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About UnknownSoldier

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  1. Madmole, Sounds good so far. I have a request. Since this is a hybrid base defense, can we can we get a trap/turret update? How about a military M4 Carbine? With the introduction on the demolition zombie our base is getting rekt! That is a good thing, but it would be amazing to be able to soft counter. IE: Make him not so brutal ... Slow down his speed or something. More traps to help soften zeds up would be nice as well. Not necessarily kill them outright ... But take off some HP's so we can finish them off. IDEAS Flamethrower trap: Rotates like the junk turret side to side spewing flames that can take small chunk of HP's off the zombies. But if they keep stading in front of it. Obviously multiple applications can reduce HP's further. But I'd recommend not letting it go below 20% health. Think of a charbroiled zombie.. Very little HP's and easier to kill. Sniper Turrets: One shot one kill. Slow fire rate but does have high change to dismember. Doesn't need to head shot all the time. Tesla Turrets: Nikola Tesla would be proud. Create an arc turret that sends out AC electricity that jumps around and makes a zed twitch like a crook on the end of a taser. Stationary Defense Turrets: - Once placed becomes perm part of base structure high cost to make/maintain - Must be manned Early Game Stationary Defense Scrap Ballista - Heavy Spear Throwing turret but will one shot zeds. Scrap Trebuchet = Ammo Types Stone, and Stone Tar Balls with the later exploding on impact. Late Game / End Game Stationary Mini-Gun Turret: This would be epic with tracer rounds. Brrrrrrrrrrrrrrrrr Whooooooooooooop! Whoooooooooooooooooooooooop! Melts ammunition resources like a flamethrower melts wax. (Last minute use type item.) IE: If you think your base is not going to make it. Mortar Turrets: - A little AE help on horde night. High resource cost to make, but can lob grenades or Molotov's. - Range 30-60 blocks out. Can't fire closer than 30 blocks - Maybe even add in cans of Foam Expander recipes. So we can load up the turrets with that. They impact the zeds and get slowed on horde night by 20%. - Crushed Glass ammunition ... Causes AE bleed damage. Other Idea's Tar Paper Rolls: Allows us to build a role of tar paper to layout in what we think is a high percentage direction we think the zeds will come from. Then when they step on the paper they get slowed 20% Think of the old barbed wire, but it doesn't damage zeds, it only slows them. Vehicles: Can we get an ATV that is great cross country? Well that is all my addled brain can think of for now. War and Peace: UnknownSoldier
  2. Pille, Can you advise how to get the 7daystodie tab to work so I can view the prefab as it will look in game? When I click on the tab, all I am getting is a white screen. War and Peace, UnknownSoldier P.S. Thanks a million for this tool. Now I can review all of the compo packs and make sure no one is being overly enthusiastic about loot boxes, or secret rooms to not-cheat finding. And get rid of the horribly designed ones.
  3. Damocles, What is the best settings to get vanilla type city structure? I have played around with NITROGEN settings. But I keep getting a lot of empty city blocks (more than expected), and roads that don't make sense. two roads side by side with 1 block width between them. Roads in the city that turn and abruptly end. I also have compo 40 installed, and don't minds having extra POI's. I actually desire them. But the unnatural city blocks, weird roads, and ending roads is the only thing keeping me from switching to NITROgen'd worlds. War and Peace, UnknownSoldier
  4. What settings should be used to get as close to a vanilla experience as possible? IE: City structure Would also like to know if it is possible to import the vanilla game splat maps? Basically would like to use your generator (it is faster) to make a 16k map with vanilla style cities, POI's, and splatmaps, but have nitrogen biomes. War and Peace, UnknownSoldier
  5. FP and MM, I must say ... Well done. Well F'ing done! Having an absolute blast with all the changes. My only feedback so far is the RWG. Can we get more variance between the biomes? More like this but larger biomes? Request: Can we get an ATV to be a stepup up from the mini bike, but step down from the 4x4? Request: AR15 -or- M16? War and Peace, UnknownSoldier
  6. Does anyone know of a decent poi rotation editor? A script or anything that will process the poi.xml files in the whole directory without having to load each on individually? I have noticed quite a few POI's who's rotation is not attached to the road, and the backs of the buildings are facing away from the road. Thanks, Unknown
  7. Dwall, Can you entertain adding in Hal's Halicopter (sdx). It is a drone that flies loot back to base. Would be awesome for larger cities. Also can you entertain removing Sly_Ship, and The village from POI's they are game breakingly overpowered for loot. -Unknown
  8. Drawbridge not working since patch Val, After the patch on experimental went live, I reinstalled the overhaul experimental mod. Note: drawbridge no longer works. When trying to use with the remote, I get an error that states "required parts missing" Also can we get the ability to pick up the drawbridge like an empty wood frame? Also the Zed's keep killing the drawbridge in 3 or 4 hits. Might we up its durability to between wood and reinforced to help it survive a blood moon horde?
  9. Mag, I have been getting very small towns in my seeds. Usually only 4 buildings and a farm plot. I tried this on multiple seeds, and It is the same thing over and over again. I am not getting any small towns, or small cities persay. Hub city was fairly small in all seeds as well. I did go into the rqgmixer and un-commented a few items, and it seems to have improved, but I am not sure how it all works. It is like I am a mechanic, that read a book on anatomy trying to do open heart surgery. I understand the mechanics and theory behind it. But I am more dangerous mucking around than not. Can we get an updated tweaked rwgmixer? Thanks! UnknownSoldier
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