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LeoIvanov

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Everything posted by LeoIvanov

  1. There is a readme within the archive. You will need to put the files in project zomboid/media/maps/Muldraugh KY (Sorry if the directory is wrong, I can't remember the specific location out of my head right now) okay i did that, now how do i tell if it's installed in the game properly? it doesn't show up in the maps in-game You have to get to this area in the game and see for yourself. If you find a building with high, metal fences around it - You probably got it installed correctly
  2. I've played and tested the zombie numbers in build 32.4 Yesterday, and I want to address a few issues : 1) Quoting EasyPickins : I don't think there is anything wrong with depopulation of the areas, because the other areas are getting over-populated. As long as the game retains the meta-events moving zombies back and forth, while zombie respawning system brings the zombie numbers back to normal, they should not be as limited to where they go. Why am I complaining about this? Well, during my testing of the zombie movement I've sat inside the house on the second floor, and observed the way zombies move about. When the gunshot was fired, I thought they were going to swarm the place I am in, but surprisingly, this time a lot fewer numbers came to investigate the shot, which completely drives the feeling of fear and fright away from seeing hordes upon hordes plowing through your neighborhood. They should continue overpopulating and depopulating certain areas. As long as that mega-horde keeps being moved around by meta-noises, there will be moments where you're looting nearby a huge horde and that single house alarm brings thousands upon thousands towards you. Currently, the only really threatening force that I've witnessed forming all over the surrounding cells were the passing helicopters, They made absolutely every cell around me overpopulated (1690 / 800 kind of overpopulated). But since helicopters only show up 1 day during whole playthrough, and gunshots aren't sending them moving far away anymore, the threat becomes real only if you attempt to loot in that area. 2) Zombies still don't react to certain meta-game noises. Whenever someone dies and screams their lungs out, or dog barks in the distance, zombies absolutely don't visibly react to it. I think, although in a much smaller area, zombies still should be moved around by them, so background screams don't seem there for "the atmosphere" but look as if they're actually there, and you don't see them. 3) Breaking of glass, breaking of doors, zombies thumping on anything - should create a bigger noise and attract everyone from the loaded area. The way it currently is, the zombies have to be standing like 5 feet away from the house to hear anything, and that certainly doesn't help with figuring what zombies chase after and what they don't.
  3. There is a readme within the archive. You will need to put the files in project zomboid/media/maps/Muldraugh KY (Sorry if the directory is wrong, I can't remember the specific location out of my head right now)
  4. So, I see, cheap kitten refrigerators finally found their way back in here.
  5. Yeah, I've actually been at work trying to make the map compatible with builds 32 onwards, but so far the bug that I couldn't find my way around is the save corruption. Basically, getting to the prison works fine but when you quit and log back in, the game just crashes on loading. The glass turning into another tile might be the problem with the map itself When I was making it I didn't have the removal of glass in mind, and the game just seems to act weird when you map the stuff that can only happen within the game (Barricading, breaking glass, etc). That broken window in particular is just there for the looks, something that you observe and try to figure out what happened. I think, the only way I can fix this is just make all of the windows in that guard tower absolutely untouched. And the game freezing... I've been trying to stay away from telling people how I got the zombies to spawn in huge numbers in there, but it seems like it becomes much bigger of issue. Basically, on the third floor of the huge garage building, I've put a BUNCH of 1x1 rooms with invisible floors and walls. Since the zombies ever spawn in interiors only when the building is huge (read as - has many rooms), that's the only solution I came up with. Having to think of another 100+ rooms in an actual prison was not a task I thought I could handle
  6. The window within the character creation for "saving builds" seems a bit too small to barely fit a single word, let alone a phrase, which makes it bug out (at least in Russian language). Also, during the tutorial, the part after checking the health screen, it tells you to go to Skills tab, which is highlighted and blinking. But when the game is translated the Skills panel does not blink or highlight in any way.
  7. First person I found stated that you buy the seeds, dig a hole in the ground with a shovel, and place the seeds within. I'm sure a farmer would have a better idea of how to go about doing it, but a regular person definitely knows the most basic of the information you need to know in order to start planting seeds. Which is a moot point anyway, since every packet of seeds I've ever seen has had detailed instructions on the packaging telling you exactly how to plant the seeds in order to get the best result. So the instruction manual you're saying we should read before we plant the seeds already comes with the seeds we intend to plant. I don't mean to sound harsh if I'm coming across as such, but I really think it's not a very good idea. I'd suggest nerfing farming in other ways, is all. In that case, So now it only leaves us with either making the growing times longer and more realistic (plant in spring to collect crops in fall), or make a starting point of the game much closer to winter (If you don't plant crops straight away from the start of the game, you're in for a long winter without perishable food)
  8. Added new translations to the existing ones for 32.3* IWBUMS direct link - https://www.dropbox.com/s/fhey34e8tckqph7/RU%2029.05.15.rar?dl=0
  9. Update pushed for 23.3 IWBUMS link - https://www.dropbox.com/s/fhey34e8tckqph7/RU%2029.05.15.rar?dl=0
  10. Let's experiment - when you have a spare time, try to ask a random person on the street (or someone you know) to explain in detail how to plant crops. The rules - they are not allowed to ask you, anyone else or search on the internet on how to do it. If they explain it properly and you won't find any mistakes in their words - I rest my case and admit defeat
  11. I agree - I think you shouldn't be able to plant seeds at all without the "learnt recipe/skill", similar to generators/trap. And even if you do, the smaller your farming level is, the bigger the modifier is on the starting health of a crop. (Meaning anything < 1 is 100% doomed to die out. level 1 meaning 10% survival, etc). Starting out with a farmer trait/profession, partially, eliminates the starting health modifier. Reading how to plant the specific crops from journals (assuming you don't start out with that profession) partially eliminates that modifier as well. Also, growing time(plants)/starting time(game) should be increased. Growing time so it's wiser to plant very early so you get the food only closer to winter (forcing you to scavenge out for food until it happens), or starting time so you couldn't effectively plant seeds if you take too long to find a trowel before winter. At least in winter stuff doesn't grow.
