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Found 44 results

  1. Hey guys i have a little logical issue with the game. First of all i know there is the sandbox where we can set our own zombieapocalypse Settings. And i know that it is for game balancing reasons but i find it a bit Strange that 3 days After the Initial outbreak there are no supplys or just one fooditem in a fridge or all cars are out of fuel and look like they were in Multiple car crashes. I mean if a zombieinfection breaks out today there would be every household full with resources. Even if they were looted in this 3 days from some guys the cars would still be perfectly intact. At least that is something that Got through my mind playing the game. Dont get me wrong i love the game so far and with the new update it has gotten sooooo much better than it already was but thats something thats a matter of logic for me....maybe its because i cant stay alive for more than 5 Minutes since the new update
  2. I've just about clocked my 24th hour on the current IWBUMS build, with 100+ prior plus a handful more from the Kate + Baldspot versions. I'm really enjoying the new mechanics and features so far; the following is a bunch of things I hope to see changed/added. Beyond the list of commonly suggested suggestions (Some of which I will be reiterating), I'm somewhat ignorant of currently planned features and content, so I apologise if any of this already is. Likewise I'm going to ignore developmental constraints and engine limitations for the time being and present everything as I'd like to see it. Where stats and numbers are concerned, in most cases I'm pulling them out my arse for examples' sake. Anything marked with *, even I think might be too complex to be worthwhile Sandbox - Weighted "Random" Zombie attributes, and/or zombie type definitions & Loot Rarity options This is probably the most simple suggestion here, and the one I feel most strongly about so I'll start with it - the customisation options regarding zombies are quite limited. In short, I'd wish for the player to be able to weight each attribute to their pleasing. For example, I could choose for 5% of zombies to have the ability to navigate + use doors, while 10% are sprinters, 20% are blind, etc - making them unpredictable, without having an overwhelming number of zombies with or without X and Y properties. As for zombie type definitions, you create several rulesets and again, weight them for incidence. For example, my Type 1 Zombie constitues 80% of the population, and I go with the standard lore for them. For the remaining 20%, my Type 2 Zombies are weak, blind sprinters with a hightened sense of smell, but they are unable to pass on the infection. This could go so far as to be targeted to existing zombie types, eg. the player could choose for firemen zombies to always be strong, police zombies will always have better eyesight, military zombies will always be sprinters etc but I digress. The same could apply somewhat to vehicles. For example I'd like to be able to set parked cars to either have 0 fuel or 10-100%, and in generally fine condition, but are almost certainly locked and alarmed - While survivor vehicles will be beat up, either out of fuel and/or too damaged to start, and never alarmed Also, being able to allow zombies to use (melee) weapons would certainly be interesting. As for loot rarity settings, I'd like to see them further divided; "Weapons" into Melee, Firearm, Ranged, Ammunition ; "Other" into Medical, Crafting, Books, Electronics etc. Food is fine as it is I suppose. Sound This was pointed out in another thread, but there's quite a disconnect between the sounds the player hears, and those heard by the zombies. Doors opening and closing are, as far as I can tell, completely silent as far as the zombies are concerned, but early on I remember being very hesitant to touch them because I hear them. For this case, the player could have a toggle to open/close doors quietly, taking longer to do so in the latter case. More importantly, I find that it's practically impossible to tell how far north/south a sound is coming from, while East/West seems easy enough. The sound of gunshots seems to travel much further than the player hears. Sounds produced inside or from behind buildings & obstacles are muffled for the player, but I can't tell if this is the case for zombies. If it isn't, I'd hope that changes. Firearms - Dirt vs Condition The most common cause of a firearm malfunctioning beyond mishandling is dirt and debris entering the action, rather than outright damage. Simply enough, firearm condition would take a loooong time to degrade unless they're directly damaged (And the more degraded its moving parts, the quicker it will damage its self) - but firing them, crawling through woodland with them on your person, dropping them and splattering zombie guts all over them would all contribute to increased dirt. At low levels, just water can be used to clean it. But for a seriously gunked-up firearm, it'd necessitate disassembly, cleaning with water and tools, and re-oiling. If we want to go really into depth with it, as if we weren't already, you wouldn't just be able to duct-tape the working parts back into functionality. Rather, you'd be able to strip the components from compatible weapons in the same fashion