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FireOnAsphalt

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  1. Pie
    FireOnAsphalt got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    Currently on build Vehicle Test 40.6.
     
    Tested on default Survival mode with no mods:
    - Riverside
    - Rosewood
    - West Point
     
    Only 1 vehicle I've found has had any gas whatsoever, after a search of appx. 100 vehicles or more.
     
    Is that normal? I've checked the fire departments, the police stations, the town halls, several shopping centers, parking lots, residentials and everything. None of the vehicles had gas at all. They had vehicle parts of varying conditions, loot of various professions, all sorts of neat stuff.
     
    But zero gasoline at the onset of the apocalypse doesn't make any sense... Did everybody go to work that day and know they wouldn't need gas at the end of their shift because the zombies were coming?
  2. Like
    FireOnAsphalt got a reaction from Geras in Infection chance details and mechanics. Looking deep into the code's eyes.   
    The only problem I have here is that I've survived a bite. I don't have the save file to prove it anymore, but I actually had a survivor survive two bites once.
     
    Never have I even survived a bite once before then, or since. But back in build, I dunno, 34 or so, I had a character survive two bites.
     
    Interesting, no?
  3. Like
    FireOnAsphalt got a reaction from lucy the axe in Infection chance details and mechanics. Looking deep into the code's eyes.   
    The only problem I have here is that I've survived a bite. I don't have the save file to prove it anymore, but I actually had a survivor survive two bites once.
     
    Never have I even survived a bite once before then, or since. But back in build, I dunno, 34 or so, I had a character survive two bites.
     
    Interesting, no?
  4. Like
    FireOnAsphalt got a reaction from Jason132 in Infection chance details and mechanics. Looking deep into the code's eyes.   
    The only problem I have here is that I've survived a bite. I don't have the save file to prove it anymore, but I actually had a survivor survive two bites once.
     
    Never have I even survived a bite once before then, or since. But back in build, I dunno, 34 or so, I had a character survive two bites.
     
    Interesting, no?
  5. Like
    FireOnAsphalt got a reaction from RealHumanBeing in How To Have Different Exterior Walls?   
    Not to take an unproductive macabre direction with this... But my immediate thought when I saw the toaster in the bathroom was not of a bed-and-breakfast scenario, but one more akin to someone who decided not to try to survive the outbreak and take their own way out... (run-on sentences ftw)
     
    Either way, great work Kenneth!
  6. Pie
    FireOnAsphalt got a reaction from Kennethdio in How To Have Different Exterior Walls?   
    Not to take an unproductive macabre direction with this... But my immediate thought when I saw the toaster in the bathroom was not of a bed-and-breakfast scenario, but one more akin to someone who decided not to try to survive the outbreak and take their own way out... (run-on sentences ftw)
     
    Either way, great work Kenneth!
  7. Like
    FireOnAsphalt got a reaction from Capt_Paradox in How To Have Different Exterior Walls?   
    Not to take an unproductive macabre direction with this... But my immediate thought when I saw the toaster in the bathroom was not of a bed-and-breakfast scenario, but one more akin to someone who decided not to try to survive the outbreak and take their own way out... (run-on sentences ftw)
     
    Either way, great work Kenneth!
  8. Like
    FireOnAsphalt reacted to Capt_Paradox in How To Have Different Exterior Walls?   
    So here we have exterior walls that look like Brick Walls, I created it using the Place Wall tool, on the top toolbar where the Red Circle is.

     
     
    After placing the walls or during you can change the texture of each individual wall. To do this After placing select the wall using the Select and Move Rooms Tool on the top toolbar where this Red Circle is. You'll notice the Right Side Wall is highlighted in blue where the others are still white, that's the one I selected.

     
    Now after scrolling through the Exterior Wall Textures I picked this wonderful Green wall and as you can see it changed this wall to that Texture.

     
    Sometimes this tool is handy when making different Textured Walls instead of the Draw Room(Pencil Icon) which usually uses one uniform Exterior Wall.
     
    This also works the same for Interior Walls. You'll notice below I changed the Texture of one of the Interior Walls to a different shade of Green.

     
    If you already used the Draw Room to make your house, instead of rebuilding it you can use the Place Wall tool right over an existing part of your house wall with a different Texture as seen in the Red Circles within this next screenshot.
     

    I hope this helps solve your question, and I really enjoyed your pretty house picture you made.
     
    Feel free to ask more questions if you need.
     