  12. I swear I want to stop bugging you guys with this issue, but This tutorial pop up bug still does not let me click Yes or No. The workaround might be to make the text less big, but I need that extra paragraph, because otherwise majority of Russian players will click "No", since they think they are "too pro" for a tutorial.
  13. Jokes aside, can't wait to test out how spread out and hard it is going to be with this new spawning fix. As long as alarms and meta sounds stay as deadly as they are, I'm willing to experiment.
  14. So, from my hour of playthrough in survival : Spawn in my house to be immediately greeted by a dead woman knocking her head on the window. "Not a big deal" I thought and looked through cupboards for anything that resembles a weapon. Found a kitchen knife, decided to let her in to have a "talk". After opening the window, she bailed in, along with 4 more of her friends who seemed to have been behind her the whole time. Shit. I don't panic and quickly blast my way out of the house, through the front door. I lead the majority out, close the door, circle around to open window and climb in to kill the rest. Easy. My trip started across the neighboring houses. They were all 1 story, boring cottages that you would expect a low-class citizens to use. After about 3 houses past, I decide to take care of a couple of stragglers that were hanging around it to make sure they don't decide to break in and say hi while I'm sleeping. This is where I found the "no stabbing" bug and got scratched in my face ,but I held my ground and kept stabbing until they were all dead. Phew. Sneaking my way back in, I make sure to cover all of the windows with sheets and close the view. Sate my hunger and crash asleep with a dead friend on the floor keeping my company. Closer to the morning my guy started feeling queasy, but knowing that I chose hypochondriac trait, I didn't panic much. The choice was to either go out and continue looting or stay inside and wait out the sickness. I chose the latter, because going out to loot while vomiting all over the place is as good as shooting yourself in the foot. Living off a chocolate and my poor cooking skills, I lived a few days inside the house. Gunshots happened during the night, while I was sleeping, but I seemed to be in an area where zombies didn't decide to just crash into my house. However, they seemed to take a particular interest in crashing the fuck out of Cortman Medical. Wait, CORTMAN MEDICAL? I WAS THIS CLOSE? After sleeping through sickness for several days (I wasn't infected, yay!) I decided to haul my ass over to Cortman house and make my base there. A group of zombies within a close space felt scary to deal with, but I manage it without a single scratch. All the pills and treating to infected wounds aside, I went upstairs and left all of my essentials there. Went to sleep, because the next day I wanted to loot the store to the north. Woke up the next day, went to loot the store. As I was approaching it I took notice of a huge as fuck horde clumping up behind the big walls, thank god for these, and I just walked by. Sneaking was really helpful, even when I had a clumsy trait. A successful loot after, I came home with bags full of edibles. Yumm! The next day I heard a gunshot, so I rushed downstairs to open all curtains so I could see where they are going to approach. Apparently, they were going from up, north-eastern direction, and there was a small house that blocked the potential hordes from directly crashing into my house. Phew. I also witnessed straggler after straggler out through an open window, walking by. Goosebumps. Then the helicopters came, but I just went to sleep and slept through their "invasion" of my airspace. They fucked off as quickly as they showed up, and after a few inspections, they didn't seem to bring many zombies to me. Yay! I kinda ended my playthrough after this but I gotta say that if you stay sneaky and plan your actions ahead, it's pretty easy to get going initially within your first days. Make a plan, follow it, and after completing it - pursue the next goal. Always stay quiet, no matter where you are, ALWAYS expect 2+ zombies behind a door that you haven't visited yet, and you should be fine from a premature death. To anyone complaining that zombies are too hard! Also, zombies, man. The way they now clump together and follow the gunshots in the distance - never gets old. One of the best updates as of yet.
  15. Well, it was a lone zombie, facing away from me, and being my usual confident self I came up to it and tried to one-shot it like a true survivor that I was. But I failed, utterly. It just turned around and scratched me like it did this a thousand times, like it expected me to try and stab it... I think they are evolving. Soon enough the oldest ones will grab a stick and learn how to moan "Damn kids getting on my grass again!" I totally forgot about the bug section (*cough* my bad), I'll get to writing it immediately.
