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Th3or1st

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  1. Like
    Th3or1st reacted to NCrawler in Yet Another Weapon Mod   
    syfy is a long time user and supporter of the mod so I will be maintaining 2 versions of yawmod_miscweapons.txt.  Heck, I might even go ahead and create an installer with the option to choose between the axes. 
  2. Like
    Th3or1st reacted to syfy in Yet Another Weapon Mod   
    guess i will stick with V30.004, i saw no need to nerf the Tactical Axe whatsoever and kind of wish you had not done so.
     
     
    meh, thats me and my opinion though
  3. Like
    Th3or1st reacted to Jatta Pake in Play My Legacy Save!   
    I created a simple mod that allows you to spawn a pen and journal by pressing "P".
     
    To install:
     
    Download the below zipped file. Unzip the file. I use Zipeg which is free. Save the unzipped file to your Mods folder in Project Zomboid. C:\Users\<your name>\Zomboid\mods Start Project Zomboid. Go to Mods on the Main Menu. Double click the "Pen and Journal Mod". I always restart Project Zomboid at this point. You probably don't need to but I do it anyway. Press "P" to spawn a pen and journal in your inventory.  
    http://theindiestone.com/forums/index.php/topic/12478-pen-and-journal-mod/
  4. Like
    Th3or1st got a reaction from Jatta Pake in Play My Legacy Save!   
    ___________
      /                          \
     /           R.I.P.         \
    |                               |
    |        Dee                |
    |            Crapio        |
    |                               |
    |       survived           |
    |        15 d                |
    |              23 h           |
    |                               |
    ++++++++++++++++
     
     
    https://dl.dropboxusercontent.com/u/55474402/zomboid/Legacy%201m-5d-0y.rar
     
    I've left two Journals and a few useful items gathered in two different not really hidden locations.
     
    Although I enjoyed my stay I felt like I should end it at some point (with a bit of drama to discover).
     
    Who's next?
  5. Like
    Th3or1st got a reaction from Jatta Pake in Play My Legacy Save!   
    Ah, thank you. That's gonna make it much easier!
     
     
    I was lucky starting in someone's safehouse and finding pen and journal prepared (Thank you, stranger).
    That mod could be a good addition for those, who jump in later and at some point a necessity, 'cause there seems to be no general respawn in this save and the total amount of journals in westpoint is limited.
    Not exactly, because of zombieloot, but you can be pretty unlucky depending on zombieloot.
     
    But a downside to a mod would be having to install an extra mod in addition to the savegame. Which is, on the other hand, not really complex.
     
    With subsequent players in mind, I guess it is best not to loot any journals or pens from houses and only grab those from zombies (same with pens).
     
    I dunno.. ^^
     
    I'm already planning out how to continue my game and have to say:
    It's really great. I love it.
    To find footprints of others and have to struggle with an already raided town is a really cool and challenging new experience.
     
    Some may ask: Why don't you just play online? But i think it's not the same thing, and I personally would already have my own private server (it's already set up and stuff), if there wouldn't be this sleeping and exhaustion downside to mp at the moment. Which is gamebreaking to me.
     
    Well, nuff said.
     
    You can look forward to finding badly spelled yoda style written journals in this savegame soon!
    I guess i should play my guy as a tourist from europe. Maybe some mixed in german cuss words would be a funny read.
  6. Like
    Th3or1st reacted to Albie in Things in the game that need to be cleaned up.   
    Some very good points, especially about the lack of winter clothes. Would make outdoorsman occupation more tempting for those not wanting to wear the appropriate gear, while adding another element of finding the winter gear. Also agree with the stairs issue, even if we don't see what's on the top step (eg zombies) as long as we can see it we won't be going blind into a potential grief spot! Another thing I would like to see updated is the tent. Maybe a way to shelter in it without sleeping. This would help in multiplayer when caught short in a storm in the middle of nowhere. Also with the new exhaustion system, it could help you on long journeys where you need to run a lot.
  7. Like
    Th3or1st reacted to Zephyo in Removing glass from broken windows   
    @theorist- this I do know...I've read the newbie guide on start-up too =) .  However, suppose you jump onto a MP server. A good portion of the windows are going to broken.  And despite broken glass not affecting the mechanical functions of window in most cases, in PZ, a window with broken glass cannot be opened. Not to mention windows that do not have an opening function.
  8. Like
    Th3or1st reacted to Marinus in Play My Legacy Save!   
    Open the diary, then pause the game. You can still edit it when it's paused. If you like, you can also write it in Wordpad or something, and copy paste it into the game.
  9. Like
    Th3or1st got a reaction from Jatta Pake in Play My Legacy Save!   
    I'm four or five days in now.
     
