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Onkeen

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  1. Like
    Onkeen got a reaction from deprav in Feedback on new zombies AI & zombies memory   
    Hi,
     
    It's been a few month since we are experimentig the new zombies AI system, making them pack into hordes. But it was supposed to make the game harder but it feels like it's easier now.
     
    I explain myself, now that zombies are packing up in hordes, some of the roads feels empty, even at the center of Westpoint even with zombies amount set at insane, I always manage to raid the carpenter shop in every runs and this even if I set their three senses at maximum.
     
    Before, I had to struggle through the residential area to find some carpentry & garage stuff but it was hard because there were zombies scattered at every corners and fighting them was too dangerous because of noise. In this situation, going to the center of the city was scuicidal. But now I just need to check the horde position and do a running raid where they are not.
     
    My suggestion to solve this diffuculty problem is to add different zombies behavior, the first type will react with the horde behavior and make groups(like the new behavior), the second type would be loners that are shambling following only noises from ambiant sound and players (old behaviour). This way, we could increase difficulty with both hordes and loners.
     
    My second thought is about zombies memory, I think that memory is way to short (even set at max settings) I would love to see a new setting for sandbox for [Permanent Memory]. With this mode selected, a zomby that have spotted you, will follow you forever until you have killed him, and this of course at his slow speed, making zombies that cross his way following you too. This way, if you forgot to kill a zomby, he might me slaming at your door with severals friends in the midle of the night, forcing you to really split you loot between multiple bases and move a lot or to make a powerfull fortifyed base to resist waves of assault.
  2. Like
    Onkeen got a reaction from EreWeGo in Feedback on new zombies AI & zombies memory   
    Hi,
     
    It's been a few month since we are experimentig the new zombies AI system, making them pack into hordes. But it was supposed to make the game harder but it feels like it's easier now.
     
    I explain myself, now that zombies are packing up in hordes, some of the roads feels empty, even at the center of Westpoint even with zombies amount set at insane, I always manage to raid the carpenter shop in every runs and this even if I set their three senses at maximum.
     
    Before, I had to struggle through the residential area to find some carpentry & garage stuff but it was hard because there were zombies scattered at every corners and fighting them was too dangerous because of noise. In this situation, going to the center of the city was scuicidal. But now I just need to check the horde position and do a running raid where they are not.
     
    My suggestion to solve this diffuculty problem is to add different zombies behavior, the first type will react with the horde behavior and make groups(like the new behavior), the second type would be loners that are shambling following only noises from ambiant sound and players (old behaviour). This way, we could increase difficulty with both hordes and loners.
     
    My second thought is about zombies memory, I think that memory is way to short (even set at max settings) I would love to see a new setting for sandbox for [Permanent Memory]. With this mode selected, a zomby that have spotted you, will follow you forever until you have killed him, and this of course at his slow speed, making zombies that cross his way following you too. This way, if you forgot to kill a zomby, he might me slaming at your door with severals friends in the midle of the night, forcing you to really split you loot between multiple bases and move a lot or to make a powerfull fortifyed base to resist waves of assault.
  3. Like
    Onkeen got a reaction from hrot in Feedback on new zombies AI & zombies memory   
    Hi,
     
    It's been a few month since we are experimentig the new zombies AI system, making them pack into hordes. But it was supposed to make the game harder but it feels like it's easier now.
     
    I explain myself, now that zombies are packing up in hordes, some of the roads feels empty, even at the center of Westpoint even with zombies amount set at insane, I always manage to raid the carpenter shop in every runs and this even if I set their three senses at maximum.
     
    Before, I had to struggle through the residential area to find some carpentry & garage stuff but it was hard because there were zombies scattered at every corners and fighting them was too dangerous because of noise. In this situation, going to the center of the city was scuicidal. But now I just need to check the horde position and do a running raid where they are not.
     
