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LeoIvanov

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Everything posted by LeoIvanov

  1. I think also somewhere along the way the canned food type was changed, forcing any saved canned food that you had to disappear within your savefiles. I don't really have any leftover saves from build 32 anymore to test if the save migration works at all.
  2. I'd love to see the zombies beat that. Fuel and ammo for the tank runs out sooner or later. Zombies will never run out, sooner or later the pilot of the tank is going to die. Therefor, zombies will beat that. But Rick . . . Doesn't count. Had time to escape because majority of zombies were busy beating a dead horse.
  3. Russian translation updated to v33.10 https://www.dropbox.com/s/embptx37icoceby/RU%2022.12.15.rar?dl=0
  4. Translation updated for IWBUMS 33.10 https://www.dropbox.com/s/embptx37icoceby/RU%2022.12.15.rar?dl=0
  5. As someone who has lived through room redecor recently: tearing down wallpapers with the ability to re-use them later on is exceptionally hard. You will be much better off finding a new roll of wallpaper instead of wasting your time on this. Ability to apply wallpaper from paper rolls on plastered walls is a much better idea overall But if people want to waste time trying to scrub the existing wallpapers, let them have fun with 99% chance of "breaking" or "being ruined" with the moveables interface on highest construction level
  6. Or... That's what you all want us to think!
  7. Russian translation updated for 33.9 Direct Link - https://www.dropbox.com/s/i3t75l27k1yte4i/RU%2015.12.15.rar?dl=0
  8. Translation updated for IWBUMS 33.9 https://www.dropbox.com/s/i3t75l27k1yte4i/RU%2015.12.15.rar?dl=0
  9. If there was no "respawning", players would be able to fully clear out entire neighborhoods and never be bothered by hordes again. Then they will reach the inevitable "I've played this build for so long, I've seen everything." state. Then they will get their shotguns and, because they're bored, they will start doing raids into the town, and if the game's lucky, some crawler will eventually get the player by their ankle during their mindless, over-confident zombie slaughter. Then people will complaint that the game is too easy and that the only way they "die" in it is by pure boredom. Am I the only one having a weird sense of deja-vu right now?
  10. It might just be dragons, but what do I know.
  11. So This Highlighted cell being the top Left Most? This picture is from the MAP. I have the Coord in the Corner of 44x20 What do you think? I could connect the road to the cinema from the Joining cell of 44x20 if I make the World Origin 44 x 20 Correct? TCO Yep If you use those coordinates, you will fully replace the original 44x20 cell, including the road, forest, etc, meaning that you might have to adjust your own road so it perfectly connects to the one on the map (Which could have been an easier job if you've done that before filling the area with buildings imho).
  12. "World origin" is how far away from 0;0 (coordinates) your map is. For example, if you put your world origin as 25;25, then your top-left most cell will be 25;25, and the cell to the right of it will be 26;25, then 27;25, while the cell to the bottom of "world origin" will be 25;26, etc. If you want to integrate the map into the actual Muldraugh map, you will want to put the available "Muldraugh" map (provided with map tools) and make it's world origin a 25,25. The coordinates that you end up with are actual in-game coordinates. Then you just look at where on that map you want to place yours. Find the area most suitable for your "top-left most" cell, and make a world origin exactly the same name as that one. Alternatively (I think it's a lot easier), you can go to http://pzmap.crash-override.net/ , click on "Map Coordinates" (bottom left) and just check which cell you want your top-left cell to start from, and input that cell as world origin. For example: If you want your town's top left most cell to start in this area, input 35,37 as your world origin.
  13. Russian translation updated for 33.4 https://www.dropbox.com/s/rhdhhoretw3urty/RU%2025.11.15.rar?dl=0
  14. Wish granted. The next rock concert you go to will have you smacked across the head with Gibson SG, ending up stuck around the neck like a collar. Doctors are unable to surgically remove it, but it ends up being a nice fashion accessory, which inspires the likes of Lady Gaga. I wish to be famous!
  15. You can't tell me what to eat! *Dies from poisoned shrooms*
  16. Believe it or not, in earlier versions of the game (back when the map was 1 cell, and we had alien zombies) there was some sort of psychosis system that created "ghost" zombies who never did any damage to you or your surroundings, but still produced thump sounds and gave you a "scared" moodle if you ran into them. However, the idea of the sicknesses does not solely rely on scripting an entire new function or creating new moodles, it can hold well enough on affecting already existing moodles and health panel.