     
    Don't know how long i will make it, will continue on the weekend.
    It's awesome so far, but i will need more food soon.
     
    I also struggle a bit on getting things done and keeping my own diary/journal up to date. Days are short... ^^
  10. Like
    Th3or1st got a reaction from Marinus in Play My Legacy Save!   
    I'm four or five days in now.
     
     
    Don't know how long i will make it, will continue on the weekend.
    It's awesome so far, but i will need more food soon.
     
    I also struggle a bit on getting things done and keeping my own diary/journal up to date. Days are short... ^^
  11. Like
    Th3or1st got a reaction from Jatta Pake in Play My Legacy Save!   
    Cool idea, sounds very interessting!
     
    Maybe i'll give it a try tonight.
  12. Like
    Th3or1st reacted to Suomiboi in Diagonal Roads   
    Hey there mappers and builders!
     
    Since we've gotten a lot of new maps and mappers during the holidays I decided to go poking into the system behind the blends and rules of the mapping tools. After half a day of trying and failing I've gotten a decent system working where I can create diagonal roads for the mapping tools.
     
    Basically this:

     
    It works with a bitmap too!
     
    The colors are as follows:
    Light Asphalt: 170 170 150
    Medium Asphalt: 130 130 130
    Dark Asphalt: 110 110 110
    (Just add ten (10) to every vanilla road value.)
     
     
    There are a few things that aren't a 100%. . . For example you'll have to hand place some of the diagonal tiles in crossroads that have different road types, if you want them to look correct. The blend system is somewhat limited in this way, but it's a very minute problem considering the benefits!
     
    Here's the download link and instructions on how to get it working with the tools:
    https://www.dropbox.com/s/7fw5m2x8n8rttwe/Diagonal64bit.rar?dl=0 - 64bit version
    https://www.dropbox.com/s/aj2305jisa06bv8/Diagonal32bit.rar?dl=0 - 32 bit version
    (the only difference is where the files are placed, nothing fancy)
     
    How to install:
     
    How to draw diagonal roads in TileZed:
     
    NOTE that this works only for the mapping tools! You have to create the custom packs and tile definitions to get it working in game as with any custom tilesets!!
     
    Let me know if you can't get it working or run into problems!! Happy mapping and a happy Mondoid!!! (clyde)
     

  13. Like
    Th3or1st reacted to Kirrus in Airships   
    I want to float calmly over the apocalypse, far above, in perfect safety. Apart from the fact my balloon is filled with hydrogen I split off of water using electricity.
     
    This might not be totally serious
     
  14. Like
    Th3or1st reacted to EnigmaGrey in RELEASED: Build 30.12   
    Yep, I'd love to be able to find a watch, alarm clock .etc that enables this functionality in-game, rather than just have it this way. That, or the option to choose between naps (of randomized length)  or sleep (a full night's sleep).
  15. Like
    Th3or1st reacted to Bullwinkle in RELEASED: Build 30.12   
    I like what I'm seeing here, so I offer my compliments and encouragement. I happen to be a bona-fide health care expert, so I'd also like to offer my perspective.
     
    Whiskey is an excellent disinfectant in real life. I hope it is nearly as effective as the "proper" disinfectants in game.
     
    Suturing with twine should have a very high chance of infection. Suturing with thread less so. Suturing with fishing line would have the least chance of infection, since it has a monofilament structure and germs can't invade the hidden spaces inside the suture, since with monofilaments, there are not hidden spaces inside (unlike woven threads). But suturing with fishing line also takes more skill. Boiling/disinfecting the suture and instruments ahead of time should help decrease the chance of infection, unless the person doing the sewing has no knowledge of sterile technique.
     
    Regarding #3) New medical-related items: the application of splints should not require needles. Splints are put ON, not put IN. Plates can be put IN to stabilize a fracture, but that involves major surgery. Fractures often need to be reduced prior to splinting. Failure to properly reduce a fracture can result in maiming, infection, even death. Reducing a fracture is probably the most painful thing a player would encounter, right up there with getting burned.
     
