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ZleZomboidy

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  1. Spiffo
    ZleZomboidy got a reaction from FlorianPZ in I CAN'T LOAD MY SAVE (please help)   
    LOL It is work :O Tkanks!
  2. Spiffo
    ZleZomboidy got a reaction from trombonaught in IWBUMS 41.46 released   
    Now you can use the trailer as an ice skating board
    PS: Why has no one made any modifications for winter fun? Throwing snowballs at zombies, ice skating, snowmobile, making a snowman and an igloo house, then the eternal winter mode would make sense: D
  3. Like
    ZleZomboidy reacted to SuspectHam in RELEASED Build 32   
    Yeah but if it's true they ONLY spawn in sheds and ONLY in WP (because the shed ratio of WP to MD is ridiculous) then it SEVERELY handicaps someone in MD for no reason. I can get the rarity, and even the need to farm them up, but it's sort of ridiculous I can't learn to make anything from a book or with building skill (called trial and error). This makes the books mostly useless and lvling up even more-so unless you do have the skill books. Conversely, I don't see how sawing a million logs teaches me how to build stairs, so there's a serious discrepancy in the overall idea here. There needs to be some balance between learning thru doing and learning by reading. Like say repairs/etc. are less effective if you didn't learn them thru skill mags. That's pretty bad if you need to be an engineer to make a molotov cocktail using gasoline - enough said.
     
  4. Like
    ZleZomboidy reacted to Magic Mark in RELEASED Build 32   
    It added cars, NPCs, hurricanes, functioning arcade machines, dinosaurs, Nazis, nuclear bombs, Fort Knox expansion, movable furniture, and bug fixes.
     
    Quick spread the hype before this post gets censored by Obama.
     

     
    [This post is a lie]
  5. Like
    ZleZomboidy got a reaction from Johnny in Drayton (Rebuild) v1.0.2   
    Polish presentation Drayton 
     
    https://www.youtube.com/watch?v=YVOvkucOj_0 
  6. Like
    ZleZomboidy reacted to MrZombifiedGamer in Should be able to rest in tents + Tents should keep you dry.   
    Should be able to rest in tents and they should keep you dry, so maybe an extra option for tents labeled 'take shelter' when you basically crawl in to get out of rain? 
  7. Like
    ZleZomboidy reacted to nasKo in Realistic Muldraugh and West Point.   
    The term you're looking for is environmental storytelling and something I'd love to see in the vanilla game instead of a mod.
  8. Like
    ZleZomboidy reacted to Svarog in Realistic Muldraugh and West Point.   
    Yeah, there is a reason I can't stand to play in any setting other than 8 months after the apocalypse, I need to see a reason for being the last man standing, the game cannot emulate it right at the moment. I'd love to think that when NPCs come we will see barricaded houses with broken doors and a ton of corpses inside, seeing something like this right now would be beyond awesome.

    There is a building in Muldraugh where there is blood inside, you go upstairs and one room doesn't have a door, there is blood inside it too and the room looks like it was some kid's room. It's all preset but the amount of stuff that pops into ones head every time you go there is amazing. Having stuff like that pop up dynamically at random... The immersion factor would go through the roof and blast a crater on Mars.

    Like nasKo said, we need this in the vanilla game.
  9. Like
    ZleZomboidy got a reaction from Dragonbahn in Realistic Muldraugh and West Point.   
    Looking at West Point and Muldraugh I wonder. It is the city after zombie apocalypse or amusement park ?
     
    This game needs a climate of the Zombie apocalypse !
     
    -Broken windows
    -Burned houses
    -Burned bodies
    -Robbed stores
    -Tents in forest
    -Dead people and storylines (suicide, last battles, etc) 
     
    One sentence: game must look like multiplayer!
  10. Like
    ZleZomboidy reacted to RoboMat in Original Maps files   
    Delete the map folders and then verify the game files via steam. They will be re-downloaded.
  11. Like
    ZleZomboidy reacted to EreWeGo in What's your most antipated feature for PZ?   
    Migrating hordes, zombies being a constant threat.....then NPCs....
  12. Like
    ZleZomboidy reacted to deprav in What's your most antipated feature for PZ?   
    EVERYTHING !
  13. Like
    ZleZomboidy reacted to Svarog in What's your most antipated feature for PZ?   
    Bigger and better modding support, it's not bad right now but too much stuff is hardcoded or requires a lot of work and knowledge to alter. If it's in the game it should be modable with relative ease. Traits, Moddles, Health system, zombie behaviour etc. That includes models and model texures.

    NPCs take the second place.
  14. Like
    ZleZomboidy reacted to hrot in What's your most antipated feature for PZ?   
    NPCs and vehicles. I hope NPCs will not be just "survival robot 2000" but it will be more like in reality.
  15. Like
    ZleZomboidy reacted to fluffe9911 in What's your most antipated feature for PZ?   
    Npcs Npcs!!!!! and Modeling without replacing default 
  16. Like
    ZleZomboidy reacted to Evilwuun in They're Crawling Out!   
    I managed to survive the last month in game with They're Crawling Out installed, and I must say it genuinely changed the experience for the better.  My characters first month was spent rounding up supplies and fortifying the south-east warehouse in West Point.  After I was somewhat established (walls and a small garden, a single rain collector, and enough dry stock to last maybe a week), the mod took over and zombies started finding their way to my walls.
     
