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Jericoshost

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Everything posted by Jericoshost

  1. Specifically Opening Hours, Cabin in the woods Accumulator and the other challenges like them? I really want to play PZ with my friends but I am not on PZ enough to not feel left out in long running servers. Short and simple games that I can hop into at the drop of a hat are better for that Does anyone know a mod or something like that? (I checked the workshop but found nothing)
  2. As the crafting system is being overhauled soon I'm hoping that items will be given traits to make Modding much easier to accomplish and maintain as well having an easier time adding new recipes and items for the developers. As a simple example: Hammer: 3 Hammering Quality 3 Nail Pulling Quality 2 Destruction Quality 1 Screw Driving Quality Metal Item These qualities allow the item to be used to pull nails out of furniture and boards with a reliable frequency. It can be used to construct advanced furniture and deconstruct them as well. It's destruction quality is high enough to hammer items to scrap them losing fine components, but not high enough to quickly destroy walls. Using the nail pulling part one *could* drive screws (Mostly Flat-heads and Phillips) but it would be slower and unsuitable for most advanced disassembly. Another: Screwdriver: 3 Screw driving Quality 1 Nail pulling Quality 1 Hammering Quality Metal Item The screwdriver is an excellent screwing tool. But as an aside it could be used to pry nails out of items, but would be likely to wreck the nails. The handle could be used to drive nails- though clearly it wouldn't work well. - These 'qualities' are used when determining the amount of time and likelihood of success during crafting and construction/mechanics. In crafting recipes there would be a recommended minimum quality. If under this quality there would be a higher chance of failure and the recipe would take much longer- some recipes would have a Minimum Quality required. As a benefit this would make adding new items much easier for both modders and staff. Once the qualities are in, adding a new tool would require no manual changes to recipes. At most a change to the math that factors in crafting, destruction, etc would be needed if the item changes the scale of the math. - Lets say we add a Jackhammer to the game as a higher tier of sledgehammer. In the game as is it would require a good amount of changing to the current destruction system to add the proper time reduction to the action and factor in fuel potency and amount. The sledgehammer: 3 Destruction Quality 2 Hammering Quality Metal Item It takes 10 Minutes to destroy a hole in a wall after math and skill is calculated (Example) The Jackhammer: 4 Destruction Quality 1 Hammering Quality It takes 1 Minute to punch a hole in a wall. - A very similar system is used in CDDA, PZ's sister from other misters. And through this system, modding would be much easier and FAR less likely to have compatibility issues. As a clear example most popular mods have their own crafting tree. Why? Because changing a vanilla recipe could easily break hundreds of players games due to a mod conflict that relies on that recipe. So to avoid it they make their own recipes from scratch. This means that two items with the same name from different mods CAN'T be used for their recipes because... they simply can't. The item Id's don't match what the recipe looks for and the mod creator can't make a patch for everything. However with recipes only looking for Qualities then the tools from any mod could be used with any other mod as long as they share the correct Quality.. Even vanilla tools could be used without fear of conflict due to the recipes ignoring any uneeded trait. So if I give a cooking pot a Chemical Synthesis Trait it won't suddenly be unable to be used to make a soup because the recipe only looks for the 'Soup Making' Quality. - As well once the math is in place the system will be easy to understand and use. Most of what needs to be done is defining the timescale and how each level of quality affects that equation. Then it is very similar to determining time in normal crafting with it's base time scale modified by tool qualities and skill. Lets say I want to make something that requires Screw-driving 3 but I only have a Screw-driving 1 tool. Now the recipe is 3 times more likely to fail and takes 3 times as long. But if I have something with Quality 5 it will be more likely to succeed and faster. (This example disregards skill to make it easier to understand/read) Now the developers have talked about item qualities- but it seems they are more talking about base materials (poor, Common, uncommon, rare, superior) rather than tools individual traits. I believe that this system would make both development and modding go forward easier and smoother- which would help with multiplayer server compatibility greatly. Edit: This may be able to apply both to medical and Cooking as well with Qualities such as: Food: Savory, Sweet, Hot, Cold, Spicy, Mellow, etc Medicine: Anesthetic, Pain Relief, Clotting, Calming, Depressive, Stimulant etc along with interactions when mixing certain qualities like certain calming medications could interact poorly with Anesthetic medications
  3. I do like the idea of a Military/Science/Government RP Roles server, but I'm curious on what is meant by 'Non Zombie' Is the RP outside of the PZ game, do you play on servers with Population set to 0, or is it something else entirely?