     
     
  9. Like
    FireOnAsphalt reacted to xXxFANCYCAPYBARA36xXx in A few ones!   
    I figure its the same reason gta online doesnt have any character voices not even any grunts on damage. in a game like this its important to have the player represent themselves and having a predone voice would break that immersion into being yourself I guess, kinda like how Fallout 4 recieved a ton of hate for its dialogue
     
  10. Like
    FireOnAsphalt reacted to Margera in Melee system   
    The forum is actively discussing the imperfection of the shooting system, but I would like to talk about a melee system. When long ago, when I started playing, the guys advised me to keep the aiming with the mouse longer, so that the blow would be stronger, but in the game I did not find this later.
     
    At the moment, close combat presents itself with monotonous clicks on the mouse so that when the zombie falls, just finish it off - which is also not very cool, but it's not about that.
    When I remembered that manual, I thought that maybe it would be cool not just to click on the mouse, but as if to put a blow. In theory, in fact, to strike a good clear blow, you need a couple of moments to aim. Such a system could increase the chance of a critical hit for example. More then, it could bring something new to the melee system, which would not allow the system to slide into a dull mouse-clicking. This would be a constant tension in the battle and a passionate pleasure from every next critical strike delivered right to the target ...
     
    In addition to this system, it would be possible to make some interface to understand that the chance of critical attack is increased, for example, a small circle at the time of aiming is filled with color in a few moments. Such a circle will mean that the impact will be aimed, rather than in passing.
    Sorry for my English 
    Yours faithfully, the guy from cold Russia
  11. Like
    FireOnAsphalt got a reaction from agreubill in Drive Skill   
    I've found that with a group of two survivors you can easily stay well-fed with a well-balanced diet by simply foraging. You have to cover a bit of ground, and of course invest the time to level your foraging to a high level, but the amount of resources nature gives you is borderline crazy!
     
    Sticks and twigs (fire fuel), rocks (for axes!), logs (at high level), eggs (yum!), frogs (a different kind of yum), worms (we lived at McCoy Logging in Muld, so fishing wasn't really feasible but hey, trapping!), a plethora of berries (good snack throughout the day), mushrooms (wild game and mushroom stir-fries ftw), and HERBS, oh my LORD the herbs! Herbs are a non-perishable food source and the medicinal herbs make tending wounds a drastically less painful experience. With the right poultice, you can cut the healing time on a wound down to half, or perhaps even more.
     
    I am a firm advocate of adding Foraging to the OP skills list. 
  12. Like
    FireOnAsphalt got a reaction from grammarsalad in Drive Skill   
    I've found that with a group of two survivors you can easily stay well-fed with a well-balanced diet by simply foraging. You have to cover a bit of ground, and of course invest the time to level your foraging to a high level, but the amount of resources nature gives you is borderline crazy!
     
    Sticks and twigs (fire fuel), rocks (for axes!), logs (at high level), eggs (yum!), frogs (a different kind of yum), worms (we lived at McCoy Logging in Muld, so fishing wasn't really feasible but hey, trapping!), a plethora of berries (good snack throughout the day), mushrooms (wild game and mushroom stir-fries ftw), and HERBS, oh my LORD the herbs! Herbs are a non-perishable food source and the medicinal herbs make tending wounds a drastically less painful experience. With the right poultice, you can cut the healing time on a wound down to half, or perhaps even more.
     
    I am a firm advocate of adding Foraging to the OP skills list. 
  13. Like
    FireOnAsphalt reacted to trombonaught in NERF DAMN HELICOPTER!   
    Picking up a military radio with access to an exclusive channel sounds like the easiest solution. Fudging the time-limited safeguards might be a way to balance out the needs of this military intel idea with the reality of the security measures.
     
    Thanks for the pro tips Storm. I propose we summarize the idea as "find military radios with exclusive channels to anticipate the timing and actions of incoming helicopters with variable objectives!"
  14. Like
    FireOnAsphalt reacted to DramaSetter in RELEASED: IWBUMS Build 38.15   
    Agreed. This mechanic need to be balanced. Also more gasoline consume for burning bodies.
  15. Like
    FireOnAsphalt got a reaction from Patrick H in NERF DAMN HELICOPTER!   
    If there were to ever be such a thing as an actively hostile helicopter event (shooting at you, using megaphones to draw hordes, etc), it shouldn't be until late-game. The first helicopter should be a guaranteed "scout", where the traditional helicopter rules apply. Once the world has had some time to fall apart around Kentucky, it would perhaps make more sense to see variety in helicopter missions.
     
    For example: Seeing as the first helicopter event takes place within two weeks of the event (presumably Kentucky is ground zero), it would make sense that reconnaissance is priority one, to learn about the event. The chopper would be there to observe and collect data. Six months later? Well, I assume the military knows quite a bit about the infected at this point, so they would have a gameplan at that time, aka shooting you in the head or assisting survivors, whatever it may be.
     