as the vehicle mechanics currently work; My M16's bolt is damaged - I need to find (or manufacture, good luck?) another. My shotgun's stock is cracked - That I can fix with wood-glue or duct-tape. Where applicable, mechanics, metalwork and carpentry skill would factor in. Suppressors Yes, it's been suggested many times (even by myself) and somewhat definitively shot down, but while I'm here I'd like to reiterate why I think they'd be a positive addition, while addressing some of the misconceptions around them as applied to Zomboid. To get that bit out the way first: A suppressor does not make a firearm truly silent - far from it. All the mods that include them, to my memory, had them completely nullify the volume of a shot. This is uninteresting from a gameplay standpoint in addition to being almost entirely unrealistic. So with that said, what is the need for suppressors in the game? Currently, firearms are in a weird place. In reality, they'd probably be one of the most valuable tools attainable, or at least would appear to be as evidenced by how high novice players especially tend to place them on the priority list. Throughout most of the game however, they're practically irrelevant especially as weapons. If you're in a situation bad enough to warrant their use, firing a few shots is almost always going to make it even worse - the only real exceptions being very remote areas. Ultimately, firearms' utility boils down to them being an on-demand loud noise that can be used to kite zombies away from your intended destination. That is until you've stockpiled enough guns, ammo and if MP/NPCs, people, to use them to clear out the entire cell's worth of zombies that will be attracted to the noise. How would I have them work? -* The noise of a shot is divided into two components - The report (The gunshot its self, the radius surrounding the shooter in which the shot is heard) and the bullet (Noise in direction of fire, extends beyond distance of report radius) - To (poorly) illustrate: - The best suppressor reduces the volume of the report by up to 70%, the distance it travels by up to 60% - dependent on calibre. In other words, the already-quieter and weaker guns would get the most volume reduction; the louder and more powerful a firearm the less benefit a suppressor would convey. - *Subsonic ammunition (where the "standard" round is otherwise supersonic) can be used to decrease the volume of the noise generated by the bullet, whether or not it's suppressed - *at the cost of range and/or damage. - Military/commercial-grade suppressors can be found. Extremely rare, most likely found in military storage/NPCs/zombies - Absolutely minuscule chance of spawning in homes or already attached to firearms - Several levels of improvised suppressors can be crafted, contingent on Metalwork and Mechanics skills - possibly necessitating a skill magazine too - *Military/commercial suppressors are caliber-specific. Crafted suppressors are generic until attached to a firearm. - Suppressors have durability; The more they degrade, the less effective they are (But they will always keep a firearm quieter than otherwise). *The higher the calibre, the more quickly they degrade. A commercial-grade suppressor will last roughly 500 shots before its effectivness bottoms out, while a top-tier crafted suppressor will last roughly 300. - Using a suppressor increases the chance of a firearm malfunctioning and/or increases rate of firearm degradation/dirt gain through firing. *The more crude the suppressor, the greater its influence on degradation/malfunction/dirt. Even with the quietest possible firearm, you wouldn't be able to use it with impunity just because it's suppressed - it'd still be heard for a block or two, but toward the edges of that radius it might not be so loud as to overpower everything else a given zombie is hearing. So for more sparsely populated areas as well as the interior of large buildings, using a firearm becomes much more viable beyond kiting - using a suppressed gun in an emergency would stand a much greater chance of getting you out of it without attracting too much more attention. Bows In the same vein as suppressors, bows and crossbows would make for an interesting addition; Again there would be craftable and non-craftable variants. Compared to (even suppressed) firearms they'd be relatively quiet and more sustainable in terms of ammo consumption. However, they'd be much more difficult to use than firearms, with generally shorter range - though their relative quietness would allow you to gain more experience in practice. I feel like they could use their own set of skills, but that might be going overboard. - Short Bows: Short range, low damage, quietest, decent refire rate, low exertion. Crafting requires beginner carpentry. - Long Bows: Longest range, middling damage, middling volume, slower refire rate, highest exertion. Crafting requires intermediate carpentry. - Crossbows: Middling range, highest damage, loudest, slowest refire rate, middling exertion. Crafting requires intermediate mechanics, beginner metalwork and beginner carpentry. Again, the ability to craft them could be contingent on skill magazines. There could be several varieties of each type, particularly amongst "found" ones, each modifying some of those stats. For example a modern composite