  4. Trust me, I understand the game is still in development. Which means now is the best time to propose ideas, before anything is set in stone and becomes unchangeable. I am super looking forward to upcoming content!
  5. IT's true, it will make SP much more difficult. Ensuring you pass out somewhere safe is the key when you get heavily injured while alone, though avoiding getting THAT injured is the best case. Perhaps having the option to disable Passing Out in Sandbox options would be the best so Solo players don't have to deal with it. Once NPC's are added (AKA Dragons lol) then there will be more options for treatment.
  6. Great Idea, In the meantime there is the Zupercarts mod on steam https://steamcommunity.com/sharedfiles/filedetails/?id=2478768005&searchtext=zuper
  7. I made a similar topic awhile ago about more Sandbox options but had another idea for just zomboids: Essentially increase the variety of Navigation and decay options for the undead. So under Navigation instead of Navigate + Use Doors it would add: Navigate + Open Doors (Only doors, no windows) Navigate + Open Doors/Windows (Current Open Doors Setting) Navigate + Open Doors/Windows + Find alternate entrance. (They will now search out alternate doors if the first one is locked, attempting to find a stealthy way inside of bases.) Navigate + Open Doors/Windows + Climb (Zomboids will now attempt to climb to windows that are left open if a sheet rope is left hanging out of it.) New Decay options to replace current options: Instead of a drop down menu you would select Advantages and disadvantages via check box options. Obviously you wouldn't be able to select conflicting options. Strengthens (Increase Zombie Strength as time passes) Speeds (Increases Zombie Speed as time passes) Learners (They become more intelligent as time passes, increasing navigation) Sharper Senses (Their senses become more acute as time passes) Virulent (Their infection chances improve as time passes and the infection mutates) Weakens (As Is) Slows (As Is) Brain Rot (Their ability to Navigate reduces over time) Dulled Senses (Their Sight and Hearing reduces over time) Stagnating Virus (The infection chance reduces over time down to half of original values) Then a final option: Time to max Decay: set as number of day until maximum decay is reached, otherwise will use the world setting for world deterioration
  8. Instead of only having the option to pick up furniture (Breaking your spine and having the risk of breaking the furniture in question because we are playing infomercial stars) Lets have the option to move the furniture without carrying it. Like... Pushing it. You select the furniture, then a location within 5 tiles to push it to. Action time is determined by the PC's Strength Stat and number of tiles away target is. Boom! Done. Push furniture across the whole map, only the zombies will stop you. The trade off is it takes more time to transfer it over long distance. And this speed boost to short distance movement could have furniture barricades be an actual option. Anything 2 tiles high blocks line of sight, anything impassable only blocks moment, anything less does nothing. For each bit of furniture within 1 tile of the window/door increase the HP of the entry way by 25%, 10% for items 2 tiles away.
