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Viceroy

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  1. Like
    Viceroy got a reaction from Packbat in Operation Fix Late Game By Killing You Before You Get There   
    I vehemently disagree I'm afraid. With most of your post but this in particular.
     
    Zombies are known for surprising, jump scaring and otherwise "ambushing" you. It is a huge factor of the game and one that should be enhanced further with more hidden and unexpected zombies.
     
    A single zombie can scratch and infect you, and I feel that the threat a single zombie plays should not be skimped on. It is a danger to you and will always be. You shouldn't feel comfortable looting a house with a zombie still inside like you can currently.
     
    The "plan massive attack" thing makes it sound like they are sitting around a table discussing the campaign against humanity. Where what the hordes were and what is suggested is that hordes wander and attack safehouses when prompted by your own carelessness or some other loud sound nearby.
     
    Adding NPC's won't remedy this situation at all, because this situation is not connected to NPC's. The threat a zombie poses won't be lowered or raised with the incorporation of NPC's. The formation of hordes and wandering of them won't happen with the mere introduction of NPC's.
  2. Like
    Viceroy got a reaction from Footmuffin in Colour Me, Stupid!   
    Tookie tookie!
  3. Like
    Viceroy got a reaction from VamyreLord in Colour Me, Stupid!   
    Tookie tookie!
  4. Like
    Viceroy got a reaction from DarthKurczak in Colour Me, Stupid!   
    Tookie tookie!
  5. Like
    Viceroy reacted to Realmkeeper in some more npc   
    Is that like... ambitiously vicious?
  6. Like
    Viceroy reacted to LeoIvanov in Colour Me, Stupid!   
    A young wizard got caught in the rain while travelling across the river on his trusty, old boat. He uses MAGIC to protect himself from it. It's super effective!
  7. Like
    Viceroy reacted to LeoIvanov in Colour Me, Stupid!   
    This evil grandma is up to no good.
  8. Like
    Viceroy reacted to Kwarak in Colour Me, Stupid!   
    Super mega evil spongebob!

    +1 The Best Idea IMO
  9. Like
    Viceroy reacted to Packbat in Campfire extensions: types of fuel, cooking   
    Thanks, Viceroy! The basic concept - a cast-iron pot designed to be put over coals with more coals placed on top - is probably widespread, but it's a bit much to ask humanity to agree on a name for ... well, anything.
     
     
    You know what? I think my present thinking accomodates that. I would make a campfire a container which has its own temperature. Here's how I imagine it would go.
     
    You just finished reading the "Firemaking for Beginners" skill book. It's time to make the book do double-duty by using it for kindling. You get some logs, drag one over to where you want the fire to be, and use the Build menu to combine the skill book, the log, and a pack of matches to make a Campfire.
     
    When you click on the fire to check it in the Inventory window, you see the Campfire symbol in the container list with a black background, the Skill Book rapidly heating to bright red as the "Combusting" bar slowly fills, and the Log still with a black background. Soon, however, you see the background of the Campfire symbol turning red, and after that you see the background of the Log start changing color. After a few in-game minutes, the Log gets warm enough for the "Igniting" bar to appear and start filling, but you notice the "Combusting" bar on the Skill Book is almost full. To make sure that it burns long enough to light, you put one of your three surplus "Advanced Fishing" skill books in the Campfire; after a few seconds, the new book has heated to red, ignites, and shows its own "Combusting" bar. Not long after that, the "Igniting" bar fills on the Log and is replaced by a "Burning" bar; the temperature of the Campfire rises visibly and an "Unpleasantly Hot" moodle appears. You quickly doff your sweater, open a Can of Soup to make a Pot of Soup, and put it in the Campfire.
     
    As you wait for the Pot of Soup to finish cooking, the "Burning" bar of the Log fills, and the Log item disappears and is replaced with a Bed of Coals item with a "Combusting" bar. The Campfire temperature drops back down, and you find yourself putting the sweater back on before the Pot of Soup finishes cooking. After you take the Pot of Soup off the fire, you add two more Logs to the fire, step back to a more comfortable distance, make yourself a Bowl of Soup, and start eating.
     
