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Suomiboi

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Everything posted by Suomiboi

  1. The engine most likely needs some additions to handle the moving stuff. Animations have nothing to do with that. It's on the to do list, but so are many other things.
  2. Here's a mod for you: http://theindiestone.com/forums/index.php/topic/1091-handmade-wooden-dowels-realistic-nails-alternative
  3. The cell in your picture would be 35_31 bordering 35_30. It'll wipe off the whole cell area. You can't delete anything more accurately than that afaik.
  4. Thank you! That mod seems to be outdated. It does not pop up in mods menu in-game after putting it in the mod-folder. Would I be able to get the same coordinates by using Blindcoders map? Using his map I get that the coordinates should be 153x11 or 10653x9311 but there is no 153_11 or 10653_9311 bin in the map-folder. Am I doing something wrong here? There's an update on the second page. Did you try that:
  5. I think CK2 has a great system to introduce traits and I agree with you that it'd be nice having something similar. But, I'm not with you with all of those suggestions. 1. I think that the players strength, weight and physical fitness should rather be a passive skill that changes with time in a scale rather than a single trait. Sure if the player exceeds the limit of being overweight by those meters, it could be shown as a trait so you could see it in the menu. 2. People don't get less hungry just because they don't eat often. The correlation comes from having less muscle that needs the food. I think that it could work if we'd get a scrawny/feeble trait after not eating enough (with the same principle as above), mainly reducing strength and then adding a small reduction to the amount of food needed. I don't think either the effect from overweight or feeble should match with the hearty appetite or light eater, but it would add just a touch. 3. The scarred visage would be cool. 4. Resilient. Sure. Would imply better immune system. I think you'd need to survive quite a few illnesses (5-10) and without antibiotics or any drugs (if introduced). Or get rid of the Prone to illness trait. 5. I'm not really with you on the bite thing. You can see a bite in the health window and it's not permanent enough to warrant a trait on its own imo. 6. The Iron will sounds like a better solution than the above. (maybe a better name though. sry! ) 7. I don't think a trait would fit to a temporary state of mind, even prolonged. Would be better suited as a moodle imo. If it'd be permanent as in you'd go crazy then a trait might work. Then go find your sedatives from the drug store. Ok, maybe if traumatized would be permanent but treatable with pills I could go with that too as a trait. Otherwise a moodle. Should require being in an unstable state of mind for a very long time. And going crazy would come after that. 8. Crippled could be nice if it'd actually be permanent. I have to say that I'd be interested even with the possibility of becoming blind and/or deaf. I know that deaf trait is coming but it'd be awesome to try out how long you could survive as a blind person. Of course it would require some engine changes to properly simulate the better hearing sense as in a 2D game it'd be impossible to create with sound alone. However the deaf or hard of hearing could be more plausible to get just by shooting a lot with a big caliber gun without hearing protection or having something explode in your vicinity. Also it could be fun if a bad blow to the head could make you have a concussion or a major head injury leading to drop of learning in all skills. It'd be fun as hell if they could use the text scrambler that's going to be used with the radios etc., to scramble your words in MP or with NPCs if you get bad head trauma or picked a stutterer trait. Could also result in some semi random symptoms. I think Outdoorsman could also be a "learnable" trait. Just spend weeks or months sleeping only in a tent under the stars to get it. All in all I think learnable traits could be a fun addition, but they'd have to be well thought out and only achievable by long playing hours and determination (if positive), not so that you'd just by playing around. They should be big achievements or penalties form huge fuck-ups that you survived just by the skin of your teeth. Something that'd give juice to late game. EDIT: Wow that's a long post
  6. So... the 90's? Most likely late 90's/early 00's. Or do you need a definite year for some reason?
  7. I do believe trade windows are planned. At least when NPCs hit.
  8. Hey Robo! Wanted to bump this thread in case you're ever thinking of updating it. Simply because it was such a great immersion mod! I also have an idea on how to slightly extend the capabilities by adding spawn to Mailboxes. As we can now edit the tile definitions of existing tiles with the mapping tools, I've managed to twiddle existing Mailboxes into containers. I just thought that it'd bring a new element of realism to this mod. Reading peoples bills and love letters. So if you ever decide to update and wish to add spawn to Mailboxes, just give me a PM, unless you figure it out yourself, which is quite likely with your knowledge.
  9. Here's a detailed step-by-step walkthrough on how to get the tiles working on your map mod. Tell me if you guys n' gals find something wrong with it and I'll fix it. Happy mapping! If this is all ok, I'd appreciate if it could be added to the OP (as a spoiler?).