  9. Currently it's just a bar that drains from any injury and when it empties you die. There are injuries and treatments but it really boils down to just that at the end of your life. Basically it's dangerously close to the Critical Existence Failure Trope. I envision a better more in-depth system that is still decently straightforward, with: a Blood meter, a Condition Meter and a Life Meter. SECTIONS: (CTRL + F) Blood/Condition/Life (Next area) !RECOVERY! !New_Items! =Blood (Max 100 Points) tracks how much blood you have lost, as you lose blood you will be affected in the following ways: Moodlet: Bleeding As the Moodlet progresses effects similar to drunken Moodlets will be applied such as lack of coordination, poor aim, etc. If your blood meter empties, you will rapidly gain exhaustion and then pass out when it (Tired Moodlet) maxes out. You can be awoken by recovering enough blood or temporarily by administering a powerful stimulant (Adrenalin as a game example). When your blood meter drops your Condition will also drop by a smaller amount, but when Blood is empty continued blood loss will rapidly drain Condition and then Life. Most importantly, blood loss is Damage Over Time. This means that even after bandaging, a small amount of blood loss will still continue to represent blood being absorbed into the bandages/ =Condition (Max 100 Points) Tracks your characters overall body condition, it should take into consideration general health, diet, sleep, injuries and pain. A person in peak condition will heal faster, last longer and be much harder to take down. But like in real life being in peak condition is a very difficult thing to maintain. Injuries will take chunks out of body condition, while illness and/or unhealthy lifestyle will slowly reduce it. Low Condition will also reduce max endurance and if allowed to reach 0 will put the character into a Coma and begin losing life, which can only be recovered by getting Condition and Blood back to 1 or higher. The higher your Condition the slower Life and Blood Loss will be as a result. When Condition gets very low the characters Life meter will be reduced below the maximum down to critical levels. =Life (Max 100 Points) is your ability to continue existing despite other conditions and debilities. Your 'Will to go on' so to speak. Once this reaches 0 you will rapidly begin to die by losing Condition and Blood quickly, and you will fall unresponsive. This is indirectly effected by Blood and Condition, but directly effected by severe levels of pain, depression, exhaustion and unhealthy activities. This bar can ONLY be depleted by the effects of other bars dropping at least partially. This ain't Stir Wurs where you can die from the big sad alone. "I literally can't even..." *Flatlines* The effects that directly cause Life to drop will only bring it down to 10/100, combining it with the effects of the other bars dropping below 50 it can then drop to 0. It is extremely unusual for an otherwise healthy person to have their body just shut down, but if someone has very little will to live then even mild maladies can become life threatening. When all 3 bars reach 0 you die. This feature would see it's best use in Multiplayer, where a Doctor could Identify why someone is suffering and figure out a proper treatment. This would give Medical Classes a HUGE boost to their usefulness. Once a character falls into unresponsive/unconscious/coma state they need someone else to revive them, otherwise they need to pray they aren't discovered before they can recover on their own- assuming they don't die from their condition. !RECOVERY! Now you may be under the impression that once you lose the ability to move you are dead if alone. This isn't necessarily true but it is difficult to survive alone just like IRL. It all boils down to your overall state, whether or not you are taking any more damage and if you can survive where ever you ended up falling down. If you pass out in a field in the middle of winter you are likely to die from exposure regardless of if zombies stumble on your vulnerable and prone form. If you are bleeding badly but bandage all your wounds and pass out safe in your base you may recover as long as you are healthy enough to recover enough blood to regain consciousness before dying of dehydration. Otherwise direct intervention by a doctor will lead to quick recovery (Mainly due to not wanting players to play 'Watching a blank screen' Simulator for hours in MP or SP once Dragons are added) The method to quickly bring someone awake is to administer a stimulant (Adrenalin or Narcotics with clear negative effects) this is temporary and may lead to a worse situation so should only be done in the most dire of situations. For full recovery the method would be pretty straight forward: (PC = Patient Character) 1. Diagnose to determine what is causing the problem. This will give info based on the Players First Aid Skill. Okay skill gets complicated: -1-2 only physical surface injuries, bones if PC is conscious, -3-4 Broken bones of unconscious PC, Illness if PC is conscious, -5-6 can determine if PC's injuries were caused by zombie, can determine Illness even if PC is unconscious, If PC is awake can determine Diet and Lifestyle issues, -7-8 Can determine Diet issues of Unconscious PC's, can give an estimate of Zomboid Infection via stages (1-25% first stage, 26-50% 2nd stage, 51-75% 3rd stage, 76%+ Final stage) -9-10 Can determine lifestyle issues of Unconscious PC's, and can give an estimate of the progression of an awake PC's Zomboid infection (10% guesstimates, if infection =28% they will either guess 20% or 30%) As well skill level speeds up Medical check speed and application of treatment speed. So to recap and continue: 1.Diagnose 2.Treatment 3.Aftercare For example: Someone has bled out and fallen unconscious. 