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Ricowan

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Everything posted by Ricowan

  1. OK, I'll try to keep this short. Zombies in this game, for the vast majority, are melee. Their AI is melee focused (as it should be, cop vomit is stupid). The code logic for this is fairly simple, and internally consistent with how I feel zombies should behave. Bandits will, as I understand it, be ranged focused. EVERY game that has ranged NPC enemies have to cheat in order to make them a challenge. They shoot through terrain and/or objects, often they *see* through terrain and/or objects. They see you instantly, etc. I hate them. Maybe it's possible to make them challenging without resorting to these things, but I'm biased by the last 20 years of games doing me wrong. I don't care about a story line, especially in a sandbox game. Background lore is fine, and we don't need bandits to exist for lore to be filled out.
  2. I'm kinda glad bandits are being delayed. I don't want them in my zombie survival game and I will disable them (if it's an option) or mod them out as soon as a version is released with them in it.
  3. Where was this announced? I must have missed it.
  4. Maybe these threads should go back to being actual DEVELOPER diaries and not wish lists or complaints about stuff that has nothing to do with a dev post?
  5. Sounded more like something a separate developer studio is working on (Illogika) with some collaboration/cooperation from TFP. I don't believe any TPF devs are working on the Bloodmoons game.
  6. I've played nearly a dozen different saves since experimental was released and I have not yet bothered to make a dew collector. Water is harder to get, and I have to spend more time getting it than in previous alphas, but I don't miss glass jars at all. The randomness of crafting magazines has been kind of funny... in my current save I have read 20 Home Cooking Weekly, and only 6 Big Hitters, despite the fact that I have put four skill points into Pummel Pete and only one in Master Chef. In previous saves, it was other skills that seemed to show up more frequently than others. I like random, but sometimes it feels like a new kind of enemy. So far, A21 has been the best one I've played so far (and I started back in A9).
  7. This happened to me too! Trader Rekt kicked me out, it initially spawned me underground, then tried again but I'm several km away, near a trader in the wasteland!! at night, on day two! Running from zombie bears and ferals all night to finally get back to forest and relative safety. I haven't posted a bug report because I have changed values in some config XML files and I don't know if that counts as modding or not.
  8. I've been running a self-written modlet since A17, maybe earlier can't remember, that made "junk" containers and birds nests poof after looting. I play with loot respawn set to never... The XML attribute is called "destroy_on_close" and I added that attribute, with its value set to "true", to those two lootcontainers in the loot.xml config file. Even if the attribute name has been changed, I'm pretty sure TFP wouldn't move this out of the config xml files so it will be trivial to find this attribute and change the value to "false" if you want to.
  9. This would also triple the amount of graphics memory required for each zombie. Fatal has already stated that they're out of room, memory-wise, for the game on certain platforms/graphics cards. From what I understand, each zombie currently just has one texture image that is mapped to the model. Changing the color of a t-shirt means duplicating the entire zombie texture, then recoloring the shirt. Changing to a different system with multiple textures would be a TON of work, and would still require more graphics memory to store all of the variations.
  10. I understand the criticism about textures, especially the "clone army" of identical zombies. But this game's system requirements list 2gb of graphics memory. Adding all of the textures some of you guys are requesting means requiring more graphics memory for the game to store those textures. I would absolutely love to see a dozen more variations on the zombie textures, etc. But it would seriously suck if adding them meant thousands of people who already own the game can't play it any more because they meet the minimum requirements now, but don't if those requirements are increased.
  11. This is why the player base should not, and CANNOT, be the designers of a game. The game studio has designers that map out how the game should play, and make changes to the map based on how well it's matching the company's ultimate goals for the game. The player base all want different things and would pull the coders in contradicting directions with nothing ever getting accomplished.
  12. Has anyone *ever* claimed that this game wasn't just "kinda-semi-realistic"?? I mean... [points at zombies].
  13. Good, now change the icon so it doesn't look like a jar and we're golden.
  14. I think a quick art change and maybe a rename if "jar" is still part of item names would help with this change. If you get a "water unit" or "water bag" or "caprisun water" instead of a jar of water, and the icon was just a square of water or something else that doesn't look like a jar, then nobody would wonder what happened to the jar after you drink it.
  15. You forgot "Don't @%$# off a group of hackers." I'm guessing the vast majority of people who self-host a game server are in absolutely no danger of being hacked.
  16. Put them in a toolbelt slot, activate that slot, right-click on a water source (lake, river, ditch).
  17. Even in real life, any wound can get infected. Even a paper cut. Infected doesn't necessarily mean "zombie virus". Saying that, looking through the XML files the only thing I saw was InfectionCount, and it doesn't apply to non-zombie animals.
  18. Or maybe it was written POST-apocalypse by other, earlier survivors trying to help their clan make some breakfast? Nobody knows how long the apocalypse has been around when the game starts, but since there are organized clans it's safe to assume more than a few years have passed.
  19. It's not possible any more with XML modlets. The pimps have nerfed UI modlets every Alpha, so this will now require a dll mod, which requires EAC to be turned off. As far as I know, Sirillion is the only one working on something like this with the SMX dll mod. I really like everything else about A20, but the UI modlet nerfs really REALLY suck ass.
  20. You're missing the root node... try xpath="/traders/trader_item_groups/..."
  21. Let the pimps know you want them to un-nerf UI modding. The Pimp Dreams forum is where to do this. I've posted there, no luck so far.
  22. The pimps have nerfed UI modding all to hell. It's no longer possible to add XP and other info to the UI with XML right now.
  23. The pimps have nerfed the hell out of UI modding. I posted a thread in the Pimp Dreams asking for UI modlet support be added back into the game, you can comment there or add your own Pimp Dreams thread.
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