. Biome size setting is now part of rwg
  6. See I must be a glutton for punishment, I am planning on updating my modlets probably around the first or second weekend after experimental drops 😆 Slacker 😏 j/k
  7. Not sure about the change requiring to be done at A21 or further down (based on the notes) Added support for ModInfo format v2. It is recommended to migrate mods to use that format as this will be a requirement later on. Format specification
  8. 🙄 You didn't check the first page where he has a downlink for 20.6? Didn't check his activity to see what he has been doing? Man, people do zero research nowadays
  9. But also remember you can have more than one land claim block active at the same time…..
  10. UL is an overhaul mod so it changes a lot of things in the game. It will be a lot of work trying to get other mods to work with this one (same thing with Darkness Falls). Some general tips: You will need to have UL loaded first. Any mods loaded prior to UL have the high chance of being completely overwritten. Each additional mod you load up will have to be examined to determine what files are being changed. Then you will have to compare to the UL mod files themselves XML edits are usually not an issue. If the mod itself changes C# code or add new C# code, then you are increasing the likely hood of conflicts between the different mods You will need to understand how Subquake approached each aspect of the game to understand how to integrate other mods to them. If the mods loaded after elements (or change elements) that the UL mod as altered / added, you increase the chance of the mod not running correctly. Good luck. Not something I would really do myself as depending on the number of mods you are adding, it can be a ton of work to make all of the mods play nicely.
  11. If you like, I can create a modlet to do what you want. Just let me know (I know it is not exactly what you are asking, but an option if TFP don't implement your suggestion)
  12. Turn on feral sense and go to a wasteland city. I am sure you will get your conditions soon enough 😉
  13. You don't need a child zombie for this to happen, take the crawler and the spider. Both are harder to hit based on how they behave, yet neither are kids. You can mod the smaller zombies already in the game to be faster to fill this role. You can even shrink the zombie models to make them smaller.
  14. personally, I would rather wait for the release until after they fix the major bug where it hangs.
  15. With 10 plots, you would get the following: Player Planted Crops LoTL Level 0 - 20 crops LoTL Level 1 - 40 crops LoTL Level 2 - 40-45 crops LoTL Level 3 - 60-65 crops Wild Crops LoTL Level 0 - 10 crops LoTL Level 1 - 20 crops LoTL Level 2 - 20-25 crops LoTL Level 3 - 30-35 crops Not sure how you can say it doesn't work when you don't know how many crops you get back per perk level. Even not perking into LoTL, you were off by 14-16 returns. I got this sneaky feeling you never tried it or were not paying any attention to what you were doing. Level 3 at LoTL guarantees you will always have extra crops even if you convert to 10 seeds. Levels 1-2, statistically you are going to come out ahead. Even if you get a poor RNG roll and don't get a single seed, you will find more in loot and at the traders to make up for it. However, in my last playthrough, I didn't have any issues sustaining farming after I put one point investment in LoTL (SP). However, if you are part of a group and happen to be the farmer, then you should max out LoTL to maximize yields.
  16. You get 50% chance of a seed, regardless of your LoTL perk level.
  17. One point in LoTL at the beginning is a solid investment. At that point, I start to harvest crops out in the wild, make farm plants, and plant any seeds I find. However, I typically don't convert crops into seeds at that point as I make use of all the food I harvested. Typically at level 2 of LoTL I would convert it. Beginning is within the first week (as I don't have the starter quests to give me free 4 perk points). However, I see the point spent in LoTL at Level 1 is a long term investment that pays off once I get to mid and late game and able to craft the higher tier meals.
  18. My mistake. To add to this thread, I removed the ability to repair items in my games. It does change how you approach regular days and horde nights. I would craft a Q5 T2 weapon for horde nights (full durability) and slap on the durability mods for it, using any T3 Q6 weapon I find with half damage or less just for looting / POI work. Really looking towards the crafting changes in A21, will match up nicely with how I play.
  19. So you do know that TellTale Games went bankrupted and all development on the current console version of 7D2D stopped at that point right? And that TFP have stated a new developer is onboard for the console game which will be released TBD which will be based on the current iteration of PC 7D2D. That this will be a new game and not an update to the existing console game since it is a new developer / publisher and they can't update the current console version because of the save break issue.
  20. Are you looking for something to be insulted by? That's a bit of a stretch there.
  21. In game development cycles, new content is heavy at the beginning and starts to taper off once the game gets closer to release. This is what we are seeing with 7D2D now. As the game is getting closer to final release, new content starts to reduce while they concentrate on working on the stuff already in the game (i.e. artwork updates).
  22. Do you got other mods installed? Also the logfile from the games session when this occurs would be helpful.
  23. FranticDan has a good mod to increase the difficulty of the game, might be something you are looking for. Not a complete overhaul like Darkness falls or Undead Legacy are. I am also working on a pet project myself changing how the game is played, but not going into an overhaul either. But mine won't be released until after A21 drops and I can finish it up at that point. Plus, I have some weird tastes when it comes to survival gaming so it might not be up your alley
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