1. DR diagnoses, shows that PC is out of blood and unresponsive. No sign of infection, gunshot wound. 2. DR brings PC to bed or treats on spot. Connect Blood bag (Requires Blood bag, disinfectant material otherwise chance of infection), remove bullet, disinfect wound, stitch wound, bandage wound. 3. Once patient regains consciousness, feed them, water them, give vitamins and allow to heal. Administer other medications as needed. Straightforward, but with some depth. !New_Items! So some new items for this system would be needed. Blood Draw Kit Can be crafted from syringes, tubing and sterile plastic bags. Can be used on others (Finally, a use for bandits) creates Blood Bag when used on someone by draining their blood. Requires Medical Draw Bags to create Blood bags. Can make 10 bags at full charge, then needs to be disinfected via boiling or disinfectant, otherwise risk of infection for the donor and risk of making Blood Bag (Reused). Blood Bag Perishable, does not handle freezing well. Takes 20 Blood to make, but restores 8. Only restores 2 if frozen and thawed. For ease of use, blood type can be ignored. Assume everyone who survived the first wave (AKA the AB strain) has the same blood type. expires in 36 hours at room temp in sealed sterile bag. A week in a fridge, and loses effectiveness when frozen. Blood Bag (Reused) Similar to the Blood bag, but has a chance to cause Illness and wound infection. The result of filling with a non-sterilized Medical Draw Bag or Blood Draw Kit. Blood Bag (Tainted) Zombie Blood... Why would you use this? Good question. Cause rapid Knox Infection Progression, rapidly drains Condition and Life. Restores 1 Blood. Anyone who sees the bag will be able to identify the chunky coagulated blood of the dead, best to use discreetly. Sterile Medical Draw Bag Used to create Blood Bags, Medical Hydration Infusion, Vitamin and Carbohydrate Infusion and Saline Infusions. Can be created with high level crafting and plastic material, or by boiling Used Medical Draw Bag. Looted from Medical Facilities, only from fridges. Used Medical Draw Bag Can be used to make Blood Bag (Reused Bag), at the risk of wound infection. Can be sterilized with boiling. Medical Hydration Infusion Gives +1 Blood, +1 Condition, +1 Life and provides 75 Hydration and 15 Hunger. Very rare and hard to craft, but stores very well and can be frozen. Requires 8+ First Aid Skill, 3 Units of Vitamins, 3 Units of Painkillers, 8 Blood worth of Blood bags, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment (Like a pot, funnel, sieve and realistically a device for blood separation but trying to keep it simple.) Vitamin and Carbohydrate Infusion Gives +3 Condition, 50 hydration and 15 Hunger Stores well, freezes well. Semi-rare, semi difficult to craft. Requires 5+ First Aid Skill, 3 Units of Vitamins, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment Saline Infusions Gives +50 Hydration, Slows Blood and Condition Loss. Semi-Common. Craftable. Stores at room temperature forever. Requires 3+ First Aid Skill, 3 Units of salt, Water, Sterile Medical Draw Bag and Chemical Equipment Adrenalin Found in Hospitals, rare Can be frozen, stored in fridge. Can be crafted if you possess 10 First Aid Skill, and have a non-infected human or animal kidneys (Fresh) to make a less effective Adrenal Extract. Temporarily suppresses unresponsiveness for the recipient, but reduces the patients resistance to Blood and Condition Loss. Adrenalin Extract Crafted from animal or Human Kidneys, not used in modern medical practice due to the better effects of Synthetic Epinephrine (AKA Adrenalin) I couldn't find all the exact ways it could be used, but it seems able to be used for Allergy Reaction Suppression and I say have it be a shorter effect of the Regular Adrenalin. Doesn't store as well as Adrenalin, will expire even in fridge after 3 months. Narcotics: Crafted from Vitamins and Coffee to make a Concentrated Stimulated for use in place of Adrenalin. Requires 7+ First Aid Skill, 6 Units of Vitamins, Water, 1 Unit of Coffee or Tea, Sterile Medical Syringe and Chemical Equipment DISCLAIMER: The recipe is fake because the game obviously doesn't want to instruct people on how to make drugs, its believable enough to work in the game and that's what matters. The Adrenalin, Adrenalin Extract and Narcotic should cause stress and anxiety to skyrocket temporarily and cause panic on use. These are common side effects of Adrenalin. Vitamins New effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery. Food Moodlets New Effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery. Also I think alot of these changes would work very well if the Moodlet system was changed as well: Okay I think that is everything. Let me know what Y'all think
  10. I think it would be an awesome thing to choose to have. As long as there is a sandbox option to have it on/off it would be a great option.
