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AndrewT

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Everything posted by AndrewT

  1. The current trader to trader system is awesome but another but more rare way to locate other traders I thought of is on extremely rare occasions when players go to traders for jobs they will notice one quest simply titled "Trader Defense" where the current trader will not only send the player to another trader to work with but players also defend the trader from 3 HUGE waves of zombies, the zombies get tougher with every wave and with every time u do this quest. Weather the trader base can be broken into or not ill leave up to the fun pimps, but it'll be a good quest for players with tons of bullets. Feel free to tell me yall's thoughts on this idea and if yall have more details to add to it or even entirely new quest ideas.
  2. Hey man since u have a 7DTD server as long as its a coop and not a pvp server i could join since i've had the calibers mod since it came out so i could show yall how its done since i know how to craft guns in whatever calibers u choose. also i know the mod can be overwhelming since it adds many new calibers but once u choose what caliber u want to use its not too bad. the only problem is im sure many players will want to use the big bullets but they cost tons of brass, for instance 149 brass in the forge for just 1 50BMG casing.
  3. I also have the snufkin's boss zombies PLUS mod as well as mods that add titanium more gun calibers and enemy health bars. so that could be the issue. But now that im thinking about it a zombie growing to around 4 blocks tall (around 15 feet in real life) thanks to nuclear radiation is far more realistic than a zombie growing to the height of the AOT titans. Speaking of all this I have a friend from high school who i still hangout with to this day and he wants to be a movie director/actor and we actually have plans for our own zombie TV series, and one of the zombies we have planned for this show is in fact a huge zombie (an extremely rare zombie) ironically called "Titan zombies" which will rang from 7 to 15 feet in height. Anyway I'll let u know if i need more help with anything but if your also interested in this titan zombie or any other zombies me and my friend have planned for our TV series feel free to let me know.
  4. Hey ErrorNull i was messing with the height for the giants now I forgot what i originally had the heights set to but at that time the giants seemed to be 3.5 to 4 blocks tall but when I jacked up the heights again to 30.0 (their current setup) the giants didn't seem to get any bigger. let me know if I'm doing anything wrong or if there is a height size limit.
  5. yeah thats true and keeping this mod serverside when adding custom content I dont think is impossible but definitely not easy so we'll obviously need all the help we can get. but hopefully we can find a modder that can pull it off. I would do it but i still have a ####load to learn about coding but nevertheless it'll be worth it in the long run cause being able to destroy boss zombies weapons or armor parts (what most games refer to as weakspots) would add some nice fighting details to these boss zombies as most other survival games have similar features on their bosses. A nice detailed example i got is when u shoot the flamethrower barrels on the scorcher they explode launching the scorcher into a wall and set him on fire.
  6. Does the health bar mod include numbered health like TFP originally did?
  7. Well for starters i dont play PVP I only started this topic to get thoughts from other players on how satisfying it would be to use the big machine guns or cannons on zombies. Plus the Browning .50 caliber and cannons with explosive shells would be a great expansion on base turrets
  8. miner69er upgrades all crafting skills and qualities for mining tools while all guns have their own perks to upgrade their crafting Boomstick(shotgun) gunslinger(handguns and smgs) dead eye(hunting marksman and sniper rifles) machine gunner(AK47 M16 TAR and M60 is unlocked from a book) Demolition expert(rocket launchers and all other explosives) but I never tried this mod but i did try another mod similar to it that doesn't require perk upgrades but that mod hasn't been updated... Oh snap this is the combine mod i tried before but when i looked at its forum page i noticed its not available for A19
  9. that I can understand i do hate it when i have to use a file extractor to access the mod rather than just going straight to the files. but hopefully the hornet and behemoth mods make great additions to yalls server as they will add a nice challenge for those warrior players.
  10. yes it would be awesome to use something like a drivable version of the army truck u find in several military POIS that can be modified by adding more armor and of course a large cannon or a .50 caliber machine gun depending on ur objective weather that be slaughtering a huge horde of zombies with big bullets or blasting larger tougher zombies with explosive shells from the cannon.
  11. If you know alot about gun powder then u would know that the old black powder is made with nitrate and coal sometimes charcoal in real life but there are more advanced and more powerful powders that we use today so it would be nice to have those stronger powders so all bullets can be harder hitting especially the AP rounds. as for steel im sure yall know we have several types of steel such as fluid steel which is the black steel used on todays pump action and semi auto shotguns and the classic stainless steel which is the strongest steel and would be nice to see it return to the game. now I also mentioned titanium would be a good building material being the strongest metal in existence but stainless steel would be a good upgrade from regular steel until you can get enough titanium supply to make a truly indestructible base.
  12. all true but they're adding poi spawning systems they call "districts" so my biggest concern is how will KingGen adjust to these changes as well as things like the sewer system u mentioned.
  13. Wow so cool glad to see things working well you guys are doing fantastic keep up the good work. now i imagine the harvest codes for the old beast needed to somehow be connected to the block damage aka mining code. now that kind of coding is beyond my skill but you guys are making good progress so i think yall can pull it off. all these tests look promising so far. so once again keep up the fantastic work.
  14. well the only big update TFP made in A20 for RWG is more map sizes and a new system for POI spawning other than that they didn't change much. so hopefully whatever other features KingGen will have an A20 will really expand the RWG by then. KingGen has been fantastic for me so hopefully A20 will open more possibilities.
  15. now there will be more RWG map customizations in A20 but will KingGen be updated for A20 and what would be changed to work with A20?
  16. Harry's new calibers mod even includes a revolver chambered in 458 Winchester magnum if that revolver exists in real life i bet its HUGE.
  17. Ragsy if u still have the old custom vehicles mod in an old file somewhere im sure u know how to access the #c codes the beast used to mine and harvest resources because u can use the old codes as influence for ur own approach on a mining vehicle.
  18. Ok so to reduce the chance of this goofy bouncing ill probably do a SizeScale of 3 for the regular behemoth and 4.5 to 5 for the radiated one.
  19. Does the health bar mod work with zombies from other mods as well?
  20. really like what i see. now dont get me wrong editing the height code in the architypes for the giants did work a little bit but if u can fix the SizeScale code so increasing it doesn't make the giants appear to float in mid air that would be fantastic because when i and most other people think of giants we think of these massive human like monsters that can do all kinds of damage to humans and other things. im saying this because i also have a mod that brings the old behemoth zombie back to the game so i was thinking of using the giants from this mod as the behemoths minions sort of speak while the behemoth is a more boss type version of the giants.
  21. Well there are cases in real life where the bolt on an M4 or M16 may be released forward when reloading thus u have to pull it back when reloading but then again all u gotta do in that case is pull back the bolt load a new mag then hit the release button and ur good to go. and yeah thats why i dont use optics on the AK47 but the AK is getting a new model (about time) in A20 so hopefully that'll fix it
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