Burakin Posted August 17, 2018 Share Posted August 17, 2018 I don’t rickroll. My trolls are higher brow. Roland's Troll https://goo.gl/images/dq59H5 Link to comment Share on other sites More sharing options...
SxR Posted August 17, 2018 Share Posted August 17, 2018 Im sure there is going to be 2000 posts before alpha 17 ships out Posts? ;d Replies: 27,058 Views: 5,002,440 Maybe you mean Pages? :3 Also, wew 5 million views. Link to comment Share on other sites More sharing options...
art336 Posted August 17, 2018 Share Posted August 17, 2018 Hi, Would you be willing to disclose how many hours you gave your money away for? Roland told me I wasn't allowed to start posting until I sank two thousand hours into the game. Surely he did the same for everyone else, as we all know your opinion isn't valid until you've completely rebuilt the entire Navezgane map underground. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted August 17, 2018 Share Posted August 17, 2018 ... Also, wew 5 million views. 4 900 000 are from a handfull addicted. Refreshing the page all 5 seconds since the thread started hoping to see the kraken Link to comment Share on other sites More sharing options...
Aldranon Posted August 17, 2018 Share Posted August 17, 2018 4 900 000 are from a handfull addicted. Refreshing the page all 5 seconds since the thread started hoping to see the kraken Who are you sir? You look like some cheese bread guy I once knew... is that mold around the edges? Link to comment Share on other sites More sharing options...
meganoth Posted August 17, 2018 Share Posted August 17, 2018 Who are you sir? You look like some cheese bread guy I once knew... is that mold around the edges? Compared to his earlier posting frequency he seems only willing to give us a few breadcrumbs now. Link to comment Share on other sites More sharing options...
Burakin Posted August 17, 2018 Share Posted August 17, 2018 We may have to start calling you Ruthless Guppy. please tell me that is indeed a Jagged Alliance reference! for those who aren't that age: http://jaggedalliance.wikia.com/wiki/%22Unusually_Ruthless%22_Reuban Link to comment Share on other sites More sharing options...
Burakin Posted August 17, 2018 Share Posted August 17, 2018 Not bad, but we want this one back : I still remember my first minutes ingame because of this , just awesome feeling ! Yeah that tune still catches me. It was the theme song when I joined the band wagon (at 8.4 I think). I believe there was some issue with it resembling other (prior?) content - something called 28 days later (similar) and/or 'Suspense' by Monophobia Studios (exact). I can't remember the fine bits but DCMA was involved. I'd like to have it back, but maybe the new song they pretty much annouced is also gonna be great. Link to comment Share on other sites More sharing options...
Lonestarcanuck Posted August 17, 2018 Share Posted August 17, 2018 Dealing with life's ups and downs, I have found that ones Attitude is 95% of success in life. This leads into the the backstory of the screamer: One day a very positive young lady had to go to the dentist, just before the zombie virus was spread by the New World Order. [ATTACH=CONFIG]24925[/ATTACH] The dentist became infected first and he drilled a root canal, with no shot of Novocaine! The burnt smell was as terrible as the pain she felt. As she turned into a zombie, she was sad: [ATTACH=CONFIG]24926[/ATTACH] Now, whenever she smells something burning, she hurries over there, hoping for that shot of Novocaine that never comes. You can give her that shot of Novocaine... [ATTACH=CONFIG]24927[/ATTACH] There is the backstory of the Screamer. Another tortured soul that needs your help in A17... Like Roland and I are doing RIGHT NOW! RAT Patrol baby! Day 72!!! I love it! This is a great screamer backstory! Link to comment Share on other sites More sharing options...
faatal Posted August 17, 2018 Share Posted August 17, 2018 landmines? they are not very intelligent creatures, but when I put mines in between myself and them, they will walk around instead of over. They walk right through landmine blocks. Link to comment Share on other sites More sharing options...
RavenGT Posted August 17, 2018 Share Posted August 17, 2018 They walk right through landmine blocks. Woohoo! Great news. Landmines are way too much fun. Link to comment Share on other sites More sharing options...
faatal Posted August 17, 2018 Share Posted August 17, 2018 FAATAL, Is there a way to code it that if the zombies are taking damage from the front faces of a block ..they wont jump on top of them?? Injury stops them from jumping ??? They jump before they take damage, like they would jump up on any block, when the path goes over. Might be better if jump is disabled when destination is a spike, so they just walk through. Link to comment Share on other sites More sharing options...
