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Ivlatty

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  1. I think that was tied in the animations so yep. I'd be hoping for peeking around corners, but I'll be happy enough to see more depth to combat animations and gun-play. Currently you just refine your timing and every kill is one in the same for melee or guns. To some degree id love to see you have to adapt to changing situations. Perhaps having a fast and a slow melee attack or an attack for single targets and one for multiple etc. I really think combat should be the most challenging part of the game but currently if you can kill 1 you can kill them all frankly.
  2. My opinion would be that it's quite within the scope of modders to achieve something, atleast once theres a fully-featured creative mode to use as a base. Building stuff in zomboid is pretty simple as an isometric game, and you can already get by with a large amount of random generation for terrain, foliage, roads and zombie density so i think creative mode could fill the plug for actual building generation. Still i think it may not be in demand at least short term, as there will be an explosion of map content and much of it will give you the same experience of being undiscovered without requiring random generation.
  3. Unlikely as that would violate conservation of energy, I must stop you there because the 2nd law of thermodynamics, entropy says this will inevitably happen. Equilibrium. Where in the laws of physics does it mention 'zombies' specifically, I missed that part in science class. entropy applies to everything. Your zombie clearing created order, left undefended disorder will naturally resume.
  4. I must stop you there because the 2nd law of thermodynamics, entropy says this will inevitably happen. Equilibrium.
  5. Ive spent some time sitting in ghost mode and observing zombie behaviour although i was also using the highest population. An important note not brought up yet is that zombies banging on stuff generates noise, and things breaking probably more noise. It only takes one Z banging on a window to lure many, and before long the entire building is decimated, because the endless noises prevent Z's from wandering off. Instead only more come.
  6. I have been running a local server with 2 friends though with insane zombies the bodies are beginning to take their toll. I had assumed they might slowly disappear but they don't seem to be. Is there any kind of reset i can do that won't also reset spawns and other things? Frankly any info regarding this would be great as we are just learning the ropes. Many thanks
  7. Could anyone tell me the object ID for the recipe/book that teaches use of generators? I am currently trying these new features out coop using a local server, and we have found many recipes but not the one we need. Our generator is sitting ready, and electricity is now off so it's a race against bacteria essentially. Short of this info I will add a new char that can use the generators, but it would be easier right now to just use the book. Many thanks
  8. I first discovered PZ browsing the steam forums about a year ago. My first impression was that it would be a great game once finished in i guessed 6 months time. Boy did i learn
  9. Hey there I'm new to these PZ tools but i have some ideas to attempt a survival map or two to play coop with a friend. I was hoping for my first attempt to make one or two very dense buildings with lots of routes and base a survival around that. Then i read about how buildings need to be defined from each other for Z's and loot to spawn correctly. Could anyone shed some light on this? I was somehow under the assumption that in the challenge modes the Z's spawned at the borders. I was hoping this would mean not needing to worry about that aspect. Many thanks
  10. I've been playing a lot of split-screen however it is on a laptop and i've found the game to slowdown in both towns after several hours and the mall is more or less unplayable. I have been looking at the map editor with ideas to make small areas of greater density that may offer some happy medium, and it occurred to me that i've never found any modded last stand maps. I was wondering if either there was some reason or i was wrong and there are some, which i would love to see. I have another query about the availability of the terrain and vegetation maps, would it be possible to have some created for me to use. Architecture and level design in games is quite an interest of mine, and as easy as the terrain maps look to make i'd rather avoid the learning curve of getting the proportions exact in terms of getting the correct number of pixels and then making natural-looking vegetation etc. I would imagine its quite easy work for someone with experience of what the end product looks like. I'd greatly appreciate some help in this regard, as i'm pretty keen right now to be creative in the building editor. Many thanks
  11. I just have two issues that have arisen while using a local hamachi server with friends; is there a command to raise / lower carpentry or other skills, so as admin i can make prerequisite changes? and also, is there a simple way to find out what coords are where for creating custom spawn points (perhaps in buildings created through construction) many thanks
  12. I'm not sure if this is an actual issue or just my hard luck. Previously when i've played without the lucky trait or with unlucky, i seemed to find abundant amounts of sheet metal and screws. So much so i felt it may be drowning out the numbers of other construction items. However i have started a new character in west point with the lucky trait, and after about 12 hours of exploring i've yet to find more than a few sheet metal with abundant resources. The warehouse yielded 3, where previously i would have seen it in just about every crate. This is probably just my poor luck, but i'm wondering if anyone can suggest some other places nearby that have chances? I'm pushing my way into the residential area with garages, but it's rather slow work with small chances each time.
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