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Ronarch

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  1. Like
    Ronarch got a reaction from toxicice in Commonly Suggested Suggestions   
    Zed should be able to climb/crawl over vehicle because at the current build a house is perfectly safe if it is surrounded by cars fully and closely.
  2. Like
    Ronarch got a reaction from Svarog in More option for zombie speed   
    Does anyone else want an option that set the zombie speed between sprinter and fast shambler?
    Sprinter setting renders a quite impossible difficulty unless many other zombie lores are weakened. (and it simply doesn't work in multiplayer currently)
    But fast shambler is not challenging enough even with superhuman strength and tougher toughness. (zombies still can't catch you even you are just walking away)
     
    So I would really want one more variation, maybe called jogger, to be included and it places the zombie's speed between sprinter and fast shambler.
    This makes you have to run to avoid being caught by zombie hordes.
     
    Also, I think it would be super nice if another option is presented to change the distribution of zombie's top speed.
    eg. 10% Sprinter + 35% Jogger + 35% Fast Shambler + 20% Shambler
  3. Like
    Ronarch got a reaction from Lionheart2 in More option for zombie speed   
    Does anyone else want an option that set the zombie speed between sprinter and fast shambler?
    Sprinter setting renders a quite impossible difficulty unless many other zombie lores are weakened. (and it simply doesn't work in multiplayer currently)
    But fast shambler is not challenging enough even with superhuman strength and tougher toughness. (zombies still can't catch you even you are just walking away)
     
    So I would really want one more variation, maybe called jogger, to be included and it places the zombie's speed between sprinter and fast shambler.
    This makes you have to run to avoid being caught by zombie hordes.
     
    Also, I think it would be super nice if another option is presented to change the distribution of zombie's top speed.
    eg. 10% Sprinter + 35% Jogger + 35% Fast Shambler + 20% Shambler
  4. Like
    Ronarch got a reaction from Geras in More option for zombie speed   
    Does anyone else want an option that set the zombie speed between sprinter and fast shambler?
    Sprinter setting renders a quite impossible difficulty unless many other zombie lores are weakened. (and it simply doesn't work in multiplayer currently)
    But fast shambler is not challenging enough even with superhuman strength and tougher toughness. (zombies still can't catch you even you are just walking away)
     
    So I would really want one more variation, maybe called jogger, to be included and it places the zombie's speed between sprinter and fast shambler.
    This makes you have to run to avoid being caught by zombie hordes.
     
    Also, I think it would be super nice if another option is presented to change the distribution of zombie's top speed.
    eg. 10% Sprinter + 35% Jogger + 35% Fast Shambler + 20% Shambler
  5. Like
    Ronarch got a reaction from CaptKaspar in RELEASED: Build 31   
    How about an illiterate doctor?
  6. Like
    Ronarch reacted to Pridelost in Dreadwood   
    Dreadwood is being updated with a new layout! I apologize for the old map, but due to complications it's unworkable right now. Keep an eye out for updates. 
     
    Care to take a look at the large upper class houses in the suburban side of town? Beware of the dead who inhabit the once snobby area. Or perhaps you'll enjoy a stay at a five star hotel in the city? It may be your only safety in a city swamped in the dead. Those who get away from the population will find dangerous abandoned buildings, winding trails, and  trailer park homes. Wherever you so choose to stay..
     
    welcome to
    Dreadwood!
     
     
    (Map - WIP)

     
    here's a closer view of the more completed cells, still not quite done yet. 
     

     
    Some screenshots!

     
     
    Features:
    More nature (forest, water, camping etc...) More detailed world and realistic building placements Derelict buildings (beware of holes!) Trailer Park Suburban homes Small city And much much more!
    Credits
     
    Pridelost           -Project Lead
           956texas           -Building assistant
     
    Thank you for all your hard work 956texas.
     
    Thanks to
      Sieben, DoctahWong, and Beastly Bean for their buildings.
     
     
    Old Dreadwood (nostalgia)

  7. Like
    Ronarch reacted to RingoD123 in Bedford Falls (Test V2)   
    Hey guys, so here it is, Bedford Falls Version 2!

     
    Whats New?
    Well, lots of buildings bugs have been fixed, a lot of duplicated buildings have been swapped out for previously unused ones, a large military area and water treatment facility has been added to the north of Bedford Falls, the town itself has been placed in its final (until the vanilla map expands this far) place and just needs a bit more love to join it up with the vanilla map properly. Bedford Falls is now also its own spawn location alongside West Point and Muldraugh (it no longer replaces Muldraugh as a spawn) and also has a variety of random spawn locations.
    Zombie numbers have also been significantly increased across Bedford Falls.
     
    There may still be some buildings with bugged walls etc.
     
    Unzip the file into your "Project Zomboid" install folder, overwriting all files etc as you go.
    Load the game up and select your starting location. You can now choose between Muldraugh, West Point and Bedford Falls. Bedford Falls also includes random spawn points now too.
     
    Report any/all bugs in this thread. Use the pic above to note down the Cell the bug appears in, and provide a picture of the problem area if possible. I will be going through all the lots/world and fixing all these bugs for the Final release of Bedford Falls.
     
     
    Original Contributors:
     
    Current Contributors:
     
    Download:
    OLD VERSION - NO FORAGING OR ZOMBIE RESPAWN!
    BedfordFallsV2.zip NEW VERSION - STEAM WORKSHOPhttp://theindiestone.com/forums/index.php/topic/16546-bedford-falls-v3-steam-workshop/ ENJOY! <3
  8. Like
    Ronarch got a reaction from AliceCooper in Dreadwood   
    I've been playing Bedford Falls and this is perfect if both Dreadwood and B.F. could join the big game world of Muldraugh and W.P.
    Are we able to have it now? Instruction please.
    Appreciate your efforts very much. Those buildings are really amazing.
  9. Like
    Ronarch reacted to RingoD123 in Bedford Falls (Test V2)   
    Quick update, a lot of duplicated buildings have now been replaced, i may still replace a few more duplicated houses although they are already a lot fewer and further between.
    The military area to the North of Bedford Falls is almost now complete too, just a bit of detailing to finish around the outskirts.
    Probably only 2 or 3 days before i can get V2 out to you guys for testing.
     
    All previously reported bugs, and all the ones i found myself have been fixed, thats not to say V2 will be completely bug free however.
     
    Here's a pic:
  10. Like
    Ronarch reacted to RobertJohnson in How to Administrate a Server   
    If the server is still running when you change the options, then yes, you have to use /reloadOptions, or just reboot the server.
     
    But then it'll affect all players, no needs to do it everytime a player connect, what /reloadOptions do : the server will send every serverOptions to all the client connected, but the server IS updated, so every client who connect to the server will also have the serverOptions (oh god, not sure I'm clear here...)
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