bow might be a lot quieter, a modern crossbow pistol might be much faster yet do less damage. I don't know much about archery, but I imagine it's even more bottomless pit of possibilities than I'm presenting here. Vehicle modification & repairs I won't go too into depth with this one, but it essentially boils down to weaponising and up-armouring vehicles. Create a plow and strap it to the front to reduce slowdown and damage caused by mowing down zombies (And humans!), bullbars to reduce collision damage, weld bars across windows and windshields to protect them (reduced visibility?), metal plating on bodywork to protect components and occupants from firearms. Would require metalworking and mechanics skills where applicable. I would like to see the ability to repair bodywork- minor dents would only require a hammer, while more serious damage could be patched over with metal sheets and such. Of course, all that added weight will reduce acceleration, max speed and increase fuel consumption. To go even further with it, you could frankensetein cars together, eg shove a V8 into a hatchback and become an accident waiting to happen. Medical & Physiological I feel like wounds are too easy to disinfect, and antibiotics are a get-out-of-jail-free card should you be unable to disinfect them. I think that for the more persistent injuries you should have to disinfect them multiple times - and regardless, that there should still be a chance of infection dependent on First Aid skill and the quality of dressings, especially if you're still fighting zombies or pissing about in the mud. As for the zombie infection, again I'm aware it's a definitive "no" for a cure, but I feel like giving the player a death sentence with no way to come back from it kinda sucks. Eating plenty could help delay it, amputation could prevent it spreading (but that's a pretty tall order considering the development implications). Beyond that, I think the best compromise would be a drug that can delay it perpetually so long as you have a supply, necessitating a sorta gun-to-your-head approach in getting your next dose. It'd have to be very rare, but maybe there could be a chemistry skill allowing synthesis of this drug at the highest level, with some difficult to acquire/sustain ingredients - in addition to allowing synthesis of disinfectants, medicinal drugs and alcohol. I've also found it a lot more difficult to lose weight in PZ than in reality - I've lost 7kg over the past two months, and as soon as I started maintaining a calorie deficit it started dropping - This doesn't seem to be how it works in-game, with some weird long lag period between not eating and losing the weight. There's no real reason a full day of not eating should not result in weight loss. For relatively minor arm and hand injuries (scratches particularly), I find attack speed is diminished way too much - Adrenaline and the instinct for self-preservation are going to take precedence over keeping such injuries safe in the face of a handful of zombies. I'd rather they diminished accuracy, with only lacerations or anything more serious affecting attack speed. Also rather than the speed of the entire process being reduced, I think it should just be recovery - so the length of time between swings/stabs stays the same, but there's no delay between starting and connecting the attack. Having wounds re-open as a consequence of fighting while injured would give this more depth too, though it could possibly be too frustrating. Improvised Armour & Tailoring As I understand it the protection system is still in its infancy, but again the depth it could go to is endless. Improvised armour could be modifications to existing clothing items, or stand-alone clothing items in themselves. Why not both, beyond the countless hours to code it all and create art? Facetiousness aside, improvised armour would be applicable to each body part that can be damaged. It could be made from all sorts - the heavier the material/larger the piece, the larger the debuffs to movement speed, exertion and/or attack speed dependent on which body part they're worn on, but the greater the protection. So you could be a walking tank but the moment you have to run you're buggered, or you could travel very light and get bitten by the next zombie you encounter, or anything in between. Ballistic protection With armoured vests already in the game and NPCs on the way (or already here with Super(b) survivors, not to mention PvP functionality in MP), ballistic protection has a role to play. Most items that can protect against scratches and bites would likely be useless in the face of a bullet - however some types of improvised (if implemented) or found armour might be better than nothing. Eg. a shot to a flak jacket might cause what would otherwise be a bullet wound to be a bruise. Having both entry and exit wounds possible would also be interesting. Traits Some traits I think should be able to be acquired through gameplay, especially across in-game years, eg. near/far-sightedness, deafness (esp. if you've been in proximity to firearms being shot). As another example, if you smoke too many cigarettes too quickly, you gain the smoker trait; If you abstain, you lose it (after a long time). I feel like athletic, strong, stout and fit shouldn't be traits at all beyond defining your