    My suggestion to solve this diffuculty problem is to add different zombies behavior, the first type will react with the horde behavior and make groups(like the new behavior), the second type would be loners that are shambling following only noises from ambiant sound and players (old behaviour). This way, we could increase difficulty with both hordes and loners.
     
    My second thought is about zombies memory, I think that memory is way to short (even set at max settings) I would love to see a new setting for sandbox for [Permanent Memory]. With this mode selected, a zomby that have spotted you, will follow you forever until you have killed him, and this of course at his slow speed, making zombies that cross his way following you too. This way, if you forgot to kill a zomby, he might me slaming at your door with severals friends in the midle of the night, forcing you to really split you loot between multiple bases and move a lot or to make a powerfull fortifyed base to resist waves of assault.
  4. Like
    Onkeen reacted to bumblemore in Feedback on new zombies AI & zombies memory   
    And space the horde members out a bit, at the moment they're too condensed to make me believe they're not tripping over eachother all of the time.
  5. Like
    Onkeen reacted to Suomiboi in Blender 3D Scripts   
    Ahahahaa!! I'm having so much fun right now!! Thank you so very much for doing this!
     
  6. Like
    Onkeen got a reaction from bumblemore in Feedback on new zombies AI & zombies memory   
    Hi,
     
    It's been a few month since we are experimentig the new zombies AI system, making them pack into hordes. But it was supposed to make the game harder but it feels like it's easier now.
     
    I explain myself, now that zombies are packing up in hordes, some of the roads feels empty, even at the center of Westpoint even with zombies amount set at insane, I always manage to raid the carpenter shop in every runs and this even if I set their three senses at maximum.
     
    Before, I had to struggle through the residential area to find some carpentry & garage stuff but it was hard because there were zombies scattered at every corners and fighting them was too dangerous because of noise. In this situation, going to the center of the city was scuicidal. But now I just need to check the horde position and do a running raid where they are not.
     
    My suggestion to solve this diffuculty problem is to add different zombies behavior, the first type will react with the horde behavior and make groups(like the new behavior), the second type would be loners that are shambling following only noises from ambiant sound and players (old behaviour). This way, we could increase difficulty with both hordes and loners.
     
    My second thought is about zombies memory, I think that memory is way to short (even set at max settings) I would love to see a new setting for sandbox for [Permanent Memory]. With this mode selected, a zomby that have spotted you, will follow you forever until you have killed him, and this of course at his slow speed, making zombies that cross his way following you too. This way, if you forgot to kill a zomby, he might me slaming at your door with severals friends in the midle of the night, forcing you to really split you loot between multiple bases and move a lot or to make a powerfull fortifyed base to resist waves of assault.
  7. Like
    Onkeen reacted to Maska_zgz in Marijuana mod: Cultivate it yourself!   
    For the moment, and with the available tools, it seems impossible to create or modify Moodles. Maybe someone able to explore the bowels of the game, through java decompiling, and modifying something, can achieve something, but those with more humble knowledge, as I, can do nothing.
     
    There are several threads in the forum of people trying to modify or create a moodle, and the answer is always the same. It is still not possible.
     
    If I'm wrong, please, someone correct me. And please, teach me how to make a moodle. Would be happy to have a customized moodle for the mod. 
  8. Like
    Onkeen reacted to Demonic_Kat in Ability to trap and or restrain zombies   
    Your "really low rate of accident" addition to that sentence made me laugh so hard.
    "Bob got bit today."
    "Damn... Time to change the sign back to '0 Days Without an Accident'"
  9. Like
    Onkeen reacted to Moose65 in Foraging Findings   
    That's the problem too. Right now some Skill sets simply don't work right at all. Cooking is a prime example, as it has so many broken mechanics its not even funny. Spices don't work at all, you make less satisfying meals as you become more skilled, etc etc. To make a guide for something like that (where poisons may not even be functioning right) would be a headache until its revisited and touched up.
  10. Like
    Onkeen reacted to Moose65 in Foraging Findings   
    Updated for build 31, new additons
     
    Profession and trait section added.
     
