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A Clockwork Project


Clockwork Orange

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Thanks,

 

Zombie die thing must just be vanilla oddity then.

 

 

Speaking of zombies I am finding zombies 'really' hard to kill, okay these are low level weapons (just started a new game) but found a gun, shot zombies in the head like 5/6 times yet they not falling. Spear seems to be no better than a stone axe for damage as I need around 20 impacts on top of the gun shots plus arrow impacts (up to again approx 6) before the buggers (all head shots) fall down and die.

 

Took 6 shots, 6 arrows and countless head jabs with spear before it fell. That normal for a zombie ?

 

This is at Vanilla settings btw.

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Thanks,

 

Zombie die thing must just be vanilla oddity then.

 

 

Speaking of zombies I am finding zombies 'really' hard to kill, okay these are low level weapons (just started a new game) but found a gun, shot zombies in the head like 5/6 times yet they not falling. Spear seems to be no better than a stone axe for damage as I need around 20 impacts on top of the gun shots plus arrow impacts (up to again approx 6) before the buggers (all head shots) fall down and die.

 

Took 6 shots, 6 arrows and countless head jabs with spear before it fell. That normal for a zombie ?

 

This is at Vanilla settings btw.

 

For some of the zombies early game yeah lol :) some zombies have 600 HP thats like killing 6 zombies i may have to adjust spear damage but that is minor issue, and yes pistols early game are weak you need to level up your skills before they start becoming powerful.

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For some of the zombies early game yeah lol :) some zombies have 600 HP thats like killing 6 zombies i may have to adjust spear damage but that is minor issue, and yes pistols early game are weak you need to level up your skills before they start becoming powerful.

 

Okay, surely noted SIR.... :loyal:

 

But may I share this thought that a bullet in the head is still a bullet in the head regardless how you may use a gun.

 

Personally, bullet damage should remain the same across the board ( bullets are rare anyway ) and instead as gun level goes up apply this to repairing and assembly then later on govern gun level with science to allow bullet making. (as that's really technical stuff )

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Okay, surely noted SIR.... :loyal:

 

But may I share this thought that a bullet in the head is still a bullet in the head regardless how you may use a gun.

 

Personally, bullet damage should remain the same across the board ( bullets are rare anyway ) and instead as gun level goes up apply this to repairing and assembly then later on govern gun level with science to allow bullet making. (as that's really technical stuff )

 

Guns would be too powerful if they did not scale up in damage you can craft guns in my mod, so this makes you have to craft them and use them and the more you use them the better they become.

 

I see your point but it does not fit into game balance aspect.

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Update (8/7/17)

 

+Loot

-Decreased chance for rotting flesh in rotten food loot group

-Increased amount of possible ammo in weaponsPistol+ammo, weaponsMP5+ammo, weaponsAK47+ammo and weaponsHuntingRifle+ammo loot groups to 1,30 from 1,10

-Increased amount of ammo possible in weaponsAnyShotguns+ammo and weaponsLongShotgun+ammo loot groups to 1,16 from 1,6

-Added weaponsCompoundBowParts and increased probablilities of eaponsPistol+ammo, weaponsAnyShotguns+ammo, weaponsHuntingRifle+ammo, compoundBow, weaponsMagnumParts to weaponsBasicGuns+ammo loot group

-Increased probability of weaponsMP5+ammo, weaponsAK47+ammo, weaponsSniperRifle+ammo, weaponsRocketLauncher+ammo, in weaponsMilitaryGuns+ammo lootgroup

-Increased amount of possible ammo found in militaryAmmo lootgroup

-Added Solar Cell to electricalDevice loot group

-Removed steelPolish and Geometry_Set from cupboard lootgroup

-Decreased probability of padlock, steelArrowHead, Geometry_Set, Schematic_Page and increased amount of emptyJar to 1.2 from 1 canEmpty to 1,3 from 1 gunPowder to 3,6 from 1,3, glue to 1,3 from 1,2, casinoCoin to 3,6 from 1,5, bulletCasing to 3,20 from 1,10, feather to 3,6 from 1,3, rottenFood to 1,2 from 1, added steelPolish to junk lootgroup

-Changed all clothing items have equal probability with their respective loot groups

-Changed all tools and tool parts to have equal probablility in rareTools loot group

-Changed huntingKnife to weaponsMelee lootgroup and all specific clothing items to "clothes" loot group in sportingGoods loot group and added motorToolParts, nailgunParts, weaponsCompoundBowParts, ironArrowHead to it as well

-Increased chance for finding megaCrush in beverages lootgroup

-Added motorToolParts, nailgunParts, and weaponsCompoundBowParts to backpacks lootgroup

-Removed stoneAxe, forgedIron, forgedSteel from lumberjacks lootgroup and added beer and increased probablity of weaponsCompoundBowParts, weaponsHuntingRifleParts, weaponsHuntingRifle+ammo to them as well

-Removed paper from popn pills lootgroup to make finding beakers and other medical supplies the same probability as medicine cabinets

-Changed paper to rottenFood in cntLootCrateLabEquipment

 

 

I might have missed some in the list but in summary:

 

All in all it will be slightly easier to find weapon / tool parts for molds and ammo will actually be of some use in loot when found, it will be slightly harder to find schematic pages and geometry sets

 

Gun safes will be much more likely to have weapon parts for molds as well.

