Jump to content

LeoIvanov

Member
  • Posts

    1348
  • Joined

Everything posted by LeoIvanov

  1. I'd also love if a mod like that already existed (Well, not really as exact as OP suggests, but I can only assume that you can tweak the mod's lua files and change zombies to behave the way you want)
  2. Russian translation updated for 32.14 Direct link - https://www.dropbox.com/s/rpuub4vwn5ztbvb/RU%2030.06.15.rar?dl=0
  3. I'm even more alright if the kind of zombies OP suggests only emerge from reanimated corpses of their own players, considering that if they chose a "high Strength" character. After all, Max Brook did suggest that even "normal" zombies, without the ability to feel pain, are capable of destroying a barricade on their own that about 3 experienced men took trouble in taking down. Going off topic, I am more and more interested in seeing Project Zomboid build a whole new lore of zombie infection solely based on events that happen within the game story, like World War Z (the book), so all the debates in the future consist of "Well, remember that one time when Kate was trying to strangle a zombie and it lost the ability to make noises? That makes it possible that zombies could be still breathing."
  4. The distinction is already there, and the only thing that you'd really face if you pick a few negative points is slightly restrict your -specific- style of playing. Some professions in this game are, to put it bluntly, very very rarely necessary or important for survival. You can easily never touch professions like Angler, Park Ranger, etc, because there are other ways to gather food aside from those. However, some professions, if they were to exist without restriction, would be more important to choose. Police officer offers aiming boost, which lets you deal with zombies easier, or carpenter gives you an advanced knowledge of fortifications, which can be used to block zombies away. These professions have to have some kind of worth assigned to them, since otherwise every third player will be picking them, rendering other professions useless. However, when you have relatively cheap professions, you have an actual reason to pick them. Maybe you wouldn't be a pro gun user that can 1 shot zombies with pistol, but you'll still be able to pick a profession PLUS a few positive traits to aid you in that specific playstyle. Playing as Unemployed, actually, becomes relevant, since you get to spend 8 more free points on some trait. Imagine unemployed being at all relevant if all the other professions became just as free?
  5. But why does a police officer need a negative trait to be a police officer? Game balance. If the distinction between the professions never existed, people would obviously pick only the best ones, and would never care about the negatives. Before the occupation update, majority of players always went for Construction Worker as their profession, since it had 2 free positive traits, as opposed to 1 for all the others.
  6. 1) I don't think that without a proper, full nutrition overhaul that this game should make the hunger any slower/faster than it already is. As of now, the hunger system is slow enough not to feel annoyed by constantly having to look after it, but fast enough to still care about it. Have you ever ran out of water on your character? Try running around and playing the game without having a bottle of water in main inventory : Then tell me how quickly you're going to get annoyed by constantly having to drink water out of sinks 2) I think the current ammo rarity is balanced right. If you give out tons of ammo for players, then there will be no incentive to make a aiming-centered character, like police officer, or veteran. That way the "average Joes" are likely to never become very skilled at shooting, while actual police officers and those who have trained with guns before will have more advantage during armed combat. 3) If you keep the shaders and lighting settings on highest, the nights are really dark, but I do agree that there has to be little distinction between these settings, so that people won't have to change them to "low" every night to cheat. (Similar to people putting Gamma settings on maximum during night in DayZ). 4) I think that they only need to fix the player speed during high Sprinting levels. If you get to around level 4-6, unless your character gets broken feet, very heavy load and freezing temperature, he never really slows down to the point where he "walks" while trying to sprint. 5) I think they've tied the amount of damage you take from falls to all the weight that comes from items that you're carrying. So the higher your load is - the heavier you land. I haven't tested this system in a while, but I'll see if you get a 100% fracture when climbing out of second floor with barely any items on. 6) I disagree. The fire should be really, reaaaaallly ineffective way of "killing" zombies. I believe that unless you dose a zombie in kerosine and break all of it's feet beforehand, it's close to impossible to "burn" through to their brains. Fire should not kill zombies at all. BUT, slow them down to the point where they turn into "crawlers" and move 1meter an hour, though? That's entirely different point.
  7. Thank you Fixed your avatar for you.
  8. Cell is 300x300 tiles, chunk is, I think, 50x50 (the loaded area around a player) OR one of the small "squares" that load the map when you run around the game (ever noticed, for example, in multiplayer when you ran at fast speeds, the game loaded the map in small squares?) EDIT: Russian translation updated for build 32.10 IWBUMS. Direct link - https://www.dropbox.com/s/3vvy5omzgq4h8uv/RU%2027.06.15.rar?dl=0
