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Pat_Bren

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Everything posted by Pat_Bren

  1. Pat_Bren

    Lone Survivor

    Translations will almost certainly be a nightmare. Willkommen in der Hölle.
  2. Pat_Bren

    Lone Survivor

    Yep, we have to keep the personality to a bare minimum to get the basics down first, but there'll be lots of flavour/ways to say the same thing hopefully!
  3. All of the 40 or so buildings that appear in my Ballincoolin map. Brenhouse is my house (see attached photo for position suggestion)! https://steamcommunity.com/sharedfiles/filedetails/?id=857149458 ballincoolinbuildings.zip
  4. Okay, thanks. I'll keep playing the current builds I think, they work for a while at a time anyway. The performance hasn't especially dropped after cars/weather, the screen flickering is the main problem.
  5. I have two of "Intel Pentium CPU 987 @ 1.50GHz"
  6. I am on the latest IWBUMS and if I play normally, my screen starts to flicker after about 15-20 minutes, with patches of black appearing all over/menus flickering in and out too, making the game unplayable. Also the dead zombie textures are swapped out with random tiles. If I play in compatibility mode, a different but similar issue appears, which is that the screen more or less stops drawing the game. The game continues on and sometimes I can quit to the main menu, but that's mostly invisible too. I have a 64 bit machine but my card is an Intel HD, so that could be the problem. I have turned off 3d models (which makes cars stop drawing too) and the new roof hiding system but neither seems to be related to the problem. I have attached my last log, which crashed out after only a minute or so of gameplay. console.txt
  7. My suggestion: hyperthermia only increases your thirst (a lot), which will kill you, rather than the heat killing you directly. I had a similar though opposite death from hypothermia (though my setting was on "Very Cold") when indoors beside a lit stove.
  8. I think chopping trees down with an axe is way too easy. It should take far longer, as should sawing, with a progress bar so you can continue on from where you left off if you need to interrupt it. This would make dismantling objects like doors/wardrobes for planks/wood be far more necessary (and how many times do people in a zombie movie chop down trees? They're always breaking up furniture tho.) And when chainsaws are in, it'll be a nice balancing act between noise/fuel and the extra time it would take to just use an axe. Also, making chopping/sawing harder would essentially make them be two separate jobs (as in, one player helping another out by sawing what they chop) for players in multiplayer/eventual NPCs, helping with roleplaying etc.
  9. Just a heads up, adding "burnt" vehicle zones makes my game crash, I think they've been removed/replaced with "junkyard", maybe the devs can clarify.
  10. I am using my own custom map but no other mods. Here is the relevant code I am using: local stashMap1 = StashUtil.newStash("BallincoolinStashMap3", "Map", "Base.BallincoolinMap", "Stash_AnnotedMap"); stashMap1.zombies = 20; stashMap1.buildingX = 9097; stashMap1.buildingY = 9689; (there is a big church at these co-ords in my map) Sorry if this is my fault, I hadn't considered that! I don't have the log but I remember seeing on the console it was definitely a zombie spawning error.
  11. If you have zombies turned off and find a lootable map that spawns zombies in a location, then go to that location, the game crashes.
  12. Can you give us the code to add vehicle zones to the map using TileZed?
  13. Maybe there could be a speed limiter option for cars to reduce fuel consumption as well as noise (and the chance of crashing obvs)?
  14. I think you should be able to disassemble furniture you've picked up and that's in your inventory (if you have the proper tools). Not related to this build specifically, but the separate menus/options for interacting can be confusing. For example you have to click in the world to place a mousetrap, there's no action to place if you click the trap itself, and you can't "place" it using the furniture moving place, which might confuse people not used to PZ's UI quirks.
  15. Encountered a bug probably related to what someone said about the Clumsy trait. Slept in the remote farmhouse. Woke up to find ~100 zombies had broken through the back door. I hadn't fired a gun and did nothing at all to attract them. No way they could've heard me normally, and I'm so remote they definitely pinpointed me.
  16. (moved to main mods forum http://theindiestone.com/forums/index.php/topic/16364-farmhouse-challenge/ )
  17. "You lived with your family in the farmhouse outside of Muldraugh when it started. Every night, you hear screams from your neighbours' houses. Now your parents are dead, and your supplies are low... You are restricted to the farmhouse and the area directly to the north. If you survive for two months, the world is open as normal. Let's hope you can find what supplies you need in the small available area, and be sure to choose a forager, trapper, or farmer, or your death will be slow and painful. Expect a couple of unexpected twists before your time is up..." The farmhouse is a great but remote location that a lot of players move out to, but what if you started there, and can't leave except to scavenge from the houses to the north? All feedback is welcome, especially about the number of zombies/amount of loot. Too much/little of either, please let me know! Farmhouse Challenge on Steam Workshop EDIT: The challenge is activated under mods. Double click "Farmhouse Challenge" so that a green tick appears beside it. Then the challenge will be added to the bottom of the solo->challenge screen. The mod doesn't change anything in the map or game outside of this challenge.