    One thing I personally do NOT want to see would be the implementation of "traditional military tactics" (whatever they may be; I'm just a civvie) and have there be a "bombing run" event where they just blow half of Muldraugh up with bombs or something. I'd be exceedingly pissed off about that, and as a gamer, if there was no option for potential recompense via revenge murder of an entire base a la 28 Days Later style, it would probably be enough for me to always disable said option in Sandbox mode and never play Survival mode again.
  16. Like
    FireOnAsphalt reacted to Magic Mark in Trains   
    Over the years, trains got faster, longer, as did the required quality materials placed in the right way to keep these massive, heavy beasts actually on the track. There's a lot more to it than a bunch of simple people laying down track.
     
    Regardless of what they did in the 30s building a new railroad that is going to support your average 90's freight train isn't something you can casually do regardless of how simple old timey photos make it look.
     
    It's not a realistic feature to support having and requires too many new hoops, and interest from the playerbase to justify it. Being a welder and a carpenter doesn't cover the massive manpower and equipment it needs to be feasible, and letting the player find massive, heavy pre-crafted materials from one place on the map isn't going to justify it.
     
    I don't think anybody is going to argue that having trains is going to somehow hamper the game. There's a track system in place. 
     
    Unfortunately the current vehicle system really isn't a good backbone for it, rather having the physics for vehicles (weight and momentum) is a good start. You don't really steer a train, you just control the speed, the game would need to program rails, rail stress, trailers and a plethora of other hoops to go through before it becomes a possibility.
     
    So riding a train? Yeah, why not. But it's not going to come soon and as the development stands now we aren't close to it.
     
    Building a railroad in a game where the player is by themselves most of the time? It's just not feasible, and that's all there is to it. Wasted effort.
     
    Building a railroad is something to be left to creative mode, not a whole line of new gameplay mechanics for this super-specific thing. Building a railway just isn't part of the long-term survival plan, let alone short-term survival plan, which seems to be the game's current focus.
     
    This (building a railway) is something I could see as a mod, and that's if trains are added.
     
    I don't mean to be that asshole that just rains on parades but building a railroad in this kind of direct-survival game just seems like a fantasy for now. It's a creative mode feature, not something you should be able to do as a single person.
     
    The map already has train tracks that will presumably go through the towns and major locations, you could always just use those.
  17. Like
    FireOnAsphalt reacted to Akimbo Swords in Akimbo Swords ModPage   
    Hey everyone!
     
    I'm going to post all my mods online on the Indiestone website, so stay tuned in this area if you're looking for a manual download.
     
    Also I'm planning to be active on here now, so feel free to hit me up regarding whatever really  
     
     
    ----Mods----
     
    Achieve the Apocalypse
    - A mod that adds 24 Quests, 3 Journals and a goal.
     
    Musical Instruments
    - Adds 5 playable instruments that need to have the songs learned for them, along with a bunch of clutter instruments.
     
    QuickChat
    - Adds a way for controller users to talk to others, Item that forces phrases on servers.
     
    Lil Bit of Fallout
    - A small mod that adds the Wasteland Survival Guide and a Vault boy Bobblehead for decoration.
     
    VOXU
    - A controller friendly cheat tool, select an overpowered option from the drop down and have fun.
     
    AkimbosWeed
    - It's a mod that adds many bags of weed to your game, includes rolling papers, pokemon cards as collectables and a Katana.
     
    Starter Battle Card Game
    - Small mod that adds a mini game that works like rock, paper and scissors. Draw a card and see if your type beats the other.
     
    Akimbos Main Menu (HOTD)
    - The first main menu replacer made for PZ, and I made it anime themed. Went over a treat.
     
    Fallout Main Menu
    - A fallout themed Main Menu replacer.
     
    Custom Main Menu Template
    - A blank template that goes along with a video I made on how to create your own main menu. There's a few now!
     
    Adventure Books. Interactive
    - Adds 3 choose your own adventure books that are fully usable.
     
    PreApoc Notes
    -Adds a bunch of notes to read from the society that existed before the apocalypse.
     
    AkimboSwords Modpack
    - A Modpack that contains all of my mods except the main menus and VOXU.
     
     
     
    More will be added, Y'know I've got a few
     
     
    Youtube: https://www.youtube.com/channel/UCiyYHYKooCAjKD3c5kIeKzA
     
    Steam: https://steamcommunity.com/profiles/76561198225371748
     
    Patreon: https://www.patreon.com/dashboard/patronage
     
  18. Like
    FireOnAsphalt reacted to agreubill in Drive Skill   
    I must disagree on Hunting (Trapping) ; with Nutrition activated it's even quite a "must have" when you can't get any canned food/meat (deep into survival or with very scarce ressources drop). And, honestly, listing OP skills and not mentionning Forage ?!  But, i'm with you for the other parts...
  19. Like
    FireOnAsphalt got a reaction from DramaSetter in Drive Skill   
    I've found that with a group of two survivors you can easily stay well-fed with a well-balanced diet by simply foraging. You have to cover a bit of ground, and of course invest the time to level your foraging to a high level, but the amount of resources nature gives you is borderline crazy!
     