character's starting attributes, and from there would be defined by diet and exercise as with over/underweightedness. Desensitisation could occur after X time in a panic state, with that time lengthened by the Coward trait and shortened by the Brave trait. Professions I feel like some of them are quite lacking - they give you a leg up compared to a traitless, professionless character for sure, but I don't feel like they anywhere near fully reflect the experience someone in that given line of work would really have. For example, I'd imagine a combat veteran to be much more than 20% better than the uninitiated when it comes to all things firearm, and to have some experience with construction, greater aptitude for figuring out improvised explosives. A carpenter by trade would be able to make something much more refined than a bunch of wooden planks assembled into the form of a chair Quality of life/"minor" feature/content wishlist - (Toggle to?) Automatically drop vehicle components when removed - Wheels, brakes, suspension, seats, gas tanks, doors, windows etc. - Allow queueing of constructions eg. walls - Allow all interactions with wounds at all times (assuming I have the requisite supplies) so I don't have to wait for eg. a disinfect operation to complete before I can queue up the bandage. - Almost all clothing items should, imo, provide some scratch and/or bite defence even if it's 1-5% - Leaving car key in ignition drains battery - Skill books renamed to <Skill> for Beginners, <Skill> for Intermediates for better sorting - Maps renamed to Map of <Location> - Annotated maps suffixed with (Annotated). Eg. "Map of West Point (Annotated)" - Welding mask functions as apparrel face item - More options regarding meta events, ie. Frequency, cut-off dates etc. - Generally increase range of firearms - With the Aiming skill given by the Police profession, you can't even attempt a target across a road which I find to be silly. - Different types of belt with greater capacity - Ejecting a magazine from a firearm should not immediately replace it if another is available - Eg. I'll pick up a pistol that I intend to throw away to nick its mag, only to load one I was carrying with me into it - Fix for eating, smoking or otherwise performing animated actions that still allow you to move, the player-character stops every time they change direction. - Aiming/looking/sneaking should be able to be performed while crouched, instead of standing up to do so. - Switching equipped items via the belt possible while sprinting, with a chance of dropping it dependent on All Thumbs/Dextrous trait, and Sprinting skill - Reloading firearms possible while jogging, with a chance of dropping the mag to load dependent on All Thumbs/Dextrous trait and Reloading skill - Bandaging/disinfecting arms, torso and head possible while jogging, with a chance of failure and/or dropping/wasting the bandage/wipe/disinfectant dependent on All Thumbs/Dextrous trait and First Aid skill - A proper equipment/clothing UI, similar to the Medical menu instead of sectioning off part of the existing inventory list - More in-depth categorisation of items, eg. medical supplies, construction/crafting items etc. - The ability to "Loot/Transfer All in Category" when mousing over a given item in container/inventory - Ability to change sandbox settings in SP - Button to leave the current car's key in its glovebox - Keys spawn for ALL vehicles - but they might be on a zombie on the other side of town - or a different town - Vehicle cruise control - Wire Cutters to cut holes in wire fences - Jimmy vehicle door locks with screwdriver, pry locked doors open with crowbar - high chance of destroying the lock, room for a skill/trait to factor in - Reading in darkness takes longer, increases boredom gain - at some point it becomes impossible to read - Reduce exertion of Wood Axe, currently feels more efficient to use regular Axe to chop trees NPC/Meta/Story events - Special Forces/Hazmat teams investigating certain sites, analysing zombie corpses, downloading computer data, extracting VIPs and such - If suppressors ever get in, they'd have them, and they'd shoot survivors on-sight. Good loot on them but practically impossible to kill without an army of your own and/or severe manipulation of the zombie hordes - And that's if you even cross paths with them in the first place. - Helicopter crashlanding - would havefer a decent stock of relatively obscure supplies, at great risk. Could have some more worldbuilding/story items on board. After a given length of time, the wreck could be destroyed and its important contents recovered by aforementioned SF teams - especially if there are survivors of the crash. There could also be civilian variations, a news chopper for example. - Injured/imperiled survivor(s) on ham radio asking for assistance - Survivors intending to rob you, using above as a lure as one option So, that's a big old text dump. There's probably a lot more I could add to this list that currently escapes me. And of what's already here, there will be a lot that each of you will disagree with, but please do mention anything you would really like before you shoot the rest of it down. But beyond that go crazy, it's a lot more effort for the devs to implement any of this rambling than it is for me to think and type it up.