    What I see happening internally is the following.
    Each item (and the fire) has a thermal inertia coefficient based on real-world weight and specific heat capacity that says how quickly the item changes temperature. For the STEM people in the audience: I think the most convenient units on this would actually be time-1 - the highest inertia objects (Logs, Pots of Water, Planks) would have the smallest number, the lowest inertia objects (anything weighing 0.1 or less, Empty Mugs) the highest number. At every point in time, each item (and the fire) has a target temperature and an actual temperature. The target temperature will be either be based on its environment (if it is not on fire) or be its burning temperature (if it is). Each tick, all the objects in the container (starting with the highest thermal inertia) would check its target temperature and actual temperature, and move the actual a fraction of the remaining distance towards the target based on its thermal inertia coefficient. (This is why I suggested time-1 - so that this fraction is just the number stored in the program.) Each item on fire also has a radiation temperature. This represents how much extra heat they give to their surroundings (e.g. players standing next to the fire) from their glow. If fires give off light, you can adjust the radiation heat felt by players based on distance using the lighting engine in the graphics card. For the campfire, the target temperature is based on a weighted average of the ambient temperature the average item temperature, plus a fraction of the total radiation temperature - that is, the sum of the radiation temperatures of everything in the fire. (Two ways that the Firemaking skill might make things easier for you: reduce the effect of ambient temperature, increase the effect of radiation temperature. This represents building your fire in a more efficient way that focuses the heat where you want it.) For items not on fire, the target temperature is the campfire temperature plus a fraction of the total radiation temperature. Note: this is the temperature shown in the Inventory window, not the true campfire temperature - hence the sudden drop when the Burning Log turned into Burning Coals. Each item affected by heat would have a temperature threshold at which the bar for being hot ("Cooking", "Burning", "Combusting", and "Igniting" are the ones I've mentioned) would start filling. When that bar fills, the item either turns into a fired version of the item with a new bar (e.g. a Wet Towel would turn into a Dry Towel and start charring) or vanishes into ashes. Ignitable items - which would include, say, Burned Bacon - would have a special Igniting bar that resets if it cools down below the igniting temperature; other bars would remain at whatever point they reached. Tinder materials would have extremely short Igniting bars, but for everything else it would vary - longer for Logs than for Planks or Twigs. Stable materials - e.g. empty cookware, golf clubs, and skeletons - would have no bar. As I implied above, a Burning Corpse would turn into Bones, not simply ashes. You can't burn bones on a campfire (although they might have agricultural value when smashed). Also, the Dessicating bar for a corpse would take a really log time to fill. I have a bunch of other ideas, but that's already enough for a post. Let me know if it is confusing how confusing it is.
     
    Edit: I would also like to apologize for not hiding the game mechanics under some kind of tag - I don't know which one to use.
  10. Like
    Viceroy got a reaction from MadDan in RELEASED: Build 29.4   
    Yay!!!
  11. Like
    Viceroy got a reaction from syfy in Campfire extensions: types of fuel, cooking   
    Ah nice, we call it a Potjie instead of a Dutch oven. But then again we are Dutch settlers so it'd be weird otherwise. We have the flat ones as the one pictured in the video above. But more fequently we have these little pots that look like old-school witch cauldrons lol.
     

     
    On a more serious note, the suggestions you made here seems reasonable and could add a little depth to making fire. Also they should allow you to split fires with a shovel.
  12. Like
    Viceroy got a reaction from Packbat in Campfire extensions: types of fuel, cooking   
    Ah nice, we call it a Potjie instead of a Dutch oven. But then again we are Dutch settlers so it'd be weird otherwise. We have the flat ones as the one pictured in the video above. But more fequently we have these little pots that look like old-school witch cauldrons lol.
     

     
    On a more serious note, the suggestions you made here seems reasonable and could add a little depth to making fire. Also they should allow you to split fires with a shovel.
  13. Like
    Viceroy reacted to silents429 in Operation Fix Late Game By Killing You Before You Get There   
    When will being able to watch your own zombie after your die be re-added?

    I remember in alpha watching my guy walk around and actually kill someone.
  14. Like
    Viceroy got a reaction from Kirrus in RELEASED: Build 29.4   
    Thanks for mentioning it, there is a ticket on the issue here: #000862 in the tracker. Updating the status now.
  15. Like
    Viceroy reacted to Realmkeeper in Dirty Water and Saltwater - get sick by drinking from the toilet / rain barrel, collect water from rivers   
    I feel the need to announce that the 'correct' name for the toilet 'reservoir' is Cistern.
    A reservoir is generally considered a large water storage facility, and is often outdoors.
    A cistern on the other hand, is usually a smaller immobile water vessel.
     
    The main point of difference between the two is their size, implied by their etymology (Origin of the word).
    Reservoir is derived from a French term for 'storehouse', whereas Cistern is derived from Latin and Greek words for 'box' and 'basket'.
    Thus a Reservoir generally stores large quantities of liquid, such as a pool or town water supply, and a Cistern stores smaller (often measured) quantities of liquid such as a rainwater collector or a hot water cylinder.
     
    Knowledge is power! (and I was getting bothered by people referring to the toilet cistern as a reservoir)
  16. Like
    Viceroy got a reaction from Footmuffin in RELEASED: Build 29.4   
    Yay!!!
  17. Like
    Viceroy got a reaction from 956Texas in Zombie Alarm System?   
    Sure thing dude, no rush
  18. Like
    Viceroy got a reaction from Kittysong in RELEASED: Build 29.4   
    Yay!!!
  19. Like
    Viceroy got a reaction from Johnny in RELEASED: Build 29.4   
    Yay!!!
  20. Like
    Viceroy got a reaction from Crocodile Jonesy in RELEASED: Build 29.4   
    Yay!!!
  21. Like
    Viceroy got a reaction from Mak10z in RELEASED: Build 29.4   
    Yay!!!
  22. Like
    Viceroy got a reaction from migulao in Picture Battle   
  23. Like
    Viceroy got a reaction from EreWeGo in RELEASED: Build 29.4   
    Yay!!!
  24. Like
    Viceroy got a reaction from Narnobie111 in RELEASED: Build 29.4   
    Yay!!!
  25. Like
    Viceroy got a reaction from daorkboypl in RELEASED: Build 29.4   
    Yay!!!
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