  16. - Zombies not dying/reacting to the hits is still there (tried to do the one-stab kill with a knife, but zombie ignored it and scratched my face xD) - When I used "remove broken glass from window", the sprite did not change into the proper, empty one.
  17. The tutorial pop up text, if used more symbols than original english one, overlaps the "Yes/No" buttons and does not allow you to press them. Russian translation ready for build IWBUMS 32.2+ Direct link - https://www.dropbox.com/s/awicnmqhmi9poby/RU%2027.05.15.rar?dl=0 Link to community translation topic - http://theindiestone.com/forums/index.php/topic/1401-russian-translation/page-4
  18. Russian translation updated for IWBUMS build 32.2+ - New translations (Electricity skill, new tooltips, etc) - A few grammar and punctuation fixes. Direct link - https://www.dropbox.com/s/awicnmqhmi9poby/RU%2027.05.15.rar?dl=0
  19. I just literally did a word search for "stupid" and the only post I found was RJ saying that "a man survived avoiding doing 'stupid' stuff." He never said that whoever can't handle the current IWBUMS is stupid, where did that come from? You can write down drinking bleach, breaking windows and staying in home during alarm to 'stupid stuff', but it isn't the same as calling people stupid. Also, Easy Pickins said that he's already working on addressing the issue with high zombie distribution, I'd hardly call that "not listening to dissenting opinions". Even Lemmy has said that feedback was rather positive so far but they'll keep looking into it to reach a consensus. It's all up in this thread, just look harder dude.
  20. You see, that does not work when the suburbs are populated like downtown new york city. As a matter of fact, an oddity at that, downtown muldraugh is LESS populated than the suburbs. Would you care enough to run over here and see if it's as densely populated as you're describing? Or here, here, maybe even here? When I say "suburbs" I don't mean "that block of houses that seems to be further away from the center of the town", but rather "a place that's far enough away from the town for huge zombie numbers not to bother you"
  21. One of the few things that Max Brooks has pointed out in his zombie survival guide is that the more densely populated the area you're residing in, the more dangerous it is for you to stay there. Towns should never feel safe enough to stay for a long period of time, except when you need to crash somewhere for the night and sleep. Your first priority after spawning in the game should be gathering what you have and leaving the city as quick as possible. Meta-game noises (ESPECIALLY helicopters!) Will make the hordes tear down through anything that stands in their way, including that one house you decided to make a base out of. Grab a few essentials, tools and get yourself moving to the suburbs, somewhere less packed with zombies.
  22. It might not cure you from zombie infection, but there are rumors that if you drink bleach after getting bitten, you won't turn into a zombie after death. It happened to me once but I didn't check it ever since Completely unrelated to suggestion, sorry!
  23. As someone who has played a fair bit of build 32, I want to say that I liked the "zombies not reacting to knockback from weapons 100% of the time", even if it wasn't intended. I think that should be kept as a feature, at least more refined. What the hell am I talking about? I'll be a bit more clear : When you are in a character creation, you get the "strong" and "stout" traits that, among increased carrying weight, have the sentence "increase knockback chance" as the pro's. However, what "chance" are we talking about when every attack on a zombie with melee you land ends up knocking it back? When you hit zombies normally in the previous, not fixed build, you ended up hitting zombies and could see blood splatter, but they didn't get knocked back until you pushed them away. I think THAT should have a chance to happen with every character, making them consider again whether they should approach those three zombies or flee. If you end up hitting a zombie but not knocking it back, you end up gifting them about a second of advance and ability to grab on you. Take a look at this let's play of build 32 - a simple overconfidence that all your hits will knock back made a zombie, that wasn't much of a deal before, be able to get within the grabbing and scratching range. https://youtu.be/P8UqWskucCE?t=20m20s If you allow this to become a feature, I think the percentage of "successful knockback from melee" should be determined by your strength and "Blunt Aiming". The better these are, the better you are at combat, with 10/10 at both skills meaning you have 100% chance of knocking the zombies away, like it currently happens in build 31. What are the thoughts? Sorry if I made this huge wall of text. EDIT: On the topic of zombie hordes, isn't this what we ALWAYS wanted to see again, after so long since pre-alpha version of the map and it's mega hordes? I REALLY, REALLY love these new zombie numbers. Maybe we could keep the other people happy by including the "newer, fixed zombie spawning" to Beginner mode/Low zombie numbers in sandbox? Survival should be challenging and hard to win against. Wasn't that the whole point of Operation Kill You Before The End Game?
  24. Take my opinion with a grain of salt as I am not a tech guru, but I'd like to vote in favor of something inbetween picture two and picture three, leaning heavily towards picture two. Picture three seem to have a lot of open, zombieless areas where you would almost never meet more than two-three zombies unless you venture out further into the city. Two player-loaded areas worth of empty areas in the town that's considered having the most zombie population just seems like a bad deal to me.
  25. Wait a sec, I have a mod for that somewhere... Your lua files are not the same as the server's. The game will now exit, sorry!
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