  3. please let us have the option to add protection (like the welder's mask) in the character design part of sandbox mode
  4. with the help of @Fenris_Wolf I've made a little mod that further customizes the way loot is spawned. I made that for the gameserver project-zomboid.de, but of course everyone can use it. Right now it's pretty much in the testing phase and I therefore could use your help. You can Download the mod from github: https://github.com/DrCox1911/CoxisLootSpawn The way this works: With the mod there ships a "CoxisDistribution.ini", where you can define loot modifiers for categories and for special items. If you don't define a loot modifier for a category the one set with the normal sandbox options will be used. This mod needs the CoxisUtil mod, which you can download from github here: https://github.com/DrCox1911/coxisutil Steam Workshop
  5. It would be cool if we could be able to choose how many days water and electricity will stay in solo player. We can choose it when we create our own server and if we could also choose it in SP it would be great (we could choose between a random amount of time like it is now, or a specific amount of time like on the server). And vice versa with the MP server, where we could choose to put a randomized amount of time
  6. This has probably been suggested already, but i searched and couldn't find anything on the subject. Anyway, I think it would be cool if there was an option in sandbox to choose what level you want your characters skills to be at at the start of the game. You can set the EXP multiplier really high but it affects all skills. I usually just set it to max because I hate the idea of grinding just to get certain skills up. however this makes the game too easy and id like it if i could just set my skill levels prior to start and have the rest go up as they would normally. for example I like to run around the entire map a lot, including player made maps, so I want to have a high sprinting level. Also I like ortmans gun mod so i like to have my aiming level high because you cant shoot anything unless you use a shotgun when you are at low levels. So really I just want to be able to set these 2 skill levels high and keep the rest normal to keep the game a bit more challenging. tl;dr in sandbox give the option to set skill levels before starting a new game
  7. First of all, I wasn't sure where to put this, so if an admin wants to move this to a better fitting category, that'd be great. So I, like many of you probably did, made a mistake when choosing Sandbox options for the first time for a playthrough. Maybe you didn't choose enough zombies (guilty as charged), maybe you just want to tweak a few settings. Whatever. Well, on discovering that the Save Editor mod didn't work, as it was for an older build, I was slightly disappointed. My big fort would have nothing to be tested with. So I searched around and found bits of information that allowed me to finally come up with a temporary solution (temporary as in, until in- or post-game editing is added to the game, if it will be). So without further ado... Step 1 Make a new game with the options you want, the character you create doesn't matter, as it's your "main" character we want. Once you made it in game, save and exit. Step 2 Navigate to your Zomboid folder. Mine is in C:\Users\*User*\Zomboid where User is your Windows User. For Macs, I'm sorry I don't know, but I'm sure there's one, you might have to Google around for it. Go into the Sandbox folder (and be careful here) and grab the newly created world folder and your main world folder and back them up somewhere, the desktop is fine. Somewhere where you know where they are. Step 3 I hope you didn't close your Zomboid folder, we still need it! Go into your main world folder and copy the map_p.bin file, it should be at the bottom if you filter by name, a-z. This is your player file. Copy that player file to your new world you created, and replace the other map_p.bin file. You've successfully transferred your player to a new world! **Below is an optional step for replicating the world if you've interacted with it in ways you want to keep the same.** *If all you wanted to do was transfer a character, you can stop reading and go and play with it in his/her new world!* But wait, I had stuff on the ground, stuff in storage, a fort! Where is that? Well, for that you need to do one additional option Step 4 From your main world folder, you need to copy all of the map_####_###.bin files, all of the map_ files that have numbers trailing them. These are your edits to the world, whether by you, the erosion mod, zombies or whatever. Copy all of them. The best way to do it is to select all (control + a for windows) and then deselect any files that don't say map_####_### (the amount of numbers may vary, but that's how they look to me) Copy those files to the new world you made with the new settings. Make sure if you moved your character when checking if it was in the new world that you don't start the new world up and become stuck in your fort or something (again, guilty as charged). If you ever want to make everything the same before all of these steps, then you would navigate to those backups I told you to make, copy the map_p.bin and the map_####_### files (if applicable) and paste and replace them in said world in the Zomboid folder. If you made those backups (which you should have, because I specifically said to) you will never lose your character and world, they'll always be there if you make a mistake or wish to return immediately (obviously if you interact with the new world but then choose to go back, if you copy and paste the backup, those actions wouldn't have been done. An alternative would be to copy the map_p.bin from the new map as that would be the "latest" character. This could be pretty exploitative, but it's up to you how you want to play your own game. Perhaps you want a new character to replace the old one (because of the Build 31 professions update), why not drop everything on your current character, create a new world with a new character and just copy the old map_####_### files over so you get everything your old character had? Really sandbox is just that: a sandbox which you create your own rules, your own story, your own game. Why be limited at the start? Enough rambling, hope you guys have fun with your new settings, new world, refreshed zombie spawns e.c.t! I hope your fort gets tested to its full extent and you get rekt! Or whatever your new plan is for the new world!
  8. I'm a bit confused why this isn't already in the game, given the point of Sandbox is to let us set things up however we like. We can set 'Instant' but not 'Never' for when water and/or electricity gets shut off right now. Would it be possible to please add a 'Never' option for water and electricity, so we could have them never shut off if we wish? Obviously this would *only* be a Sandbox option, not something for regular difficulty modes or challenges! Hopefully this would be very easy to implement and give the player more choice in setting up their Sandbox games as they wish (for roleplaying terms, it could be that your game area is in a 'quarentine' zone where power and water are suppied from outside since the rest of the world is uninfected).