    Sticks and twigs (fire fuel), rocks (for axes!), logs (at high level), eggs (yum!), frogs (a different kind of yum), worms (we lived at McCoy Logging in Muld, so fishing wasn't really feasible but hey, trapping!), a plethora of berries (good snack throughout the day), mushrooms (wild game and mushroom stir-fries ftw), and HERBS, oh my LORD the herbs! Herbs are a non-perishable food source and the medicinal herbs make tending wounds a drastically less painful experience. With the right poultice, you can cut the healing time on a wound down to half, or perhaps even more.
     
    I am a firm advocate of adding Foraging to the OP skills list. 
  20. Like
    FireOnAsphalt got a reaction from Legoland99 in Drive Skill   
    I've found that with a group of two survivors you can easily stay well-fed with a well-balanced diet by simply foraging. You have to cover a bit of ground, and of course invest the time to level your foraging to a high level, but the amount of resources nature gives you is borderline crazy!
     
    Sticks and twigs (fire fuel), rocks (for axes!), logs (at high level), eggs (yum!), frogs (a different kind of yum), worms (we lived at McCoy Logging in Muld, so fishing wasn't really feasible but hey, trapping!), a plethora of berries (good snack throughout the day), mushrooms (wild game and mushroom stir-fries ftw), and HERBS, oh my LORD the herbs! Herbs are a non-perishable food source and the medicinal herbs make tending wounds a drastically less painful experience. With the right poultice, you can cut the healing time on a wound down to half, or perhaps even more.
     
    I am a firm advocate of adding Foraging to the OP skills list. 
  21. Like
    FireOnAsphalt got a reaction from trombonaught in Drive Skill   
    I've found that with a group of two survivors you can easily stay well-fed with a well-balanced diet by simply foraging. You have to cover a bit of ground, and of course invest the time to level your foraging to a high level, but the amount of resources nature gives you is borderline crazy!
     
    Sticks and twigs (fire fuel), rocks (for axes!), logs (at high level), eggs (yum!), frogs (a different kind of yum), worms (we lived at McCoy Logging in Muld, so fishing wasn't really feasible but hey, trapping!), a plethora of berries (good snack throughout the day), mushrooms (wild game and mushroom stir-fries ftw), and HERBS, oh my LORD the herbs! Herbs are a non-perishable food source and the medicinal herbs make tending wounds a drastically less painful experience. With the right poultice, you can cut the healing time on a wound down to half, or perhaps even more.
     
    I am a firm advocate of adding Foraging to the OP skills list. 
  22. Like
    FireOnAsphalt reacted to Legoland99 in Drive Skill   
    I think that depending on your driving skills, you should be able to do sharp turns at higher speeds with a lower chance of rolling over, as opposed to a low skill in driving, where the player needs to drive slower so he can turn better. Also, fast driving should make you panic if you have low skills in driving, making you more prone to swerving too much and rolling over or not stepping on the breaks in time. This is just my opinion about the driving skills. Also, seat belts please ! Unless you want to fly through the window like this soccer mom did.
     
     
     
  23. Like
    FireOnAsphalt reacted to Akimbo Swords in Cussoid   
    Hey community, I finally made a Forum account <3
  24. Like
    FireOnAsphalt reacted to BayCon in Cussoid   
    I don't comment very much on Mondoids anymore, but I read about RJ's brother on the Zomboid website and hopped over to the forums to send my condolences...
    I have a brother, and I know what it's like to have the strange brand of love that brothers have, so it's not hard for me to imagine what you're going through right now having to let him go, RJ. I'm terribly sorry to hear about his death. Hopefully TIS is alright with you taking as much time to mourn as you need.
     
    His drawings are spectacular... I glanced at the attached picture and before I read that it was his artwork I thought it was a close-up photograph of a real man. He had some serious talent. Hopefully it's not inappropriate for me to say that. Anyway, I hope you're having some time off man.. Peace.
  25. Like
    FireOnAsphalt reacted to RobertJohnson in Cussoid   
    Hey, thanks a lot guys!
     
    Doing ok now, this happend 2 weeks ago, didn't wanted to talk much about it, but mondoid mention with bit of his drawing will make my parentss proud
     
    Don't worry though, i'm full back on coding since 1 week now
     
    Really appreciate the thoughts, thanks again!
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