  9. Yeah, the "objects.lua" is, essentially, just a game's file with a few more lines from modified WorldEd's zones file (Since I had to make it so the forest zones work properly and you don't get to forage in the prison's courtyard). I'll need to consult with someone who's more experienced with this than I am. I have no idea how to input the modified zones into the map without changing the objects.lua.. I tried making it as a mod once, Instead of fully replacing the "Muldraugh, KY" folder it instead "created" another, separate "Muldraugh, KY" map choice with the same description and everything as original Muldraugh. Maybe EasyPickins could make it so the custom mods are capable of replacing specific files within the existing map, instead of creating the whole separate folder? I don't know, I need to PM him, but thanks for letting me know about a reason why not many people use this map on multiplayer
  10. To be perfectly honest with you, I am yet to see a youtuber or player who could reach this prison, take it over and make it as their own base in a single life without dying once. Even I, myself, to this day still couldn't do it properly I think it is supposed to take far more than one single survivor to take it over properly and keep it running as a safehouse... You know, just like in The Walking Dead, right?
  11. I don't know, I didn't choose Night Owl or anything and still managed to get awaken to the sound of breaking glass as soon as zombies broke in in one of my last playthroughs.
  12. If you were talking about the excessive usage of "New!!1" in the title, I had to show people that there was an update for the map that they should check out Changed it to something less desperate.
  13. If this is a "Project Zomboid" build you're talking about, I think you're about 10 versions behind the current, stable build. I doubt that my map is compatible with game versions this old...
  14. "Finally figured out how to use the generator!"
  15. I think the problem you're facing, arcanus, is that when zombies "migrate", they sometimes might get tangled on your house's windows/doors and pound on them until something else distracts them. If you take a bit longer time to adapt to the system and observe the zombie behavior, you'll see that your house isn't the only one falling victim to that thing - they now randomly break in through the buildings, regardless of whether the humans are inside or not.
  16. is that new? or have i completely overlooked it all this time? Yep, you did overlook it, it's been there since version 2.0. You can only access it through the barricaded corridor that leads to the gunshop, though. You'll also have to do a bit of trickery and tip-toeing around the edges... quite literally.
  17. I'm actually more excited about the next week now that Q2 ends. It might (possibly) mean that we could, at the very least, get a video or two about the current state of what NPC's are in, or a few paragraphs about what new additions NPCs have gathered for the past several months since we've had the update on them. I could seriously just sit down and watch a little NPC buddy run around and do stuff for 2 hours straight.. I mean, after all I did end up wasting half an hour of my time watching my zombified self wander around along with the horde that ate me... I don't know, maybe I'm just weird.
  18. I like the idea. I rarely notice this after myself, but when I'm alone I'm really vocal and often end up talking to myself excessively. Cursing out loud at every little thing, yelling at my cat for annoying me... Now, at the times of apocalypse it might be different, but otherwise I really like the idea of it. Pfft... Casual.
  19. I believe that if you choose the carpentry-centered profession and skills, you could, in theory, build a staircase that leads to the second floor and reach through the broken gap in the wall. You won't need the sledgehammer to get to the entrance, but you'll still need something to break down the doors. A single hammer/axe will do the work just fine. Edit : Also, I think there are a couple of fridges down in this area, too.
  20. There are quite a few fridges inside the prison. EDIT: Here, for example. On level 1 (second floor).
  21. The good thing about metal, chain fences is that even a horde of zombies is going to take three ages to break/damage one. Metal is a sturdier material compared to skin, muscles or bones. For example : No matter how hard you're going to hit a rock with a pillow, you're not going to break it. Unless zombie lore implies that zombies can get a skin/bone/anything else sturdier or equally as sturdy as metal, I don't think they'll be able to break through chain link fence at all. But topple it over and walk over it, on the other hand...
  22. Well, I didn't pay much attention to transfer speed, doesn't make much difference to me. However, when I get depressed IRL, I usually feel weakness, apathy, things seem to get more difficult. That'd make the player try to keep their character happy and provide a bit of challenge for pesky worm-eating exploiters like me The change in speed is quite dramatic for those with severe cases of depression in the game. It's down as far as "1 nail per 1.5 seconds", instead of "1 each millisecond"
  23. I never implied that pre-built walls should be "destroyable", really. I never even wanted zombies to care about them at all. I was talking about pre-built, seen-through, or climbable (in future) tall fences.
×
×
  • Create New...