    10 levels VS the previous 5 levels.
     
    Foraging definitely needs some work, there are a LOT of empty levels now (1, 3, 5, 7, 9, and 10 currently have no new items assigned to them). Also, Fast Learner seems broken.
     
    Park Ranger and Hiker stacking are probably not intended, but its a good way to get a bonus to leveling this skill.
     
    Edit: Appropriately tagged new changes as (IWBUMS Only).
  11. Like
    Onkeen reacted to Moose65 in Foraging Findings   
    Level 0
     



     
    Level 1
     



     
    Level 2
     



     
    Level 3
     



     
    Level 4
     



     
    Level 5
     



     
    Level 6
     



     
    Level 7
     



     
    Level 8
     



     
    Level 9
     



     
    Level 10
     



     
    Professions and Traits Related to Foraging
     



     
    Crafted Items from Foraging
     



     
    Winter Foraging
     



     
    FAQ
     



  12. Like
    Onkeen reacted to Mak10z in Foraging Findings   
    "So there's been a Zombie Apocalypse;  better drink my own piss" by Bear Grylls?
  13. Like
    Onkeen reacted to syfy in Foraging Findings   
    gold, silver and platinum. and maybe a secret stash place of prime steak, lobster and 12 year old single malt scotch
  14. Like
    Onkeen reacted to RobertJohnson in RELEASED: Build 31   
    Update 31.3! Some new foods, some balancing and a ton of fix by EasyPickins!
     
    [New Stuff]
    Added new 16 foods item Added Frog in foraging [bug Fix]
    Fixed Strength/Fitness being reset on some profession/traits Fixed some doors being locked from the inside and not unlockable without a key. Fixed empty Kettle being cookable while the full Kettle was not. Fixed traits from previous new players getting inherited by the next new player. Fixed "Clean blood" not removing blood on the server. (Issue #001402) Fixed chop-tree and remove-bush animation not taking endurance moodle level into account. Fixed players spreading fires in mp when NoFireSpread=true. (Issue #001392) Fixed server crash when a client adds an unknown type of item to the world. (Issue #001398) Fixed "Fixed skill tooltips sometimes "sticking" to the mouse." Fixed Drowsey -> Drowsy moodle tooltip typo. (Issue #001364) Fixed servers not updating the public server list when PauseEmpty=true. (Issue #001378) Fixed hit-testing in the skills panel. Fixed level 9 skills requiring 75 XP. (Issue #001369) Trees will not slow down /noclip players. (Issue #001393) Fixed endurance not decreasing unless Asthmatic trait was taken. Fixed keys looted from corpses disappearing in multiplayer. (Issue #001360) [balance]
    Reduce the damage done by panic in melee Reduce the knockdown chance with panic
  15. Like
    Onkeen reacted to syfy in RELEASED: Build 31   
    since its listed, can i ask what the new food items may be?
  16. Like
    Onkeen reacted to Mr.White in Few ideas for chalenges   
    I came up with some ideas for chalenges. These use things already in the game, so it should be possible to make them come true..
     
    1.) Evolving zombies: The longer you play, the stronger the zombies get. They will be faster, more resilient and will learn how to open doors and windows. At the start, you will be fighting against the weakest zombies possible in sandbox. After two weeks, you will be fighting against sprinting zombies that can hear and see you from mile away.
     
    2.) B(ad)-virus: You have been infected with different strain of the zombie virus (You can still be infected by ordinary zombie and die). This virus gives you one random bad trait everytime you sleep. Surviving will be much harder after some time.
     
    3.)Flaming undead: Zombies now catch on fire when they die. Killing them near your safehouse will be really bad idea.
     
    4.)Nightcrawlers: Zombies are slow and weak at day, but get strong and fast at night.
     
    5.)On the run: Huge horde of slow zombies will spawn on the edge of the map. They know exactly where you are and will folow you until they catch you and kill you. Distracting them with gunshots will not work this time.
     
