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Amada

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Everything posted by Amada

  1. * Finds a pile of Taurus Raging Bulls and other cool guns in the Gun Store. No .44 ammo. Bah! One thing that I would be interested in if you're willing to take suggestions would be Jungle Mags. Perhaps a little redundant, and I'm not sure if viable in gameplay (ie would they just increase reload speed, rather than ammo cap which could be achieved by extended mags and drums), but they're something I could picture in a survivalist situation. ...The actual implementation, besides effects, could be tricky (would you just duct tape the mags, or use dedicated clips, or both, with the later giving an advantage). ...Ah, but I'm rambling a bit here. Just something I was thinking about as my character ran about with all those bullets and an obvious need to run out of them fast. =)
  2. Amada

    Fire Extinguisher

    Ooh, I'll definitely check this out. So just right click and drop the sand/gravel etc? Does it only effect a single small area of fire, or can you put out more?
  3. Ooh a Wooden Lance? How about allowing for one of those tent poles to be sharpened as well to make a metal version as well? ^^
  4. How large are these "zones"? Just as a general guide. What qualifies as a forest? Just any old clump of trees (in that case would a single tree count), or are there predetermined tiles? Will the sub skills require a skill point to be put into each of them, or do they all level as part of the parent skill?
  5. You mean the current 28 build? The mod was only just picked up by Indie Stone, so I doubt they've tweaked it enough to stick into the game yet. =/ Thank you for the clarification, mr/ms. Amada. God I'm regretting my choice of username already. You're the second person to mistake my gender because of it.
  6. You mean the current 28 build? The mod was only just picked up by Indie Stone, so I doubt they've tweaked it enough to stick into the game yet. =/
  7. The ability to dig a specific mass grave or fire pit would be nice (hmn, I'm not sure if that's right word given the context). Given the way fire spreads in the game at the moment (ie schizophrenically) a way of containing it within a set area, whilst also being a bit thematic could be interesting. Though the need for such a thing would become unnecessary if the thread of setting half the neighbourhood on fire from one corpse wasn't a thing (...do I come across as speaking from experience? Uh, yeah, I may have accidentally burned down a thicket of trees, part of my safehouse ...and my character from burning a starting a single fire in the middle of the road). The point stands though that given the setting, and taking a que from the novel I Am Legend, that a way to dispose of corpses en masse could add a bit more depth to the game beyond the existing methods of disposal.
  8. At the moment I don't think this mod's working correctly. As has been mentioned it creates a winter environment no matter which month of the year it is. That could be fine though if you just set your game to start in a month where it snows though. I don't know about the rest of the features though, ie whether damage is added over time or flora grows, as I haven't had the mod installed long enough for these to take effect because that bug.
  9. Well I'll be holding out to find a lovely FG-42 and pile of Twinkies in a trailer's toilet cistern. ^^
  10. Ah, so its the intention of the devs for you to have to shoot a zombie multiple times to kill it. Heh, I was one shotting them (though at one point when I picked up a rifle I managed to hit four zombies with four shot at something like ten metres. ...Other times not so much). ^^ I've found a few of those mangled prepper bags on zombies, but none have had any gear in them. I suppose its luck of the draw whether there is though. Thanks for confirm all this anyhow, and yes, I suppose I was being a git.
  11. At what rate is the aiming skill supposed to increment at? I'm unsure whether its the latest patch or this mod (ah, or if this the normal rate), but at the moment killing a zombie only nets 1xp in the skill. This is with a police officer, so it may be down to their trait effecting things, but it does seem like a poor amount. In last stand mode with this mod off and the latest patch the rate's something like 5xp per kill, but I can't test the game in the same mode with your mod on due to the weapon changes. Uh, so any ideas about this? I'll see if I can be definite that its this particular mod that is the cause, so sorry in advance if I'm being a git. Heh, but if it is, well with the rarity of ammunition for your guns I'll probably have run out of bullets well before I reach level 2 of aiming.
  12. Yes I'll confer that the mod no longer works in 28. When a tag is placed there is a brief bar across the player's head (well half the time, others it doesn't occur at all) and the tag is then placed. There is no further action occurring like is supposed to, rather after a period of time the player goes back to the tag (if they walked away from it ...it does take a while for this to occur) and stands on top of it, before the tag is then removed. Ah and also the cans are appearing way too often in containers. In one trailer park (call it eight trailers) I came away with at least a dozen. =/
  13. Hmn, is it a bug with the latest version for certain walls to not exist? Some homes don't have walls (ie not invisible, rather just not there at all), whilst others, like the caravans, do. This is without any mods installed and restarted the game and making a new character. * Ah, and sorry if I'm asking this and its been answered before. :/ Edit: Tsk, and after verifying the files on Steam the issue's resolved itself. Odd that it came up after updating however.
  14. There are 2 buttons you can press that separates a stack of items into individual units. Either you can press the tab next to the item or you can press a button on top of the loot/inventory window. Huh, thanks. The more you know. Still, pity you can't rename guns like you can bags (or can you?). Oh the amazing names I could come up with like, "Pistol One" or "Aafsadajkf". ^^
  15. * Right clicks wall socket. Use fork on wall socket? Wonder what that does... ^^ Though a more practical way of killing yourself (or as a zombie trap) would be to have a pool of water next to an electrical outlet. Ie if you left the tap running or there's a burst pipe upstairs and water's leaking from the ceiling. Let that sit long enough next to an outlet and you have a deathzone (well possibly, I don't know how deadly a pool is when electrified by your average outlet). ...Though doing that's liable to screw up the electrics, so I wouldn't advise it unless either as a last resort or youknow, not in your actual house. =P
  16. Yes this would be nice. It reminds me a bit of playing S.T.A.L.K.E.R. where you'd go around after every fight picking up the enemy's guns, unloading the bullets, then chucking the guns away. That and having to remember to unload guns every time you sold them. Even if you found a terrible weapon just sitting out on a table the bullets could always be of use (well if you had the right weapon, but given that the game was set in Ukraine and every other gun was an AK variant, most of the mid game ammo was transferable). Uh, point being that because guns stack when in a container, no matter what the durability or condition, if you stick a loaded gun in there its a painstaking process to actually find it. ...Though that problem could be solved by just not sticking your gun into a box full of identical others and expecting to know the difference between them. =P
  17. Ooh, what a nice thing to come home to after some time at the pub. ...Wait hang on my current save has a character with a single point in accuracy, and yet literally more bullets than food. ...Uh, thanks? XD
  18. One thing I immediately thought: could you stick a fork in the socket and kill yourself that way? What? ^^'
  19. Following my previous post,if you open the GunDistributions.lua file found withinZomboid/mods/TommyGuns/media/lua/server/items you'll see a list of the various spawn locations and chances for certain items to spawn there. Checking through that though shows that there's a pretty small chance of a ctually finding anything. The better guns appear in crates, lockers and wardrobes , but very rarely (to put it in perspective a Ruger has a chance value of 3 to be found in your average desk and only have a Colt .45 to contend with. An assault rifle has a 0.1 chance, which means you could search hundreds of crates but find nothing). You could easily change those spawn values to be something higher if you wanted, or just use the embedded spawn script mind.
  20. Amada