    Burns do not result in major health loss unless they cover a significant % of the body. They should, however, be fairly prone to infection. If less than 10% of the body is burned, you might consider it a minor burn. If more than 40% is covered, you might consider it lethal in a few days if not treated with both daily bandaging and antibiotics as well as rest and food/vitamins. EDIT <oh, and a big increase in drinking water while the burn heals>
     
    Whether or not a bullet or other deep wound results in major blood loss in real life is highly variable. There is a large element of luck involved. If a big enough artery or bloody organ (heart, liver, spleen) are hit, blood loss may be 50X higher than when the person lucks out and critical structures are missed. Maybe a RNG would be useful in the game.
     
    Treating wounds, even minor ones, on your own back is not likely to work very well.
     
    In the last 150 years, the single biggest advancement (resulting in the largest % drop in mortality) in the treatment of critical illness/injury (by far) was the development antibiotics.
     
    Antibiotics often have side effects like nausea/vomiting, mild allergy, severe allergy. Penicillin allergy is the most common antibiotic allergy and could be an interesting negative perk, especially if you include a variety of antibiotics in game.
     
    Iron pills/vitamins might be helpful after major blood loss.
     
    Having lots of corpses around your house, or wandering around corpse-ridden areas might lead to all manner of disease including plagues, especially if you aren't trapping rats and mice.
     
    In the current game, vitamins are used to stay awake, but in real life, they are not that effective. Maybe you should call them caffeine pills or energy pills.
  16. Like
    Th3or1st reacted to Blackthorne in What type of clothing do you want to see?   
    Because I'm a pack-rat at heart, I'd be interested in some kind of multi-pocket explorer/travel vest; would be great for organising my 'everyday essentials' in the inventory.
     
    In jest: Oakley sunglasses - I'd love to scrounge a couple of boxes of those overpriced suckers 
  17. Like
    Th3or1st reacted to gaunti12 in Operation Fix Late Game By Killing You Before You Get There   
    I think random moving hordes, like the hordes in TWD, would be a constant up in difficulty. But please make them not come to me no matter what I do... if I choose the (very boring) playstyle far-out-in-the-woods, I should be relativly safe. A horde wandering out far in the forest should be very uncommon (maybe they followed a helicopter flying over them, and had no other stimulus since then so they still wander in the direction the heli flew-stumbling over your unlucky toons camp).
    But if I stay in urban areas, wandering groups of zombies should be a constant danger, as should making noise be.
     
    Lategame new accomplishments and dangers could go hand in hand, making the game having more to achieve but also new drawbacks and dangers.
     
    Like, if I build my base, start farming and start to sustain myself that way, I should also have new goals like getting a generator running to use the fridge again. Or getting a car running and pimping it mad max style.
    For the generator for example I would have to go out and scavange again, need a car (if introduced) to get the generator from the hospital/shack in the woods/mall/ etc etc to my safebase, need fuel and spare parts. The search for parts and stuff would be dangerous if the hordes are back, so a new way to die even if late in the game. Also the generator makes noise and whatever code determines how hordes move could take the generators noise into account, upping the chance a horde moves to the safehouse.
     
    I think lategame, the safebase playstyle should still be viable, with punji stick traps, walls (like brick walls) no zombi can destroy and other ways to have it really safe. To get the player killed, I think it's much more rewarding to have the player choose if he wants to risk something for something and die in the process, and not to make death absolutly inevitable in cheap ways like a constant increase in zombie population or needed items just vanishing from the map or breaking without replacement.
     
    Also, later in game, the wildlife creeping back into town could create new enemys added to the zombies. Bears or wildcats could be a rare but dangerous encounter for the lategame.
     
    Another way (if hordemovement is back) could be a real big horde moving from one edge of the map to the other. This could simulate giant hordes wandering across the continent. This could happen ramdomly after some time has passed. Like, after 3 Months (the time needed for these megahordes to form) the new danger "megahorde" is introduced like now the watershutdown. A megahorde would be like a natural desaster, to be avoided at all costs or fought to the death.
     
    But, what I disliked about the hordes that tore down my base everytime, was that I had no way to make a zombi barrier at all, and that should be possible. I don't like that zombis can break through everything I've build. To build a base that no zombi can tear down and starve inside it besieged by 400+ Z has its own horror. I would have to fight my way out, loose the horde and travel to a new town... and someday I might come back to my old safehouse with the horde gone.
     