  9. Hello fellow survivors! I have made a simple program to edit the sandbox parameters of a save in Project Zomboid. Initially it just started out as a little poking around as I wanted to change when the water and electricity shut off, but I made it into a full program. Check it out if you are interested, I could do with some feedback if there are any bugs with it (please post on the issue tracker on github). https://github.com/BytesGuy/ZomboidSaveEditor To download it (or the source code), visit the link below. It will only run on Windows Vista/7/8/10, sorry no OS X or Linux support (yet)! https://github.com/BytesGuy/ZomboidSaveEditor/releases This project and code is distributed under the terms and conditions of the GNU GPLv3 License.
  10. Name: Sol-Ark Genre: «Sol-Ark» - is an indie-project focusing on 2D space faring real-time strategy/sim (RTS) with some Rogue-like and Sandbox elements. It’s an old-school hand-made flash project Short description: Sol-Ark is a 2D Space RTS with sandbox and rogue-like components. Expect gameplay mechanics designed with player choice in mind and an immense universe to make those decisions in. Missions and storylines drift from seriously somber to hilariously violent with every new area explored, and random events punctuate these encounters to create a dynamic experience that’s part procedural generation, part astrotechnic action puzzle battle-scarred deep space handcrafted indie celestial celebration A few of Sol-Ark's Features: Crew morale systemOne of the most interesting mechanics we've introduced is a morale system for NPCs, consisting of varying degrees of four moods. These moods affect how any given NPC will perform a task. Ask a happy NPC to switch out a reactor core and they might do it in half the time, whistling all the while. Ask a depressed NPC to do the same task and they may open the airlock and jettison themselves, and other crew members into the unforgiving void of space. Random eventsThe game will feature dozens of events ranging in class and severity. You'll encounter pirates, miners, derelict stations and celestial phenomenon that will alter your crew's mood, send you on quests, and engage you with ambushes, full frontal assaults and other intergalactic shenanigans. Expect naturally occurring lasers to sever your ship, and be wary of the allure and intrigue of alien-infested cargo adrift in space. Sandbox Style ConstructionYou'll be building your ship from frame, to floor, to wall and ceiling. You can shape and build the ship to your own liking and compartmentalize its systems however you see fit. Do you want your ship to look like a massive triangle of death, surrounded by torpedo turrets, lasers and cannons? Go for it. Want your ship to be shaped like a massive cat head? Please give it a shot, and send us some screenshots. Last video: Approximate release date: middle/end of 2016 Technology: ActionScript 3.0 with AGAL, API - FlashDevelop. Platform: Multisystem Language: English, Russian Inspirations for developers: “Faster than Light” (FTL), “Dwarf Fortress” (DF), “Ancient Domains Of Mystery” (ADOM) and “Laser Squad” (LS) projects. Project's beginning: May, 2014 Status of project: pre-alpha version, preparation for Steam Greenlight campaign Sol-Ark's official website Press-kit Official blog (devlogs) Page on Steam Community Page on IndieDB Pages in social networks: Facebook Twitter Instagram Music: The game has its own OST (examples here). Composer - Eugene Guliugin. Team: Main core of the teamAlex Sayenko (Ukraine) - game-designer, producerJustin Hellstrom (USA) - second game-designer, writer/scenaristDmitrii Demenkov (Ukraine) - lead programmerEugene Guliugin (Russia) - composer, sound-designerEugene Usmanov (Russia) - lead 2D artist, concept-artistOlga Petrovskaya (Ukraine) - web-designer These guys helped us in their free time Tomas Seniunas (Lithuania) - second programmerLuke Bourne (UK) - third programmerAlexander Horiakov (Ukraine) - community-manager More info about the project you can find on the Sol-Ark's website and on the Sol-Ark's blog with devlogs. Special thanks (indie helps indie): 1. HASTE project's team for their assistance and consultations.2. Indie Games Developer group on LinkedIn and its creator - Julian Ross for his mentorship3. EmpiresInRuins project and its team leader - Emiliano Pastorelli4. UMOGA platform for team searching and its creator Maxime Lutin
  11. Currently we have these files for altering sandbox-settings (especially looking at MP): SandboxVars.luazombies.iniservertest.iniSandbox PresetsSetting this up for MP is kinda stressful, especially there are a couple of settings in more files. IMHO it would be way easier if all the sandbox settings are only set within the Sandbox Presets. With this system you could alter the settings right ingame and save the preset, copy the file to server and you´re pretty much done. Wouldn´t this be easier for the devs too? Only one place where they have to worry about the settings, one way of exporting them, one way of reading them Would definitely get rid of a whole lot of confusion out there.