    Horses

    I'd be interested in seeing these. There's farms already on the map (I think there may even be a ranch), though I'd imagine after a while the horses would wander a bit from their original location given that their handlers would have scarpered. As an alternative to cars they would have their own pros and cons. Sure they wouldn't need fuel or spare parts, but instead they would have to deal with being injured, startled and you'd need a supply of food and water for them. That and they wouldn't travel as fast as vehicles nor have the carrying capacity, but they could be much quieter (oh, but both have the opportunity for upgrades, ie saddle bags). A good idea, but not something that'd be easy to implement fully. ...I'd expect to see that scene from The Walking Dead where Rick's horse dies happening a lot though.
  21. Hmn, I seem to remember reading a bit on Tv Tropes to that effect (I think it was in the Walking Dead). A zombie brushes a door handle. The zombie next to it interprets that as the other zombie trying to break in, so that zombie starts moving towards the door. This carries on until there's a group of zombies trying to break in (including the original zombie who accidental y touched the door). So when one zombie makes an innocent action which creates noise, this can create a chain reaction which winds up with a horde trying to destroy a house. Uh, my point being that that could be a good way of starting off hordes, but that it might not be a very stable way. If a zombie were to create a noise in the opposite direction from where the horde was heading would the horde turn around and follow that (resulting in them going in circles; jumping at every noise), or perhaps after the horde became a certain size only small numbers of zombies would detach themselves from where the main body was heading? Ah. but anyway, perhaps something more for the suggestions board? =P
  22. Wouldn't that lead to road literally stacked with corpses? If all the zombies on the map were to die and more were to wander in from the roads that would mean that buildings wouldn't have zombies inside of them right? If zombies were constantly dying and being generated across the map wouldn't that cause a bit of lag (well that already occurs with players killing them, but not quite on the same scale). Whilst a neat idea (28 Days Later had all the zombies starve to death after two months), it seems a bit unnecessary and not something that could be implemented well enough. The population's already balanced (uh, strongly biased against the player mind), so, for the sake of not happening to wander to the next town over and finding the streets littered with corpses (and free loot at that), at the moment the game can probably get away with how the old zombie flicks handle this subject, "shrug. Their dead already so how can they die of malnutrition?".
  23. Shadow sprites which presumably would have to change throughout the day to represent the passing of the sun and account for other light sources like torches. That would seem like a major headache to implement, though the same could be said of 3D models. Pity. =/
  24. The walls of my house are laden with guns and ammo. I have cupboards stacked with food. My barricades are strong and there isn't a zombie left shambling in this whole town. But... I don't have a single damn stuffed rodent toy to call a friend. Where'd I stash the bleach?
  25. Have you checked to see if they're in game at all? At the moment I'm playing a character with the lucky trait and loot spawns set to "normal" instead of "rare". Checking zombies corpses (I think I've killed like 700) the mod's ammo is common, with longbows, Ruger .22s, Crossbows, Hunting Slings, Survival Axes and the various backpacks being found often. Saying that I've searched half of West Point (ie the commercial area, not the residential bit and including the police station and ammo shop) and found a single AK-47 (in a construction crate no less). It would seem that the better weapons that this mod offers (ie not bows, small calibur pistols or melee weapons) are extremely rare even when playing on a character with above the average loot spawns. I suppose though that one should be finding hunting shotguns and carry pistols more often than assault rifles though, and it did feel great finally finding an AK (even better when the ammo appears). I concur that it would be nice to know if there was a way to edit the spawn values though.
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