  18. "You lived with your family in the farmhouse outside of Muldraugh when it started. Every night, you heard te screams from the neighbour's houses. Now your parents are dead, and your supplies are low... You are restricted to the farmhouse and the area directly to the north. If you survive for two months, the world is open as normal. Let's hope you can find what supplies you need in the small available area, and be sure to choose a forager, trapper, or farmer, or your death will be slow and painful. Expect a couple of unexpected twists before your time is up..." The farmhouse is a great but remote location that a lot of players move out to, but what if you started there, and can't leave except to scavenge from the houses to the north? All feedback is welcome, especially about the number of zombies/amount of loot. Too much/little of either, please let me know! Farmhouse Challenge on Steam Workshop
  19. It would be cool if NPCs didn't KOS by default, but only if you started KOSing NPCs, ie. like they learn you're a nogoodnik/rapscallion as your reputation grows and shoot you on sight.
  20. Will we have access to loot tables/be able to place specific items in containers that will always be there? It's something I couldn't figure out in the old editor.
  21. Maybe the respawn mechanics need to take the map-wide population into account if it doesn't already. Otherwise, zombies will respawn infinitely as they move out of their starting cells and leave their starting cell's amount under its cap with no player interaction. EDIT: Though it's definitely cool if the zombie population increases over time like, based on this, I assume it does. Not sure it was intended that way though.
  22. Yeah, the ice bursting bottles was just an idea to keep things from getting too simple. Like, if bottled water stays untainted, and you have lots of bottles with no chance of them ever breaking or going out of existence, I don't see why you'd ever use anything else.
  23. Water seems to be a sticky issue around here. There have been lots of suggestions about water, including purification (theindiestone.com/forums/index.php/topic/14466-water-purify-idea) and lots about collection (usually, and correctly in my view) that any open container outside should collect water (eg. garbage cans, or mugs, or anything capable of normally holding water). These, I believe, are obvious things that should be implemented, but pretty much break the entire "thirst" system. To balance this, I suggest introducing evaporation. Water should evaporate from the sinks, toilets etc. that a lot of people rely on when the water works are turned off. Water would evaporate from every container that doesn't have a top (ie. not bottles). I would also suggest adding a tooltip (not a really specific one, I know the devs hate that) something like, "Drink (2 bottles remaining)" or "Drink (<1 bottle remaining" or finally, "Drink (a single drop remaining)" the last one perhaps randomly added to previously dry taps to give the player a teeny tiny random chance. If this is still unbalanced, the devs could implement water freezing during cold weather, bursting the bottles and making most of it be lost when the water ice in the bottles thaws out. AND, you obviously can't drink ice, so any frozen water would have to be thawed in a bowl over a fire to get it. I think this would re-balance water's end game and keep it as a viable game mechanic for longer. As it stands, a house beside the river or a rain collector barrel, as well as a bowl and a campfire, basically frees the player from having to worry anymore about water. These changes would fix that, I think. EDIT: Obviously, if a bottle is not full, it won't burst on freezing (freshwater expands 9% on freezing according to Wikipedia, so if there's that much space remaining in a bottle it won't burst. But that means a player will have to spill 9% of their water onto the ground or into another container). AND, also, I think open containers filled with water that are not on the player's person should get re-tainted after a while. The reason given for this could be things like lots of dead insects floating in it, or rat droppings etc. This means bottles will be hugely important in gameplay value, but also can become useless which will keep it interesting.
  24. Pat_Bren

    RATS

    Also, re. refrigerators, they're not infinite, so that's one thing. As anyone who gets a stockpile learns, the space soon gets filled up with stuff and you have to use crates/cupboards which WOULD be vulnerable to rats.
  25. Pat_Bren

    RATS

    YES, actually, that's a good point, the rats would eat the bodies and leave you alone at first. It's only when all that's left is the zombie skeletons (like, very, very late in the game) that they'd become a problem.
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