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Dark_Author

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Everything posted by Dark_Author

  1. Nolanri, that's okay! Thank you for getting back to me! I thought I was missing something obvious that I was supposed to do!
  2. I'm having a hard time with something. I have two survivors...my husband, and Ross. I can't seem to figure out how to get either of them to put away food. I set Ross to guard and husband and I went and looted a nearby house for food. I set a food storage area. When we got back, I had the husband dump his inventory, but the food is still sitting in a pile on the floor. How can I get anyone to put it away?
  3. Just confirmed that it doesn't seem to work at all with build 25. Nothing spawned in my inventory on a new game and I tried twice.
  4. Any progress on getting synced up properly with the other cities?
  5. Can anyone confirm whether this works with build 25 or not?
  6. With the LOS2 thing, (even though I didn't change anything) running it before I start the game finally allows me to play in normal mode! For some reason, I still can't zoom, though. Even if I change the keybindings. Running build 25b. Update: Turning zoom off and than on again made it work. So, I can zoom! Thank you for the fix!
  7. Mendoca, I figured out the problem...and I feel like an idiot for it, but just in case any one else has the same issue, here it is: I was holding the WASD keys (like you would in a game to scroll) instead of just pressing them and waiting half a second for the image to scroll. It works fine when you press them properly. I'm sorry about that.
  8. Hey, I figured out how to use the program and its awesome! That said, I can't figure out how to scroll around and view the map in the generator. Once I get in into WorldEd its fine and I can use that to check it out, but using WASD and the arrow keys to view the map in the generator doesn't work for me at all. It even caused it to crash once (because I got frusterated trying to figure it out and was pushing the arrow keys to quickly, I think).
  9. FJ45, Sorry. I must have missed that.
  10. I think that a lot of the useless items should have some use, even if they suck at it. For example, a dog leash could be used like a sheet rope (with a 90% chance of breaking). You could roll a globe (and other balls) and have a chance to distract nearby zombies for a second. You could smack zombies with a fly swatter (but probably shouldn't), ect.
  11. After reading everyone's opinions, I also agree that 1 and 2 would be better as mods.
  12. I was initially referring to powering up whole sections of the city, but I do like the generator idea! Tying them to the electricians would make sense (maybe they work better if you have an electrician?). It would be cool, I think. Also, I'm a girl. Just so you know. :cool:
  13. I like this. I make a lot of bandages, and I constantly have to put ALL of them into a container and pull out the amount I want again. It gets annoying.
  14. ApolloDiaspora, that would be a cool use of a building like that! You could also bag a lot of other medications and stuff for your base, too.
  15. Fj45, I've been lurking the forums for a while. I read the above posts. I thought my idea for a cure was a bit different than the standard and that it might be worth mentioning. I did attempt to change the title of my post after a remembered the good title suggestions, but I couldn't figure it out. I could edit the text of the post, but the title didn't seem to be an option. I may have missed it. Also, I didn't say that everything was intended to be harder to make myself somehow magically immune to criticism. If the ideas were implemented, they were not supposed to be easy to do. Simple as that. I understand why some of them won't be implemented and it's not that big of a deal.
  16. I was actually thinking of Zombrex... but still, the idea would not stop you from dying and searching for the antivirals/antibiotics might be enough to spark you to keep searching instead of killing yourself (which is what I do once I get infected...just give up because there is no hope at all).
  17. Well, liking 3 out of five things isn't bad! I know its a bit SoDish, but there's nothing wrong with borrowing a good idea from another game (I don't think they can copyright those concepts). As for how other communities might hear about you...I'm not sure. Perhaps the electrician can help you get radios working (the devs have mentioned radios in the past...I was reading the backlogs today).
  18. I was kind of thinking something more along the line of antibiotics or antivirals. If you find enough, you might be able to delay your death by a week or two, but surviving long term like this would be near impossible. I don't think you'd have to find the origins or cause to think to try this....unless in the game world they have never seen a zombie movie (but that assumption isn't realistic).