  11. Any weapon (Except non-incendiary explosives and firearms) can work, and yes you can shove doors down it just takes 5 ever
  12. Just to clarify: Are you talking about a story mode, a sandbox option, a mod made by a modder or something else? Cause if it's about a sandbox option for random fires and things like that I agree it could be pretty cool. And if you want to find some trash and corpses look up the 'Trash and Corpses' mod on steam. Its great for ambiance! And although it isn't random fires, if you set 'Randomized house chance' to very high you will find alot of already burned down buildings!
  13. I would suggest some kind of "Tearing myself away from them" animation instead of flailing. The animation would be like a forward or backward stumble followed by a short crawl away to feet. This would ensure that a player who struggles successfully can escape as long as they aren't completely surrounded or dragged down. These are Zomboids, not martial artists who know how to grapple people perfectly. They are supposed to be animalistic not well trained. Their advantages are supposed to be sheer numbers and mob tactics combined with an inexhaustible single minded focus. Alternatively when a character shrugs off a zed, force the zed to take a knee like when they get shot sometimes or even fall down. The long stun should give the player a high chance of escaping small groups of zeds.
  14. I agree that the zones should be larger, in the meantime Pressing 'Z' + the number of the seat you are trying to enter can be a quick enter. Afterall we aren't playing as an infomercial person, entering a car shouldn't be beyond their means. There is a line between 'Immersion' and 'I don't remember choosing Infomercial Method Actor Trait' and I don't see it as being all that fine of a line.
  15. I like this idea, it should be totally possible to do. If people feel its 'too easy' add a requirement of twine, tape, sheet rope or wire/rope to 'hold the corpse in place'. As well with some electrical skill and a screwdriver + 1 paperclip you could just wire the horn to go off until the battery dies or the horn is unwired.
  16. Essentially adding more options allowing players (And MP Servers) to fine tune their settings without mods/scripts should be a consideration going forward as more content is added to the base game to avoid more Mod bloat which can cause servers to go down multiple times a day as Mods update. (Which we see already, so any steps to reduce this is good.) For example: -Days until Electricity/Water cut-off would change to Time until Electricity/Water cut-off and it could be set from hours to years via drop down for both start date and cut-off date. Allowing unique Scenarios that currently can't be made without mods. For example: (30 days - 3 Months) (7 Days - 15 Days) (24 Hours - 72 Hours) (7 Days -7 Days) (For a set deadline - Then for most stats that have Low/Moderate/Normal/High/Extreme it could be a % instead with normal being 100% and the Max being 300%. As An Example: -Wound Intensity would go from 1% (Typical Battlefield game near demi-god level of slow bleed-out) to 300% (A scratch on the hand is life threatening bleed out) Stat decrease and Zombie stats could follow the same Logic as well (Similar to the EXCELLENT CZombies Mod!, which would be amazing as base kit imo) going from 1% to 1000% for strength, durability and senses. An additional setting for zombies would be Nimbleness, effecting resistance to stumbling, tripping and how fast they turn, from 0% (Every chance to fall they will take, turn slower) to 100% (Never trips or stumbles, very resistant to knockdown, higher lunge chance, can turn during a dead sprint on a dime) - Zombie Population Density per area Instead of just options for Uniform or distributed allow us to adjust it per area, when set to distributed different areas have different populations (Riverside versus Louisville for example has a stark difference at base population) This way we can set specific Densities for Towns/Cities/Roads/Clearings/Forests and Deep Forest areas. (Note: Specific towns and cities) I can imagine a setting where Zomboids can hear a pin drop in town from the depths of the woods, the majority of them being in there as runners. Fear the forest or face it's wrath... - Once NPC's are added this should be a big consideration, especially if sliders for NPC behaviors are added (Such as Calmness, Aggression, Memory, Forgiveness, Stat Decrease, etc) Especially if Zanimals are added! First day they appear, speed, stats, etc! With this not only will it help avoid more Mod Bloat, it will also give further tools for modders to use going forward. Feel free to reply to this topic if you think there is something I missed or if you like/don't like it.