Eihwaz Posted August 17, 2018 Share Posted August 17, 2018 hey, i want to make a new news video about alpha 17 (core: rolands post about delay). are there any other new important infos that I miss? Ill check this post in 1-2h Link to comment Share on other sites More sharing options...
canadianbluebeer Posted August 17, 2018 Share Posted August 17, 2018 They jump before they take damage, like they would jump up on any block, when the path goes over. Might be better if jump is disabled when destination is a spike, so they just walk through. This would be very nice. Really annoying when they walk OVER the rows of spikes and then die where we can't get to them. (without chopping our way in, or using creative mode) Link to comment Share on other sites More sharing options...
Death2gnomes Posted August 17, 2018 Share Posted August 17, 2018 I heard A18 will add Zombies in Space. it's raining Zombies, hallelujah! - - - Updated - - - They jump before they take damage, like they would jump up on any block, when the path goes over. Might be better if jump is disabled when destination is a spike, so they just walk through. then youve seen Zomb's try to jump over upright log spikes and get stuck jumping, you know how hard it is to shot those with a arrow or bolt! Link to comment Share on other sites More sharing options...
Aldranon Posted August 17, 2018 Share Posted August 17, 2018 it's raining Zombies, hallelujah! - - - Updated - - - then youve seen Zomb's try to jump over upright log spikes and get stuck jumping, you know how hard it is to shot those with a arrow or bolt! I was just thinking: Put a lip around your fort at 4 meters. Put spikes pointing down, 3 meters. Put plates at ground level. The spikes will be doing head shots! If it doesn't work , use a wedge instead! I think forts might not be as weak as we think! Update: OK, I will not say how I got it to work as it might be too good, but what I got there is on the right track. I plan abusing the hell out of it. Damn zombies, get some! Link to comment Share on other sites More sharing options...
TylerDB Posted August 17, 2018 Share Posted August 17, 2018 This would be very nice. Really annoying when they walk OVER the rows of spikes and then die where we can't get to them. (without chopping our way in, or using creative mode) Just make frame paths Link to comment Share on other sites More sharing options...
faatal Posted August 17, 2018 Share Posted August 17, 2018 I know this is 8 hours late, but I assume this will change at some point right? I'm reworking jumping and spike interaction. Link to comment Share on other sites More sharing options...
CplCritter Posted August 17, 2018 Share Posted August 17, 2018 I'm reworking jumping and spike interaction. Great example of the fine tuning work still going on. Thanks for the little snippet of info. I think a lot of us like little glimpses like this when you get the chance to give them so much appreciated, sir. Link to comment Share on other sites More sharing options...
Xeen Posted August 17, 2018 Share Posted August 17, 2018 I'm reworking jumping and spike interaction. See and here some of you guys think the Devs aren't listening. I can't wait to see how the zombies behave in A17 because Faatal has put a ton of work into them, it's all very exciting! Link to comment Share on other sites More sharing options...
Ouch Quit It Posted August 17, 2018 Share Posted August 17, 2018 Faatal, Thanks for the response...can you explain if you are in the know ....is it possible to give bedrolls a NO SPAWN area when placed. Especially early on..you most likely will take over a POI. Having that safety area would be big...basically, if you clear a building and secure it, zombies shouldn't spawn in on you. Also..the block would be lifted once you place another bedroll as you move on. Maybe make it like a land claim in the server xmls..to be adjusted?? Regards, Ouch MTFGA Link to comment Share on other sites More sharing options...
Beyonder Posted August 17, 2018 Share Posted August 17, 2018 A18 needs an option where we can quickly clone a base we're proud of and then benchmark it vs. a preset flow of zombie spawns for an official score. I'd say A17 but I'm part of the boners hoping it'll still drop today. Link to comment Share on other sites More sharing options...
Ouch Quit It Posted August 17, 2018 Share Posted August 17, 2018 TFP mentioned about a blueprint system...possibly maybe not sure in beta. Coughs *VIDEO* Coughs Link to comment Share on other sites More sharing options...
Zadwanaa Posted August 17, 2018 Share Posted August 17, 2018 A18 needs an option where we can quickly clone a base we're proud of and then benchmark it vs. a preset flow of zombie spawns for an official score. I'd say A17 but I'm part of the boners hoping it'll still drop today. I would absolutely **LOVE** that! really test out some of a horde bases. I do hope Blueprints make it to A18... one of the things i loved about Factorio, or the X / Y Axis build helper like in Empyrion & Robocraft Link to comment Share on other sites More sharing options...
The Batman Posted August 17, 2018 Share Posted August 17, 2018 I'm reworking jumping and spike interaction. Spike interaction? Link to comment Share on other sites More sharing options...
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