  12. Reverse Decomposition, or Composition if you will. Essentially add an option for zombies to get stronger over time. 3 options ideally. Time increases: Speed, up to runners. Strength, up to superhuman. Or both, up to death incarnates. We already have an option to stop decay, so why not have an ever increasing threat. And on that note, a modifier to determine how long until 'max' decomp (Or comp) effects are reached? Like 1 week, 1 month, 6 months, 8 months, 1 year, etc. I'm doing something similar in sandbox and it's pretty fun. I'm using the respawn to (If I did it right) start with no zombies and by day 100 I should have Class 4 populations of zombies!
  13. Basically when you start a sandbox mode allow a check box which allows you to change aspects of the current save. Let me again say, this is for Sandbox Only. The mode made for making things exactly how you want (Even no chance for infection is already in), basically this is just expanding on how much you can change to increase the enjoyment this mode can bring. I am in no way suggesting this for the legit modes (Survival/story) of this game, because that would ruin the spirit of the game proper. would allow access to a set of 'Scenario Modifiers' which you can enable/disable before game start like: (Kind of like disabling 'proper zombies' and then changing their stats, but you would change things like:) 'Item transfer speed'1-1000% faster/instant, (Instant: Like when PZ was 1.5) character HP (1%-9001% or invincible if you fancy it,) Character STR/SPD/AWR (1%, play as blind, slow and weak - 1000% you are the literal equivalent of 10 people, 100% being normal PC) NPC's(When added): always friendly/always evil or change %'s of evil/good, NPC stats, etc, Action speed: 1%-1000% faster/Instant (For when you want that fortress now) Whether or not cheats can be turned on (Like spawn items, teleporting, etc, accessed via ESC menu) more/fewer points for traits (Up to unlimtied) allowing you to make the perfect character (Or the perfect Role-playing character, both are different or same) meaning you could take ALL the positive modifiers without any of the negatives or just the exact pos/neg's you want for a RP character without worrying about point totals. Would be extra fun when NPC's get here, basically have them all eating out of the palm of your hand (Or eating lead if they don't) Event Rarity: How often do events occur (For now that would only effect how often random noises attract Z's, but later would change how passive/aggressive the future director will be) Hazard Rarity (After director): increase/decrease the amount of random destructive events (Like lightning strikes causing fires, malfunctioning electronics while power is still on, etc) the director throws at you. Also expanding on current options: Rain: the normal option, but also : Severity. Example: Low/rare rain with very high severity would be rarely raining, but when it does it rains for 3-4 days straight. Zombie respawn rate: (From what I understand it will always bring the population back to day 1 numbers over time? I might be misunderstanding how that works) The current options plus: Density increase : Over time (Choose an interval) an additional 1-1000% of Z's will be added to the maps population permanently. This could effect the current respawn rules making the rule respawn 10% of the new population instead of the day 1 population, which would allow the zombies to ramp up over time. Maybe each month the number of Z's double, or every day they increase by 1% slowly building into an insurmountable force from hell! Water shutoff: so the water shuts down in 0-2 months, what if it shuts down but keeps running? It just gives : Tainted runoff: setting for an additional 0-2 months (Or more). The pipes are still full but the purification process isn't working anymore. Stats decrease rate: Give an option for individual stats (Food/water, sleep, boredom, depression, etc) Instead of all the stats combined Infection Chance: Currently bites are 96% (I think) infection rate and scratches are 25%. It is a slider that allows you to change it from 0%-100% chance. (For instance make bites 100%, and scratches 90-100% for hard, or 10% and 5% respectively for easy) And more options too, I probably have only scratched the surface of it. Also I did a quick search but didn't find anything directly related to this, so if I missed something let me know if it is a copy of this idea. And if people have good ideas I will add them to the list under edits below: EDITS: 01/07/2015 Under needs you could turn some on/off or adjust rate (I just played multi-player and sleep/fatigue is off or really low, it was super fun)
  14. Long time ago I've reported it as a bug on the tracker, it never got fixed so I fixed it for myself, I decided to share this with others who might be interested. The problem is this, Canned Food is not affected by Food Rarity setting in sandbox, it's affected by Misc Rarity. I like to play with high amount of misc items, tools, clothes etc. and with Very Rare food, I never could because I always ended up with a stockpile of canned goods. With this mod Canned goods are properly treated by the game as food items (Don't worry, you can't eat the can, you still need to open it). So if you want to play with Very Rare food but keep other settings above Very Rare you won't end up with a ton of canned goods, especially since we had a ton of new ones added in Build 31. Download: http://pz-mods.net/other/CannedFoodFix/ Warning: Load when starting a new game, don't use with your current saves, they might break! The game doesn't seem to like when item categories are changed from save to save very much and that's what this mod does. Required Version: Project Zomboid Early Access Build 31.13 Compatible With: Project Zomboid Early Access IWBUMS Build 32 EDIT: All of my smaller mods can be found in this thread, leave feedback there.