  17. You can be depressed, but never happy? You can be Bored, but never Entertained? (ARE YOU NOT ENTERTAINED?) You can be stressed but never Calm/soothed or relaxed? You can be Exhausted but not Energized? Seems a bit odd for a human to be so... Neutral or miserable yet still able to function in such a miserable place. I suggest adding the ability to have a bit more of a positive outlook on life with a little work. It may be the Apocalypse but it's not the end of the- well you get what I mean. Enjoy life while you can and such. When a character uses enough of something to get a net positive they should not ONLY get a positive moodlet but also a corresponding Resistance to loss (and in most cases gain) of that stat. Its easy to be slightly amused, hard to be completely enthused and harder still to hold onto that feeling for long. - HUNGER - Eating does a body good, over indulging though is another story... PROS: The fuller you are the higher resistance to loss of Hunger you gain, taking longer to become hungrier. You gain a boost to Strength as usual. CONS: Being Extremely Full can make you sluggish slightly reducing nimble and speed, Further eating actions are slowed down, When a large meal is eaten (One that over fills the hunger bar or reaches the largest positive moodlet) the PC gains a new Moodlet called -OVERSTUFFED- when the PC eats again with this moodlet they will vomit, becoming slightly queasy and becoming slighty hungry. The length of this Moodlet is determined by how 'full' the PC becomes, and is removed by vomiting. - -HAPPY- (A Little Happy, Good Mood, Happy, Very Happy, Enthusiastic) Reading a good book and watching a funny TV show alongside a Perfect cooked meal should let someone forget the horrors of the zomboids, even if only for a minute. PROS: Having a Happy buff should increase gains from rest and sleep, gain a minor improvement to healing speed and slow the loss of Happy and Boredom. CONS: Reduce the GAIN of Happy. Higher Unhappiness gain from bad food or other sources. The happier you are, the harder it is to boost your mood further. And it is easy to have your mood ruined. Being Panicked, sick, hungry, stressed, injured will slowly drain away Happy Buffs. - -ENERGIZED- (Picked Up, Energized, Wired, Jittery, Manic) Getting a full nights sleep alone isn't enough to be energized, but drinking some energy drinks or coffee when fully awake should give a spring to your step. This buff will give: PROS: Faster Endurance Regeneration and Limit, SLIGHT speed buff per level, faster Happy gain, Larger Awareness Cone and Fade(In/Out). However there is too much of a good thing. CONS: Faster Blood loss from bleeding wounds (Faster heart beat), can't sleep when under the effects of Energized Buffs, Faster Tired Gain, and loss of dexterity at high levels (Twitching) And the risk of overdose, which when mixed with even minor levels of fatigue or Panic can lead to a: HEART ATTACK- PC loses HP continuously until rescue medication is used (Pain killers in this case, in place of Chewing Asprin) then for weeks afterwards will suffer from the (Recovery Weakness) Debuff, reducing STR/FIT/Endurance by 50%. - -ENTERTAINED- (Enthused, Entertained) When you have cleared your boredom and become Entertained you gain: PROS: Minor gain of happy during entertained. Cons: Minor loss of Awareness cone (Distracted by entertainment) This should only really have 1-2 Positive levels, and should be quick to fade. Probably not lasting more than 1 in game hour after the Entertainment stops. - -SOOTHED- (Soothed, Calm, Relaxed, Very Relaxed, Completely Relaxed) When you have fully relaxed and let out your tension you gain: PROS: Increased Healing, reduced Hunger gain (Slight), reduced Boredom gain, reduced pain build up, higher ranged accuracy/speed. CONS: Higher chance of surprise and panic from enemies, increased Panic Gain, Loss of Awareness, faster stress build up, at higher levels actions are slightly slowed and faster Sleepy Build up. - Hopefully you enjoyed my suggestion! Feel free to reply to this topic if you think there is something I missed or if you like/don't like it.