    Nearly every Zombimovie has the survivors building their base besieged by Z. I want to have this, too. Of course it's not my game and you guys can do what you want with it, but I think the "Would I survive, and how would I do it?" is a strong part of the fun playing a zombie game, and if I knew the game would kill me later, no matter what I do, it would kill the fun (for me at least).
  18. Like
    Th3or1st reacted to lemmy101 in Operation Fix Late Game By Killing You Before You Get There   
    This is still to be determined. This whole thing was conceived just yesterday, and we're still figuring it all out. But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
  19. Like
    Th3or1st reacted to lemmy101 in Operation Fix Late Game By Killing You Before You Get There   
    re: this - we're going to be doing a professions overhaul. Idea being if you want to do carpentry then pick a carpentry based profession and you'll start with a huge headstart skills wise (start with a point or two, say, and 3x speed of level up). But will therefore suck ass at farming, and combat, etc etc. Or you could pick someone who is good at combat and they would have a much harder time getting to level of skill necessary to build stairs. Nothing is locked off, but professions unsuited or unrelated to a skill will make it more difficult, longer for someone to get proficient.
     
    Makes profession choice (and we want to add hobbies too as a second modifier) much more agonizing and important. And more interesting for MP too. And NPCs when they come about,.
  20. Like
    Th3or1st got a reaction from Impetiso in Average Joe   
    So the player is an "average Joe".
     
    How about learning some not so average skills from some not-exactly-average-Joe-NPC you have to find/meet ingame?
     
    Maybe there could be one NPC, who knows how to, for example, cast bullets.
    You could meet people, who have one or two special skills and, as it would be in reality, give their knowledge to others.
     
    You're still an average Joe, but you've met someone, who taught you some special skill.
    As long as you make friends with him and don't have shot him right away...
     
    I guess the best way to survive the zombocalypse is to find people who can teach you their portion of known skills to survive a.k.a. build a group and help each other.
     
    I want bullet-casting and/or -dealing NPCs    -    nao plx! )
  21. Like
    Th3or1st reacted to RoboMat in Average Joe   
    If everybody in the game is an average joe, then why do we even need the professions?
     
    My 2 cents is, that instead of trying to have an "all-mighty, but not too mighty average joe" you should enforce the different qualities a profession could bring. Currently it doesn't even really matter which profession you play and I'm not talking about how a police officer can shoot with +2 Acc. 
     
    Why not have professions which REALLY have some value. E.g. an engineer who could repair electrics or set up a generator, a farmer who is the only one who knows how to grow stuff, a carpenter who is the only one to build more elaborate constructions like beds or doors.
     
    After all, if you don't have any special skills you probably are going to die pretty fast anyway.
     
    This would also mean, that in multiplayer people would have to think twice about shooting the carpenter they just found scavenging through the nearest warehouse, because he could actually be very useful to their own group.
     
    Just my own thoughts on the whole issue, but I understand that it is hard to find the perfect balance there.
  22. Like
    Th3or1st reacted to RobertJohnson in RELEASED: Build 29.4   
    Slight update :
     
    [NEW STUFF]
    Building raw axe/hammer and log walls will require ripped sheets(bandages you got from rip clothing)/twines or rope. Stone hammer lose condition when you build things with it. Chopping trees can drop branches and/or twigs. Accuracy and reloading skills are now part of the sub skill : Ranged. Scavenging don't stop after finding 1 thing, it keep try to find more things untill it reach the end of the timed action. The items Bandages (the one you get from rip your clothing) is now call Ripped Sheets, still can act as bandage. [bUG FIX]
    No more tree chopping with a frying pan, baseball bat etc. Sometimes there were 2 trees on the same grid. [bALANCE]
    Decrease the spawn rate of paintings and farming seeds inside crates.
  23. Like
    Th3or1st reacted to Viceroy in Why do zombies bang on doors/windows?   
    The vestiges of memory tells them to do so. Because deep down they know that it is an entry way, they just cant remember how to use it.
     
    Same goes for migration, they remember walking with other people but they can't make sense of it so they just... Do it.
     
    Even in Romero lore, zombies often went to places of work or places they spent lots of time because the zombie has some basic sense or instinct telling them to do so.
     
    If you throw away all mental faculty from the lore, they would be comatose and unresponsive to everything. A zombie does indeed still have a thought process, and you can argue until you are blue about what is realistic when it comes to a walking dead person. In the end it is all impossible. So might as well give them behaviour that won't result in them just laying on the carpet and lawn like catatonic people.
  24. Like
    Th3or1st reacted to Suomiboi in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Have you guys discussed about the possible modding tools regarding npcs/ai etc? If so, could you shed some light on that?
  25. Like
    Th3or1st got a reaction from INoEmo in Ladders   
    Portable Ladders would be a nice addition.
     
    But for now i would already be happy, if the ones which are already in the game were climbable.
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