  10. That's a well put argument actually. Made me at least rethink my stand on it. Just pointing out that Lemmy actually agrees with you and wants to take the multiplier books out... I'll also point out that the game is originally meant for SP and that's one of the main reasons I've wanted to support it for as long as I now have (I've never tried MP and likely never will). And imo for SP the multipliers work. At least for me. I do think they could really bump down the multiplier benefit and make them more rare (perhaps make faster to read?), but I wouldn't take them out entirely. Would you think that there's a compromise in that or do they just entirely spoil the whole game for you guys?I don't really know how mods work on MP Servers, but couldn't you just have the sever run a modified suburbsdistribution.lua that doesn't have any all skill books? Thus none would spawn? It's possible afaik, of course it would require everyone to have the same mod installed who'd join the server.
  11. That's a well put argument actually. Made me at least rethink my stand on it. Just pointing out that Lemmy actually agrees with you and wants to take the multiplier books out... I'll also point out that the game is originally meant for SP and that's one of the main reasons I've wanted to support it for as long as I now have (I've never tried MP and likely never will). And imo for SP the multipliers work. At least for me. I do think they could really bump down the multiplier benefit and make them more rare (perhaps make faster to read?), but I wouldn't take them out entirely. Would you think that there's a compromise in that or do they just entirely spoil the whole game for you guys?
  12. If you make a single cell addition wouldn't the spawn map be just 30x30 and only for the cell(s) added? I mean if it's made by offseting the map.
  13. Dunno about the objects.lua since I'm yet to twiddle with that, but could you maybe upload your PNG and spawnmap files? I could take a look if it's something in there maybe this evening or by some time tomorrow. Also could you explain your process of what you're doing when you're exporting the map. EDIT: Are you perhaps trying to alter zombie spawn in vanilla muldraugh or have you just replaced cells? Or have you made it separate
  14. You'd need a pretty hot furnace in order to do that and some other stuff I and most have no idea of. There's a whole line of education that goes into making glass from scratch. Not really your average joe stuff imo.
  15. No one. But this isn't the thread to discuss suggestions. There's a whole sub forum for that though!
  16. Ah, well it comes to opinions and implementation then. Still, great things coming either way!
  17. Why not both? I mean we already have a functioning system as is. If you add the recipe books, you can cut back on the numbers of the xp books. This way it creates variety in both gameplay and actual content. And no one feels like they're forced to grind too much etc. There are after all books that cover general fields and more specific ones. EDIT: for example, I'm reading a book on audio engineering in general and I have a bunch of tech books that explain different equipments, how they work and how to work with them. Both offer totally different knowledge on basically the same subject.
  18. Your structures and items will stay where they were when you died after you do. Your skills reset as always. Remember this is a game of how you died. You're new and you're going to die. A lot. That's the spirit of the game.
  19. Yup. And if you're thinking of sharing any of your buildings or giving them eg. to bedford falls, it's good to place them properly so that others can find stuff more easily.
  20. How about 'Brawler' instead of the 'Bar Fighter'? Awesome stuff as always!
  21. Use the tileset called roofs_accents_01. You have to handplace them in the tile mode in the building editor. I suggest putting them on the roof or roof 2 layer.
  22. I don't think warm food needs a happiness boost since it already has a hunger boost, but a food preference trait sounds fun. Why not even an allergic trait. Let's say a picky eater gets a happiness reduction from a certain amount random (or maybe prechosen by the game) food items. I think it'd be too much if we'd have every type of foodstuff separated. +1 trait points A vegetarian would get a happiness reduction on meats +1 trait points A vegan a large reduction on meats, dairy and fish. +2 trait points A meat eater a reduction on from eating vegetables. +1 trait point And then we'd have the most common allergens in foodstuff (didn't count peanuts or soy, since those would be too miniscule to implement imo. And milk allergy is only common with children if you don't count lactose intolerance wich would just make you smelly. ). Seafood allergy all seafood could possibly kill if eaten a lot and not treated, at least cause same effects as being extremely tired or sick. +3 points Wheat allergy or coeliac disease All foodstuff containing wheat debilitates as above. +3 points And last egg allergy same same, but different. +2 points (do you make your burger patty with eggs or without them?. This is important stuff, srsly!) Go with a coeliac, sea food allergic, vegan with hardy eater and you're going to have a very hard time finding suitable food. Ok, I'll include the lactose intolerant because farts are funny. Just imagine running in the zombie apocalypse and having zombies follow you just because you smell so bad. And just as you've hid in that dumpster, the urge compells. +1 point I'll leave you with more than a mental image of that.
  23. NPCs, the meta game, cars, bicycles, professions, UI overhaul, water from rivers etc., moving furniture, story mode, electronics, animals, hunting, generators, more animations, weapons, items, sewers, armor and the list goes on... There's quite a few things on the list of what would be cool and what the devs have already said, they'd like to implement. EDIT and there's I think 8-9 devs atm who are doing all of the work that goes into the game.
  24. There's an older thread here if you need a read. http://theindiestone.com/forums/index.php/topic/10117-flashlight-attachment/
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