  18. So I had an Idea for a mod, because I want to do some gaming and maybe some Twitch streams/Youtube in the coming year. I'm looking for someone who wants to make it or who knows how to because I've never made a mod and would need a lot of help to make it myself. I used to play Resident Evil Outbreak when it came out (As I'm sure most zombie fans did) and 2 things I have always wanted: 1. A Remake (And I have some hope with the remakes we have been seeing so fingers crossed!) And 2. An open world Resident Evil Game. So I've been playing PZ under the sandbox to try and recreate the Raccoon City Incident by changing the settings and so far it has been very enjoyable and I feel I'm pretty close to a classic Raccoon City Apocalypse. I have had a lot of fun so far and I think it could be an amazing experience. But I'm missing 2 very important things for the experience to be complete: 1. A Mod that effects how the virus kills you and adds items related to that. TL:DR Virus fills a meter from attacks and over time, when at 100% you become the zombies. Can be stopped temporarily with certain medical items, some craftable. Typically once infected you know that it's over and that you will die in X days. No ifs ands or buts, no delays. The change would be to make the infection follow a gauge that could be checked under the health menu, from 0.00% to 100.00% Like in the RE:Outbreak Games. Once attacked by a zombie and injured your gauge would increase 10% for a scratch or 30% for a bite, then the gauge would steadily increase by 1% per real world hour (1 In game day) Alternatively, you could start infected and then it would slowly increase by 1% per in game day and then jump up when attacked as before, giving you a soft limit of 100 days. The infection could be TEMPORARILY paused by using some items: (Times listed are in real world time, not in game time) 1 Green Herb stops the meter for 10 Minutes, Painkillers and Mixed Herb (G/G) stop the meter for 15 Minutes, Mixed Herb (G/G/G) or 1 Blue Herb can stop the meter for 20 Minutes, Mixed Herb (R/G) can stop the meter for 30 Minutes, Antibiotics and Mixed Herb (R/G/B) stops the meter for 45 minutes, Anti Virus Pill stops the meter for 50 minutes, Antivirus Pill (L) stops it for 1hour 30 minutes. Green, Red and Blue herbs can be found rarely in the forest zones (In order of rarity) by foraging, the Green or Red can be used to disinfect wounds and the Blue one can also fight normal wound infections. The Herbs can be mixed with each other and to make pills IF you have a high enough medical skill and some supplies: Some recipes I have thought of: Combining the Herbs into R/G and R/G/B mixes. No skills needed, but will need 1 mortar and pestle and 1 piece of paper alongside the herbs. Gives a moderate amount of Medical experience. To Make a basic Anti-Virus Pill: Medical LVL 3 or 5 Tools: Mortar and pestle, Heat Source (Lighter/Matches, campfire, lit stove or grill), a Spoon One Of: Vitamins, Painkillers, Empty Pill Casings (Item would need to be part of mod) One Mixed Herb (R/G) To Make an Anti-Virus (L) Pill: Medical LVL 5 or 7 Tools:Mortar and Pestle, Large Heat Source (campfire, lit stove or grill), a Sauce pan/Frying Pan/Pot/Baking Pan/Roasting Pan One Antibiotics One Mixed Herb (R/G/B) Makes 2 pills Now the important thing is that these pills won't stop wound based increases from zombies, and they do not reverse the gauge at all. You will eventually succumb, just a matter of how/when. 2. And the second thing needed for it would be an advanced customizable zombies mod. There are some mods out there that offer bits and pieces of what I'm looking for but none that offer the full package and most conflict when installed together. TL:DR A mod to store zombie 'templates' and have a way to control each templates spawn rate. Each template would store their senses strengths, physical stats and speed stat, it would also allow them to be dressed in a specific way on spawn. Basically I need a mod that would allow templates to be created much like how the zombie population can be customized in sandbox. The template would include: Zombie stats like: Strength, Speed, sight, hearing, smell and Durability multipliers. The multipliers would go from 0.1 - 20.0 times the regular population stats. Appearance including whether they are a skeleton or not and what clothing they wear. The percentage of the population