  17. So, this topic has inspired me about some game idea that might radically change the game difficulty for people who are craving for more challenge, as well as finally giving some incentive for people to pick doctors. So, the idea is to add all sorts of sicknesses that all have different symptoms. Some sicknesses will make you anxious, depressed, some will make you cough and sneeze and lose health randomly without any visible wounds on your body, some will make you feel weak, some will just hurt you and, if left untreated, will start killing you off. The health panel, in this suggestion, gets a new column for every "Sickness" that your character gets. Depending on how severe it is, it gets it's own color. (Ideally, the "Sickness" tab will be green when your character feels alright) Doctors and people who have leveled up their doctor skill will be able to distinguish the types of sicknesses (and even the correct items to treat them!). Inexperienced people will just get an "unknown sickness" and will have to either look for a doctor, or try and fight it on their own to continue going. The list of sicknesses may range from Common, Safe, uncommon, to unsafe, hazardous and lethal. Each range may have up to 4-5 sicknesses with different symptoms, including the ability to make other people sick by being near them, or spreading it through various other ways like eating the same food (Remember the times when you make something and share it with your friends in Zomboid?) You could catch sickness from variety of different factors, including but not limited to: Being out in the rain, walking around in a room full of blood, failing to clean and/or burn zombies, drinking contaminated water, eating raw food, eating sick animals (birds/rabbits/fish). Traits like Prone to Illness and Outdoorsman determine the severity of possible sicknesses you may catch, as well as their variety. Doctors are capable of determining the sickness and possible ways of treating it (The bigger the level, the more "easier" solutions, like herbalist stuff), Hikers and Foragers will be able to find the medical plants to treat these. I believe that introducing this to the game will add a new potential way to kill your character that everyone will have to be afraid of. No longer will you be able to live safely behind huge walls on the corner of the map, fishing from the same pond and sleeping in a room full of corpses. You'll have to stay careful about your surroundings and actively make sure that you don't catch a nasty virus that will end your life. Suddenly, trips to the town and into pharmacies become useful. Easier gamemodes and sandbox can include or fully remove the range of these sicknesses (meaning characters never get lethal sicknesses, or never get that particular annoying one), in case people find them way too hard. Then, the modders could gather together and come up with their own sicknesses. Expand it, make it beyond realistic. (Looking at you, Hydrocraft <3) I wish I was good at photoshop and image editing to draw something good for a GUI presentation... Hopefully I explained it well enough for people to understand my thoughts.
  18. To be perfectly fair, in Ecky's earlier videos he had done a great deal of effort to move a huge number of zombies away from his base by firing a shotgun repeatedly and moving away to the south-east towards the middle of the city, hence why there's a huge gap between the nearly empty surrounding area of the base, and actual city (where he lured all the zombies away into).. I see your point though - I would really love an expanded, dynamic system that would turn zombie distribution into uniform after a few months into apocalypse and "create" random groups of 100+ zombies that actively roam around the area non-stop.
  19. So... Am I the only one who thinks that Dumbledore was Voldemorte the whole time? Wait, we were talking about the bites, right? There's still a very well supported rumor that bleach heals zombification. I'm serious though. If you drink it your character will not turn after dying. Somebody pls check that.
  20. I think this whole thread is an ellaborate hoax to throw even more people off about infection percentage done by Lemmy on another forum account. Stop muddying the waters! We all know that the real infection percentage is *Gets eaten by zombies*
  21. I think it's more of a problem with how you perceive the message that the game is trying to communicate to you rather than the problem with the game balance itself : Cities and towns are -not- supposed to be safe areas to make your base in, you should have "leaving the town in outskirts" be in the list of your highest priorities, because otherwise it's a hell on earth. And, just like Enigma has stated above me, you could always take your time to learn the sandbox functions and tweak the apocalypse to your own tastes. You could easily remove both respawning and migration entirely, or make them take a much longer time so all your loot runs end up miles safer than they are in Survival. That's the beauty of Sandbox, that many players seem to completely dismiss.