     
    These are all the ideas I have for now. Do not pay atention to those names. I was never good at naming things.
  17. Like
    Onkeen reacted to Demonic_Kat in Different background stories   
    Lol it's because the premise of women getting hurt, needing assistance, and/or getting killed straight away is quite sexist. It's an ongoing theme in horror movies that even "Scary Movie" brought to light. It would be nice to see that storyline change, perhaps even be random.
     
    One time you could be Baldspot saving Kate, Kate saving Baldspot, Kate saving Jennifer, or Baldspot saving Larry, etc.
  18. Like
    Onkeen reacted to Demonic_Kat in Feedback on new zombies AI & zombies memory   
    I've found that it has been easier to get around the Z's too, not that I do. I found it much harder when they were all packed on the roads or in the parking lots. Maybe it's because of the overlap, it seems like more than one can occupy a space at time. Even with the hordes traveling around like they do, I find that I can still break off one or two, kill them, and repeat that until they're all dead. It also leaves out that "OMG THERE WAS ONE IN THE TREE BEHIND ME" feeling too.
     
    IMHO I find the older system much more challenging.
     
    On the subject of Z's memory, I am kind of torn between more challenging and more realistic. They're dead, their brains are rotting, it's not a big surprise that they can't remember which way you went after 10 minutes. But you're right, having the option to set this memory length would be fun.
  19. Like
    Onkeen got a reaction from Demonic_Kat in Feedback on new zombies AI & zombies memory   
    Hi,
     
    It's been a few month since we are experimentig the new zombies AI system, making them pack into hordes. But it was supposed to make the game harder but it feels like it's easier now.
     
    I explain myself, now that zombies are packing up in hordes, some of the roads feels empty, even at the center of Westpoint even with zombies amount set at insane, I always manage to raid the carpenter shop in every runs and this even if I set their three senses at maximum.
     
    Before, I had to struggle through the residential area to find some carpentry & garage stuff but it was hard because there were zombies scattered at every corners and fighting them was too dangerous because of noise. In this situation, going to the center of the city was scuicidal. But now I just need to check the horde position and do a running raid where they are not.
     
    My suggestion to solve this diffuculty problem is to add different zombies behavior, the first type will react with the horde behavior and make groups(like the new behavior), the second type would be loners that are shambling following only noises from ambiant sound and players (old behaviour). This way, we could increase difficulty with both hordes and loners.
     
    My second thought is about zombies memory, I think that memory is way to short (even set at max settings) I would love to see a new setting for sandbox for [Permanent Memory]. With this mode selected, a zomby that have spotted you, will follow you forever until you have killed him, and this of course at his slow speed, making zombies that cross his way following you too. This way, if you forgot to kill a zomby, he might me slaming at your door with severals friends in the midle of the night, forcing you to really split you loot between multiple bases and move a lot or to make a powerfull fortifyed base to resist waves of assault.
  20. Like
    Onkeen got a reaction from Jatta Pake in Feedback on new zombies AI & zombies memory   
    Hi,
     
    It's been a few month since we are experimentig the new zombies AI system, making them pack into hordes. But it was supposed to make the game harder but it feels like it's easier now.
     
    I explain myself, now that zombies are packing up in hordes, some of the roads feels empty, even at the center of Westpoint even with zombies amount set at insane, I always manage to raid the carpenter shop in every runs and this even if I set their three senses at maximum.
     
    Before, I had to struggle through the residential area to find some carpentry & garage stuff but it was hard because there were zombies scattered at every corners and fighting them was too dangerous because of noise. In this situation, going to the center of the city was scuicidal. But now I just need to check the horde position and do a running raid where they are not.
     
    My suggestion to solve this diffuculty problem is to add different zombies behavior, the first type will react with the horde behavior and make groups(like the new behavior), the second type would be loners that are shambling following only noises from ambiant sound and players (old behaviour). This way, we could increase difficulty with both hordes and loners.
     