they would spawn in as from 0.00001% -100.00% I'm hoping to be able to make templates for the major BOWs from REs 2/3 and maybe some of the others. ---------- For example MR X could be like: (Assuming zombies are set to normal where applicable) Strength 5.0 Speed 1.3 (On fast shamblers setting) Sight 2.0 Hearing 5.0 Smell 2.0 Durability 10.0 Wears : Leather Long coat (Black) Black Hat Black Pants Military Boots (Black) Leather Gloves (Black) Percentage: 0.001% ------- While a Hunter Beta would be like: Strength 3.0 Speed 2.0 Sight 1.0 Hearing 2.0 Smell 7.0 Durability 2.0 (3.5 for remake version) Wears: Skeleton form Ghillie suit Percentage: 0.02 So If anyone knows some mods that work together and allow these kind of features, or knows how to make it or wants to, I'd love to hear about it! Happy new Year everyone, hopefully it will be a bit better than 2020.
  19. So to preface I searched the steam workshop and the forums for the terms: Nemesis, Stalker, follower and didn't find anything like I'm looking for. On to the topic: Does anyone know the feasibility of making a mod that: -Creates a zombie enemy from the edge of the map that always knows where you are and travels at Shambler/ Fast Shambler/Jogging/Sprinting speed consistently. -The zombie is 10X the health of the other zombies and 2x the strength And then one other thing and this is where I wonder if it's possible: -Each time the enemy is put down it collapses and then revives after 24 hours/a week regardless of zombie settings OR -After it's put down it will respawn from the map edge after 24 hours/a week I've seen in the Terror Zombies mod a zombie that is always aware of you up to 250 tiles, but can that extend into when the enemy is in virtual tracking mode and be always aware? If anyone has seen a mod like that let me know, I'm playing a Resident Evil Sandbox and so far it has been very fun.
  20. Thanks I will give it a try! Do you know if it works with IWBUMSB? Also I would like your reply but I have apparently reached the like limit?
  21. I'm feeling a bit nostalgic for the early versions when items transferred faster/instantly. Hoping someone knows of a mod, I have done a quick search with the terms I tagged but came up with no mods. Even one that makes everything instant would be ok, but just inventory picking up and putting away would be perfect. And I don't want to change the code of the game, because I like the system, I just want the option to turn it off every once in awhile. As far as I am aware changing the code would change it for everything, and every mode.
  22. Earlier I was listening/reading the radio events and I noticed the president had a private meeting with the CDC. I would love to hear the other side of the story, but logically there is no way the player would be privy to the president's meetings. I would love to hear the explanation of walking corpses to the president, his reaction and the CDC recommendations. So what if as you accomplished things in game (Such as get X kills, Die from infection/starvation/lead poisoning murder, Convince an NPC to do etc, Burn down a building, die in a fire, survive being on fire, survive a bite/scratch, etc) You would unlock a 'gallery' entry or two. Things like art, behind the scenes/ in-progress art/clips, and 'extra' story elements (Like the president's meeting, how the military knew to mobilize so quickly, notes from CDC scientists studying the infected after the exclusion zone, military/survivor journals from up north, other neat Lore things)
  23. So with the implementation of the random chance of starting injury (Which I think should also include random thirst/hunger/mood when NPC's arrive) there have been a few people who were less than accepting of the situation, and a few who love it. I suggest a compromise. A new trait, which costs 0 points called 'opt out'. All it does is give you standard starting stats for hunger/thirst/injury and mood. Everything else remains the same. (Potentially there could be a list as well, like remove random from hunger or thirst or mood or injury so you can still have some random fun) This way people who don't want it can just opt-out, and those who do can revel in the challenge of randomly having a really CD-DAy. EDIT: As well comments have made a good point about this also being a checkbox during world/sandbox creation.
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