Jump to content

EreWeGo

Member
  • Posts

    613
  • Joined

Everything posted by EreWeGo

  1. Damn, those animations are looking pretty sweet! Amazing how things like seeing backpacks, hats/helmets, more realistic moments adds to the overall feel.
  2. I had no trouble joining from here in NZ, (and at work...hehehe). Obviously have a fair bit of latency, but all things considered, seemed pretty stable during my short run
  3. Agreed. However, if you were to be using a water or food source near piles of rotting corpses, that might be a different story? Also, wondering if we can we implement the wearing of masks or similar, to help resist any possible infections/negative effects that may result from passing through areas with large amounts of corpses, or when moving them etc?
  4. " Wheelie dumpsters to be movable " Now we just need the wheelie bins to be moveable...
  5. Welcome Blindcoder! ....Do you take bribes?
  6. 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!
  7. All.of.them. ....my precioussssssss
  8. 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?
  9. 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?
  10. 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)
  11. 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...
  12. 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?
  13. 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...
  14. Very cool - just in case I missed a reply - where is the config file?
  15. Awesome, great stuff Easy! Quick question - with an existing save, do we need to delete "zpop_*.bin" files to use the new settings?
  16. Not just you, replicated the issue as well: Well spotted! Remember you can use the Bug Tracker to post about issues you discover etc
  17. 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?
  18. 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!
  19. Damn, shame that the Zombie danger didn't seem to carry on later in the game - can you confirm where your safehouse was?
  20. I am having this occur as well; my stout, baseball playing fireman encountered several knockback proof zombies in his short life. They were unaffected at all melee ranges by shoves or bat/hammer swings. Is this a bug or a feature? I noticed this as well, but realized it always occurred when I was not sufficiently charging my attacks. I was LMB too quickly which led to this happening. When I take the time to properly charge my attacks, this never happened. I think the dev team at TIS finally found a way to punish LMB spammers. EDIT: I do not have stout (seeing if my character will acquire it over time) and I was using a hammer with zero guard skill. No, definitely was charging attacks in my particular run. Had the game saved while the zombie was still alive, so loaded it up, but this time attacks were fine...Very odd, will see if I can replicate and take note if my character is tired or panicked etc....
  21. I am having this occur as well; my stout, baseball playing fireman encountered several knockback proof zombies in his short life. They were unaffected at all melee ranges by shoves or bat/hammer swings. Is this a bug or a feature? Would definitely have to be a bug I'd imagine...
  22. As far as the "Zombies don't react to pushing", just noticed something similar myself, except it was when swinging a bat - I could hear the sound of it connecting, but the zombie just ignored it and walked through the hit. I could then push it back with the bat, but same thing kept happening... As far as the Zombie numbers, I'm really enjoying it so far! Definitely much harder, but it does mean that you need to change your tactics, and be even more careful, (not a bad thing IMHO), nice to have them more of a constant danger...
  23. Even if dozen zombies walked over a crawler, why would it kill it - it's already dead, (or undead if you prefer). Even if it had some bones broken, it wouldn't stop it crawling... Animations permitting, it would be cool if some of the other zombies tripped over a crawler, if they didn't navigate around it...
  24. ........ Did you undo all my good work building some nice safe walls for you to survive behind? Tell me you at least saved some of the equipment and loot..... hehehe, I hope you recorded it - I've GOT to watch that game run!
  25. EreWeGo

    Hats

    Man, I'd just HAVE to RP as Rick Grimes with a Sheriff hat if it was available! Of course, being based in Kentucky, I'd imagine cowboy hats, baseball caps etc would be fairly common if they were in the game?
×
×
  • Create New...