    My second thought is about zombies memory, I think that memory is way to short (even set at max settings) I would love to see a new setting for sandbox for [Permanent Memory]. With this mode selected, a zomby that have spotted you, will follow you forever until you have killed him, and this of course at his slow speed, making zombies that cross his way following you too. This way, if you forgot to kill a zomby, he might me slaming at your door with severals friends in the midle of the night, forcing you to really split you loot between multiple bases and move a lot or to make a powerfull fortifyed base to resist waves of assault.
  21. Like
    Onkeen reacted to EnigmaGrey in Nails   
    http://www.leevalley.com/us/wood/page.aspx?p=32294&cat=1,180,42337&ap=1

  22. Like
    Onkeen reacted to Demonic_Kat in Nails   
    What the heck?! Is Project Zomboid seriously teaching me life skills?! This is uncalled for!
    That being said, I'm going to buy one of those... you know... just in case...
  23. Like
    Onkeen got a reaction from ditoseadio in Handmade Wooden Dowels - Realistic Nails Alternative   
    4000+ Downloads ! Thanks for supporting the Dowels !
     
     
    This mod is an answer to my own suggestion here :

    http://theindiestone.com/forums/index.php/topic/1043-les-chevilles-de-bois-carpentry-suggestion/

    Handmade Wooden Dowels are pieces of wood that experimented roofmakers and cabinetmakers are using to build some "full wooden furnitures / structures" for cottage furnishing and strong roof structures.

    If you want to know how does it works or why is it so hard to use and why it's really something reallistic :

    I invite you to read my suggestion, I have added a lot of pictures and drawings to answer all that questions.
     
     
     
     
     
    MOD UPDATED for BUILD 36
     
     
     
     

     
     
    Mod Informations :
     
     

     
     
     
    Download :
     
     
     
    Download on PZ-MOD :
     
     
    http://pz-mods.net/weapons-items/WoodenDowels/
     
    Download on Git-Hub :
     
    https://github.com/JulienLaclaverie/PZ_WoodenDowels
     
     
     
    Download on Steam workshop :
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=498634342
     
    Installation (if not from Steamworkshop) :
     
     
     
    Extract in the folder : "C:\Users\USERNAME\Zomboid\mods"
     
     
     
    Changelog :

    Version 1.5 (release)
    - Carpentry level scaled angain to fit all crafts (new values & new crafts)
    - Compatible with Build 36 
    - Compatible with the new wall system
    - Compatible with the new dismantle system 
    - Sawing dowels now makes the saw noise
    - New recipe ! You can now manage to craft one dowel from a treebrach
    - In order to make the mod more realistic, you can now use alternatives to the screwdriver to carve your dowels (Kitchen or Hunting knife)

    Version 1.4
    - Carpentry level scaled to fit all crafts
    - Build 31 compatible

    Version 1.3
    - New crafts added (Shelves, Bed, etc...)
    - Carpentry level +1 for all crafts (anticipating the Build 31 update)
    - Build 30 compatible

    Version 1.2
    - Craft with nails bug is now solved you can now build with nails or dowels without bug
    - Destroying a furniture or wall crafted with dowels now drop dowels (and nails furniture drop nails)

    Version 1.1
    - Now with a mod description
    - You can now craft drawers with dowels

    Version 1.0
    - Updated for Build 26
    - Updated for the last recipes

    Version 0.7
    - fully balanced "Build with Dowels" recipes
    - level 5 is now required for strategical furnitures
    - more planks are needed

    Version 0.6
    - balancing the "Build with Dowels" recipes
    - you need more dowels than nais to build something

    Version 0.5
    - removed inapropriated crafts from the "Build with Dowels"

    Version 0.4
    - Bugfix for the vanilla "build" menu
    - New build menu renamed "Build with Dowels"

    Version 0.3
    - New "build" menu
    - Removed ability to find wodden dowels in crates
    - Added crafting recipe for wooden dowels

    Version 0.0.2
    - Icon fully fonctional (thanks to Eggplanticus tutorial)
    - One icon selected and resized

    Version 0.1
    - Added the dowel item
    - Designed 5 icons
     
     
     
  24. Like
    Onkeen got a reaction from MXXIV in Handmade Wooden Dowels - Realistic Nails Alternative   
    4000+ Downloads ! Thanks for supporting the Dowels !
     