    I had the respawn set to every two hours, which created enough of a zombie problem that I'd have to go out once or twice a day and clear the walls to keep them from building up.  I had the south-east side of the warehouse walled in, with the hallways cut off.  I occupied the storage room, locker room, and shower room.  
     
    Clearing the walls was typically more than managable, though every now and then I'd peek off the roof to see a few clusters of zombies around the parking lot, with stragglers banging at my barricades.  It seems like the zombies do indeed spawn and head towards you, but they're easily distracted by metagame and grouping mechanics.  This can make it seem like all is well outside your walls until you actually have a look.
     
    Since I only really cared about keeping my walls clean, over time the zombies would build up along the north side of the building.  After a few days of construction, without concern for what was happening outside, the area outside became pretty much entirely repopulated, and making runs for food and tools required I use the rooftop to shout and draw them away from one entrance or the other.  Once they shambled away from my doorstep, I'd make a break for town.
     
    Removing the moan-alert when new zombies spawn in was definitely the right move, the mod feels much more organic now.  I also appreciate that the ground doesn't get destroyed in the process.  The worms popping up occassionally became a bit excessive, since with two hour respawn I really didn't get a lot of time for lawn maintenence. 
     
    In the end, I managed to survive for two months and 6 days (I think), and my inevitable downfall came at the hands of a construction accident.  I fell off the warehouse while preparing materials for an expansion, and fractured my right foot.  Hobbled, clearing the zombies on the walls became a much longer, more dangerous process.  I would have to go out every four to six hours and kill them, one by one if possible.  I alternated between sawing a few logs, reading a book, eating, sleeping, and keeping my walls clear. 
     
    The first two mornings after the accident went as planned, waking up and eating a potato on the way to clear the half dozen zombies that accumulated while I was sleeping.  Painstakingly, I'd step out, shout to the farthest one, and lead him or her into my courtyard.  Rinse and repeat until the walls were clear.
     
    On the third day I awoke to a few dozen at my walls, and as I was moving to a window to get a better look they broke through.  Somehow I managed to lose them on the stairs and get some distance between me and them before they flooded the roof.  I rounded the corner just in time to evade the group, and they took an interest in my new construction project, proceeding to rip it apart.
     
    Trapped on the roof, I decided to keep with my tactics of lure and kill.  One by one, I pulled them away from the group, around the corner, and killed them.  This process went on from early morning until around eleven at night, until I was exhausted, totally overexerted, and down to my last potato.  Finally, the roof was clear.  I grabbed a half dozen planks from my construction pile, and proceeded to board my windows up.  No skimping on that last board this time.
     
    Life went on normally for another two days, keeping fed and rested, letting my fractured foot heal and clearing zombies away as needed. 
     
    On the sixth day, I again woke up to fevered banging on my walls.  Munching on a fresh potato, I ran up the stairs to my rooftop perch to see a massive group of zombies piled against my walls, and just as I started back down the stairs, they broke through.  Three groups poured in through the three windows, and merged together at the bottom of the stairs, forcing me back onto the roof.  I hobbled back to my escape rope, but the parking lot below was littered with strays, and not an option.  In desperation, as the rooftop filled up with zed, I threw myself over the skirting around the roof and into my courtyard, fracturing my left thigh on landing.
     
    Frantic, I burst inside my storage room and slammed the door.  Needle, thread, treebranch.  Sweater turns into the makings of a splint. Stitch the cut, get the splint on there, you're dying and they're at the door.  It's on, I'm still losing the battle.  I'm out the north entrance as they break open the courtyard door.  Slam the door behind me and limp down to the closet off the main hallway, leading into the machine room. Shit, I took both the doors off earlier, I'm still exposed.  Breaking glass, breaking doors.  Nowhere to go, and I'm dying anyway.  Clip goes in, chamber a round, and I'm in the hallway with them. 
     
    I didn't make it out.
     
     
    All in all, this mod added a sense of urgency and priority to the game.  As I said before, though, I walled off an area that was almost entirely paved.  SInce the zombies only rise from the grass tiles, I always had them trying to get in from outside, rather than spawning inside my walls.  A person living in the middle of the woods would probably have a different experience with this mod.
     
    My only real suggestion is to add variable settings.  By this I mean, instead of setting the zombie respawn to every 2 hours, be able to set it to every 2-4 hours, leaving room for variation. 
     
    Maybe remove the worms altogether. I dunno, I'm on the fence with that one.
     
    Thanks for a great playthrough, your mod changed the way my game played out in a great way!
     
    RIP, Danny Miller.
     

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