 

Dressers will have nailgun parts and compound bow parts, lumber jacks are a go to zombie for some tools and some types of parts

 

- - - Updated - - -

 

Are the modified DLL files required for this to work?

 

Yup otherwise it will have exploit issues with harvest events.

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Update (8/7/17)

+recipes

-Moved Compound Bow Parts, Compound Bow Body, Compound Bow Grip, Nailgun Frame to smithing table to fix a spamming error when trying to craft them with scrap plastics and glue at the forge (Apparently the forge only supports crafting with units of material unlike other workstations)

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why do u say 60 min for the day cycle?

 

Because of the buff timers I use are in game time, you can try play on other game time cycles but TFP did not code the scaling of game time buffs properly so basically if a buff is supposed to last for 24 in game hours and you set your game to use 120 minute days the game does not properly scale the buff so that it lasts for 24 in game hours like it is supposed to.

 

I have not experienced this directly because I have never played on anything other than 60 min days but this is what I have been told.

 

But my buffs work differently, like infection is a ticking buff that ticks up every 1 or 2 in game minutes but it uses in game time to calculate its tick rate.

 

the same goes for fatigue and hygiene, you can test to see if playing on 120 minute days actually scales the buff timers correctly though if you have already played the mod enough to know about what time of day you start getting tired for eg then it should be approximately the same when the game time is set to 120 min days.

 

That is how it is supposed to work anyways that is why I used in game time timers so that the scaling would scale with whatever game cycle you wanted instead of using real time buffs.

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I'm using mod+your compo. When I want to keep my world and not start over I better dont update compo?

So I just stay with updating the mod (without its rwgmixer to keep my old compo-rwgmixer)

 

Its hard to say for sure what will happen if you update the comop pack, it might work fine it might not. If you are really attached to your world and dont want any sort of issues with prefabs and everything has been working fine so far then just update the main mod files like you normally would and dont change your rwgmixer.

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Good Morning Clockwork Orange

 

Question .. Has the 7D2D Launcher been Update to the A16.2 version and How do I tell which one would work for the newer version .. They are not marked as such for which version.

 

Enjoy your day and Thank you

 

Are you talking about Sphereiis mod launcher? if so I think it should work fine both my mod versions are currently the exact same. At least until TFP update the experimental branch from b7.

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Are you talking about Sphereiis mod launcher? if so I think it should work fine both my mod versions are currently the exact same. At least until TFP update the experimental branch from b7.

 

As long as you main github depo gets updated, the Launcher will download and install it :)

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As long as you main github depo gets updated, the Launcher will download and install it :)

 

Yeah and that is why I love your launcher so much, but I guess he is saying that there is no selection between EXP and Stable or something idk. For now its fine because both versions are currently the same but soon as TFP update experimental branch to A 16.3 there should be a selection from one or the other the same as there is a selection for which UI and Compo Pack add on. :)

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Balance:

All non-stackable things (Guns, -Parts, Toolparts, Minibikeparts) give a bit too much money at the trader as we find them with your loottables quite often. Treasures could also be it bit nerfed. We're running around with 80k$ without really feeling we had to work for it ;o) Barter Xp could need an additional nerf too. Still a bit too easy to level.

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Balance:

All non-stackable things (Guns, -Parts, Toolparts, Minibikeparts) give too much money at the trader. We're running around with 80k$ without really feeling we had to work for it ;o) Barter Xp could need an additional nerf too. Still a bit too easy to level.

 

I think the barter exp is tied ot how much you are getting for the items, those values are still vanilla I will do some testing today with values and I will probably have to go through every item / block that you can sell.

 

But the other thing is its not just how much you sell for but how much they are worth to buy so I will probably have to chagne the scaling factor for buy / sell ratio.

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Yeah and that is why I love your launcher so much, but I guess he is saying that there is no selection between EXP and Stable or something idk. For now its fine because both versions are currently the same but soon as TFP update experimental branch to A 16.3 there should be a selection from one or the other the same as there is a selection for which UI and Compo Pack add on. :)

 

Oh maybe so. Right now, there's:

 

A Clockwork Project

A Clockwork Project with CompoPack

A Clockwork Project with CompoPack Experimental

 

Maybe we need one for A Clockwork Project Experimental.

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Oh maybe so. Right now, there's:

 

A Clockwork Project

A Clockwork Project with CompoPack

A Clockwork Project with CompoPack Experimental

 

Maybe we need one for A Clockwork Project Experimental.

 

Ah ok that makes sense figured it was as simple as something like that, no rush on it or anything TFP probly wont have an update any time soon.

 

- - - Updated - - -

 

Update

 

+Traders

-Reduced sell markdown to 5% from 20% ( this means you can only sell items to the trader for 5% of the items worth instead of 20% still trying to find a balance for this since I dont have a lot of time to test this over extended play yet but I am sure I will get feedback :) )

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Oh maybe so. Right now, there's:

 

A Clockwork Project

A Clockwork Project with CompoPack

A Clockwork Project with CompoPack Experimental

 

Maybe we need one for A Clockwork Project Experimental.

 

What would be missing would be the various UIs provided by Clockwork Orange

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Hey Clockwork, Im sorry if this has been answered, but does the stand alone download without the compo pack come with your new rwg mixer for better worlds, or is that JUST for magolis pack?

 

Yup my mixer is for the main mod as well! I had to add the Compo Pack to my mixer for the Compo Pack Version so both use the same mixer, Same terrain generation and everything, just with the extra prefabs included with the Compo Pack Version! :)

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