     
    This mod is an answer to my own suggestion here :

    http://theindiestone.com/forums/index.php/topic/1043-les-chevilles-de-bois-carpentry-suggestion/

    Handmade Wooden Dowels are pieces of wood that experimented roofmakers and cabinetmakers are using to build some "full wooden furnitures / structures" for cottage furnishing and strong roof structures.

    If you want to know how does it works or why is it so hard to use and why it's really something reallistic :

    I invite you to read my suggestion, I have added a lot of pictures and drawings to answer all that questions.
     
     
     
     
     
    MOD UPDATED for BUILD 36
     
     
     
     

     
     
    Mod Informations :
     
     

     
     
     
    Download :
     
     
     
    Download on PZ-MOD :
     
     
    http://pz-mods.net/weapons-items/WoodenDowels/
     
    Download on Git-Hub :
     
    https://github.com/JulienLaclaverie/PZ_WoodenDowels
     
     
     
    Download on Steam workshop :
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=498634342
     
    Installation (if not from Steamworkshop) :
     
     
     
    Extract in the folder : "C:\Users\USERNAME\Zomboid\mods"
     
     
     
    Changelog :

    Version 1.5 (release)
    - Carpentry level scaled angain to fit all crafts (new values & new crafts)
    - Compatible with Build 36 
    - Compatible with the new wall system
    - Compatible with the new dismantle system 
    - Sawing dowels now makes the saw noise
    - New recipe ! You can now manage to craft one dowel from a treebrach
    - In order to make the mod more realistic, you can now use alternatives to the screwdriver to carve your dowels (Kitchen or Hunting knife)

    Version 1.4
    - Carpentry level scaled to fit all crafts
    - Build 31 compatible

    Version 1.3
    - New crafts added (Shelves, Bed, etc...)
    - Carpentry level +1 for all crafts (anticipating the Build 31 update)
    - Build 30 compatible

    Version 1.2
    - Craft with nails bug is now solved you can now build with nails or dowels without bug
    - Destroying a furniture or wall crafted with dowels now drop dowels (and nails furniture drop nails)

    Version 1.1
    - Now with a mod description
    - You can now craft drawers with dowels

    Version 1.0
    - Updated for Build 26
    - Updated for the last recipes

    Version 0.7
    - fully balanced "Build with Dowels" recipes
    - level 5 is now required for strategical furnitures
    - more planks are needed

    Version 0.6
    - balancing the "Build with Dowels" recipes
    - you need more dowels than nais to build something

    Version 0.5
    - removed inapropriated crafts from the "Build with Dowels"

    Version 0.4
    - Bugfix for the vanilla "build" menu
    - New build menu renamed "Build with Dowels"

    Version 0.3
    - New "build" menu
    - Removed ability to find wodden dowels in crates
    - Added crafting recipe for wooden dowels

    Version 0.0.2
    - Icon fully fonctional (thanks to Eggplanticus tutorial)
    - One icon selected and resized

    Version 0.1
    - Added the dowel item
    - Designed 5 icons
     
     
     
  25. Like
    Onkeen reacted to Demonic_Kat in Grillin' for some trouble   
    You know you're on to something here.
     
    I think perhaps another Z drawing mechanism could be Z bodies. This would give reason to move bodies away from your fort too. It would add to the danger as well considering they're heavy and you can't equip a weapon while carrying them. The further you go, the more zombies you would eventually attract to your vicinity.
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