  19. TheCenturion, I like the assigning stuff around the base because it gives you more control over who does what and where they do it. If I assign a medical area that gets attacked by zombies, my plan might be different than if my storage area got attacked (not that a storage area should be assignable thing). Also, SoD having the option to assign scavengers and lookouts was awesome, and I really think that in a game like PZ, those elements would be right at home. I see your point about the cure, but I really think that going for it would be an act of desperation and couldn't really be relied upon (It's supposed to be extremely difficult to get to) and since it would only work once, it wouldn't be worth it to players that just started the game...it would be more for people who have already survived a long time and a last ditch effort to extend that time (it only works once). I agree with you about the power and water. I didn't think of that, honestly. I live near one of the great lakes, and our water is mostly automated...though there are people to watch it and fix things that go wrong. It would still be cool in the game, though. As a substitute for this, perhaps if they can add the ability to dig a well if you have the people with the right no how (so that anywhere could potentially be a long term survival base) and also have generators to run fridges (I think I read that these a planned).
  20. This could be interesting, but the pills would have to be very rare. Maybe one pill holds off the infection for two days, after which time you have to find another pill to keep going. I really depends on how uncommon the pills are...
  21. First of all, all of these ideas sort of tie into each other, so please read the whole thing to see how they relate. I hope everyone likes these ideas, because my husband and I both think that they would make the game even more awesome. 1. A cure for getting infected -- I read through the approved ideas page thing and I know that this is already a "no", but I have a bit of a catch to it that I think might make it okay. Bury the cure in a research center way out in the wilderness, and FILL that research center with the zombies of the dead researchers. I'm talking maybe a hundred zombies. ALSO, the cure only works once. If you are infected, the cure will remove that infection one time. If you get bit again, you're screwed. It is NOT immunity. Once your survivor dies, if you start a new game in the same save, the cure will be gone. It's a one time per world deal. --WHY? This is mostly for people who have been playing their character for a while (say you've survived six months) and get infected. You will likely die trying to get to the cure, but if you do get to the cure, it only buys you one more try. You will still die eventually...probably on your way out. 2. Turn on the water and the electricity. -- This ties heavily into my NPC ideas, which I haven't got to yet, but the idea is this: Around the town, have one main water company/electric company and three or four local pumps/power stations scattered around the entire city (Maldrough, West point) that all need to be turned on in order to turn on the water/electricty again. This can only be done if you have an NPC in your group that used to work for the water/electric company and knows how to do it and knows where the locations are (if you stumble across these places on your own, you won't know what to do). IF you survive the long journey to find all of places and have an employee NPC who knows how turn them on, you can turn on the water and electricity (these are two separate things and require different NPCs). If that NPC dies, the water and electricity will turn off again eventually, because no one else knows how to maintain the system. --WHY? For fun. This would be extremely difficult to do, but the fact that you could do it if you had the right people seems realistic. I know the game is supposed to try and kill you, this makes it more likely that you'll die trying, but accomplishing this would really give players a huge sense of accomplishment and rebuilding society...even though it may shut off again. That, and it won't stop you from eventually dying, but at least you can say "I survived two years and managed to turn on the electricity again!" 3. NPC's give you bonuses. -- This may be planned already. If not, here's the idea: If you find an employee of the water of electric company you have a chance of turning the water/power on again. If you have a doctor in your group, sickness amongst your population can be treated (not infection from zombies, just general sickness. If you have a farmer, diseased crops and crops that need waters could be highlighted in red so you know they need attention (the farmer told you), having an electrician means you can build security systems...ect. You get the idea here. 4. Assignable stuff -- This takes some explaining. Lets say I've barricaded an area of the city in my attempt to rebuild society. Maybe I want to designate one house or tarped over area as a medical clinic. If I build a lookout post, you could assign someone to be the lookout (especially if they were a former cop or something and had good aim). You could assign certain NPCs to be scavengers, perhaps assign a construction worker to build something (if you have the resources) or assign a farmer to grow a certain crop (if you have the seeds). Also little things, like having a place for everyone to sleep and knowing how much food you need to maintain for your population. 5. If you do well enough, people from "other towns" will immigrate to your group. --Since you can't have kids (and I understand why) this seems like a good way to increase your population (and make things more difficult. Word spreads about how well you are surviving, so people will seek out your group and you have to decide whether to accommodate them or not. Also, raiders might be increasingly attracted to your group if you haven't bothered with security and try to take your stuff. This gives you an added threat. So, that's the basics of my ideas. What do you guys think? Please note that everything here is intended to make the game harder...the two things with the biggest payoffs (turning on the water and electricity and getting the one-shot cure) are supposed to be very, very hard to do. Possible, yes, but extremely difficult.
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