EreWeGo

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About EreWeGo

  • Rank
    Just Relax. Just Relax. Breathe.
  • Birthday 04/15/70

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  • Gender
    Man
  • Interests
    Gaming, Music, (play a bit of gee-tar!), family n friends, Sport, (more to watch these days! Rugby, Football, American Football, Ice Hockey), reading, (Stephen King rules!), and, err Zombies! :D

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  1. " Wheelie dumpsters to be movable " Now we just need the wheelie bins to be moveable...
  2. Welcome Blindcoder! ....Do you take bribes?
  3. Oops! shows you how long since I've actually checked this thread! Apologies, just quickly updated the first link in original post, (and updated the link to the french translation) Must get back to updating this manual - soooooo many changes since I wrote it!
  4. Glad it's sorted for you Floyd, but maybe you could mention the mod for future reference, may help others that run into the same issue?
  5. There probably is a good argument to be made for nerfing or re-balancing certain traits, and activities, (like roof farming). As far as the "unassailable safe house" - if you've managed to setup base in a good, solid building, knocked out the staircase etc, I don't have a problem with zombies not being able to get to you directly, but would definitely be good if other factors mean that you may be backing yourself into a corner - it'd be cool to be on the roof of your fortress, with food or water running low, and looking out at a zombie horde surrounding you and realising that once your supplies run out you're pretty much dead... Maybe we need more penalties for boredom, depression, or health issues in a situation like that?
  6. Although not disagreeing with the concept of the migrating horde, I think we need to look at some other factors first. After reading your post, my first impression is that maybe the problem is you don't have enough reason to take the risk to go on raids to more populated areas? If you're basically self-sustained, then yes, the game is going to become somewhat easy, and likely boring without any other threats, but if a player has been careful, smart, and even lucky to get to that point, I imagine it may be a little annoying for some to know that a horde is going to find you eventually, regardless of what they do. Determining where there might be an issue may be more beneficial than immediately looking at the zombie migration - is it too easy to farm for instance, should you be able to "roof farm", or should you only be able to use planters/containers when growing on roof tops, which could limit your harvest amounts? Just curious, is this survival you're playing? If so, what professions/traits have you been selecting? Is part of the problem that those areas still need balancing? Anyway, like I said, I'm not against the ideas you've posted, I just think we need to look at other areas as well to make sure the problem can't be resolved by balancing other parts of the game. (Also, although a way off, additions like NPCs may well have a huge impact the game, and possibly situations like you've described)
  7. Can't you achieve all of that with a few Sandbox options though? You can change the speeds of the zombies, but not quite as the OP is wanting, (slower during daylight, faster/sprinters at night). Would be an interesting mod...
  8. Or...you could be patient, and post your thoughts/opinions/criticisms in a slightly more positive way... This feature has only recently been added, to the IWBUMS branch, (which is for testing), so give it a chance to be balanced etc... I'd suggest if you don't like some of the new features as they stand, or find it frustrating that new features added to this branch aren't completely working and/or balanced yet, that you might be best to stick to the Public release branch of PZ?
  9. Build 32

    Hi Easy, are you sure the "zombie.ini" has been added to saves? I can't see that file if I load up an old save, or start a new game etc...
  10. Very cool - just in case I missed a reply - where is the config file?
  11. Build 32

    Awesome, great stuff Easy! Quick question - with an existing save, do we need to delete "zpop_*.bin" files to use the new settings?
  12. Build 32

    Not just you, replicated the issue as well: Well spotted! Remember you can use the Bug Tracker to post about issues you discover etc
  13. Build 32

    Cool, will be interesting to see how your experimenting goes - I wonder if the zombie population needs to ramp up later in the game as well, say a few weeks in, to simulate food sources for the zombies being depleted and some zombies/hordes start migrating in search of food?
  14. Build 32

    Okay, quick story: Started a survival game, started as an Axe man, standard trait settings, spawned in Muldraugh. Tried to start being sneaky, number of zombies force me to run like hell! Great fun, trying to evade the chasing zombies, breaking into houses and escaping out the back, dashing through trees etc. Finally made my way to McCoy Logging, hardly any zombies, so managed to find some great items, (3 x axes!). Carefully made my way back toward town, stopped at the big Warehouse after luring a group of zombies away. Grabbed some more supplies and headed to the North Farm. So far so good, nice and quiet there too. Anyway, decided to go on a looting run, some very tense moments trying to sneak my way around. All was going well until I was entering a house East of Kate and Baldspot's home, then the alarm went off...and this happened: hehehe, that was awesome fun! I did manage to get away, and am currently on day 8, no bites or scratches...yet. Just heading back to the North Farm, and can hopefully avoid setting off any more alarms!
  15. Build 32

    Damn, shame that the Zombie danger didn't seem to carry on later in the game - can you confirm where your safehouse was?