  22. I think the problem you're facing has more to do with how zombies migrate, instead of how zombies "respawn". Before the 32 update, zombies were only ever "Moving around" in an area that you are in. This whole loaded "square" that you see around you was the ONLY place where zombies were mobile. Anywhere else on the map, zombies were non-existent, and were just saved up as a bunch of randomized numbers, "spawning" into the area as soon as you visited the cell without following a specific pattern. That's why before, in builds 31 and earlier, you could just clear the square your house is located on, sit inside and never have to face another zombie bothering you again, even after gunshots and helicopters. Now, after the update 32, the zombies FINALLY got themselves physically saved positions OUTSIDE of the player area, and to add to that, those zombies, outside of player area, even MOVE AROUND when you hear gunshots or helicopters. The zombie movement isn't confined to just a small 50x50 square around your player anymore, they move around the whole city, instead of around you. Now, to your actual problem, when the zombie hordes happen to swarm a specific place after you hear a gunshot, there is often a huge influx of zombies in a few specific cells close to gunshots, while a huge lack of zombies in cells around them (Because nearly all zombies walked away after gunshot, makes sense right?). The game is handled to see when the cell is "overloaded" with zombies, and when the cell is "empty", and if those cells are located close to each other, then every set amount of time, a random amount of zombies from "overloaded" cell will migrate to "empty" cell to occupy it. It happens irregardless of your "zombies respawn" time, because they are literally "moving in" from another area, not "spawning in". Okay, so the main question that a lot of you probably have by now : How does a player make a distinction between "Respawning" and "Migrating" Zombies? It's easier than you might think: 1) If you see a group of zombies (about 5-10, sometimes more) all moving in a specific direction without any kind of meta-event (gunshots, helicopters), then those zombies are "migrating" from other cells. 2) If you are absent from your base in a long loot run, let's say a trip to west point, and after coming back in 4+ in game days you see a lot of zombies in an area around your base, then those zombies are "respawning".
  23. I think he means more like a randomized "limit" of maximum Zombies for a "group". For example, right now it has a fixed limit (that you can change in sandbox), because of this the hordes will never form in groups higher than that limit number, meaning if there's 40 zombies in the area and the limit is 20, then we'd see two zombie clumps with even amount of zombies in each. What he proposes is to see random amount of groups with random amount of zombies clumped into it. For the same example, with 40 zombies we'd instead see 1 group with 10 zombies, 1 group with 14 and 1 group with 16, without having all of them reform into two groups with 20.
  24. Weird, I had a very similar idea pop into my head yesterday before going to sleep, but I thought of something a lot less complicated : Have boundaries outside the map that you can't access due to black borders, assigned to random cells (obviously within 1 empty cell distance away from actual map). Those cells spawn players in the "challenge 1" map (the tutorial/last stand house) and allows you to battle through zombie armies with an infinite shotgun/pistol ammo. Dreams wouldn't really level up any of your skills or stuff, but will be a fun way to blast quicker through boring "black screen" of sleeping. Once the player "wakes up" the random cell "kicks" the player back into the actual position and deletes every tile associated with that "dream" to free some space. Actually, dream cells don't even have to use server CPU to render everything in that cell, as it could all be client sided. Obviously, the system would require one person to stay asleep while the other player is awake, since otherwise the time could just be skipped like in singleplayer until one of the players wakes up. Also, talented modders could even add more "dream" sequences to blast through, if just "challenge" mode gets tiring to play through each day.
  25. If I'm honest with you, I never really liked the idea of public MP servers for Zomboid, even as a concept on paper. The only public MP servers that I can stand are Roleplay ones. In any other case, there are exactly two type of players that you're going to meet on these - hostile and friendly. The friendly ones will allow you to hang around with them, loot for a bit, maybe show you their base that they've built, but that's about it. Hostile ones will try and kill you on sight, those usually hang around in groups of 2+. Would it be better if these encounters multiplied? No. Is it good that there are so little encounters like these? Not really, however : The thing that I always WANTED from multiplayer (and actually got it) is an ability to survive the Zomboid apocalypse with my friend. Having to deal with zombies, base building, foraging/fishing/farming for food and doing everything together. A Singleplayer Project Zomboid experience... But with a friend. This is why I advocated a while ago for skills to be restrictive to the profession/hobby that you choose at character creation. One man does 1 thing, another man works on the other, and together we are capable of withstanding zombie infection. Does it get boring after a while? Sure, just like any game. Did I have a blast during the moments that we played together? Hell yes, I enjoyed the hell out of seeing my friend set house on fire to "mark" it as looted, and then having to battle with raging, spreading flame wall that nearly fucked up our base. THIS is where multiplayer shines, not on public servers, IMO. Where do I see multiplayer heading next? I, myself, want to try a role of "The Governor", a being that controls the zombie movement, zombie numbers, meta-events, making scenarios and seeing survivors deal with it. Or, when NPC's are finally out, have both of me and my friend separate, recruit our own group of NPC's, make our own base and then raid each other "The Walking Dead" style.
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