  15. I would love an option that add photophobic zombies in sandbox mode. That would be awesome with the combo Sprinter + Photophobic! I am Legend - zombie like, if you saw that movie.
  16. hi i just registred to ask for assistance id like to have a sandbox mode where i can build my character freely. wich means i need a mod that puts trait points to a choosen number or even better: character creation ignores trait points. its just a guess but i think its done quite easy to make a mod like this. could anyone do this for me and my mates please? i find it quite harsh to fix a positive to a negative in a way where positives are so expensive. live doesnt treat everyone equal. some people are talented, clever and sportsman with barely any sideeffects.
  17. Hello, this is my sugesstions: ZOMBIE LORE: (new) Zombie horde mode: on/of -will sometimes attack a group of zombies, which over time will become very big Speed: Zombie mix: (10% are sprinters 70% fast Shamblers 20% shamblers) (you can also mix other features zombie creating poor sprinters And crawling Up Strong etc.) Transmission: - Only blood - Only saliva - Infected meat (see below) Infection Mortality : 2-3 days (You have a 20-30% chance to survive) 2-3 days (You can survive if 'll survive 2-3 days) 1-2 weeks (You have a 20-30% chance to survive) 1-2 weeks (You can survive if 'll survive 1-2 weeks) ( can also be given antibiotics to cure zombification which are very rare) Infected meat: When you use " forage " in the forest you can find meat infected by zombies (rabitts, deers, etc)
  18. https://www.youtube.com/watch?v=NQ9_J-h7DbI You awaken to the dawn of a new world. It's streams are clean, the forests lush and the local wildlife is hungry. You're cold and in need of shelter as you hear other voices on the wind. You are not alone. Your Quest: Establish civilization and explore the new world. Your Quest is a casual 2D Strategy/RPG with progressive gameplay where you gather resources to construct a village, craft new weapons and armor, and try to survive the depths of a procedurally generated dungeon under the surface. Can you explore the entirety of this new world? Help us get Greenlit on Steam! Vote Yes Here Current Features Turn-based CombatBuild a village the way you want itCraftable Armor and WeaponsProcedurally generated dungeon (accessible via Cave) with 10 levelsResources: Wood, Stone, Fur, Meat, Leather, Cooked Meat, Herbal Medicine, Iron, Steel, FishJobs: Lumberjacks, Stone Miners, Hunters, Tanners, Cooks, Foragers, Iron Miners, Coal Miners, Fishermen, SmeltersBuildings: Home, Houses, Quarry, Lodge, Tannery, Mess Hall, Herbalist, Iron Mine, Blacksmith, ArmoryMisc: Campfire, Roads, Flowers, Torches, Fences
  19. Simple, a Sandbox option that would make zombies immortal, as in, revive after customizable amount of hours\days unless their corpse is burned. Just like players who died from infection. With additional option of only having random zombies revive while some stay dead for additional paranoia. It would be a nice option to have. That is all.
  20. I suggest adding a [Advanced] checkbox somewhere in sandbox menus. If checked it would allow setting certain things not by presets (High, Very High etc.) but by numbers ex. Very High spawn rate is 4.0, such option would allow a player to set it to anything they want like 10,0 or 0. It would be a very nice addition to the game for those who want to customize their game to the max without hackish mods.
  21. I just thought it would be nice to have some profession specific starter kits when that option is enabled in Sandbox examples: Lumberjack: Axe Gardener: Trovel\Shovel, Random Seeds Police Officer: Pistol + Box of Ammo Doctor: First Aid Kit Chef: Kitchen Knife + Random kitchenware Park Ranger: Hunting Knife Carpenter: Hammer, Saw, Box of Nails Etc... There could be another checkbox under Starter Kit like 'Profession Specific'. It think it would be nice for both SP and possibly some RP servers.
  22. So here is what I want to do. I want to be able to locally have my sandbox game with my wife on split screen but we want to make multiple characters to switch between to play as. But the first character can't be switched out eg. I make Bob she makes Jill we quit reload make other characters, Bill and Jane, but now the screen is split into four and Bob is now sitting where I left him last. So I want to be able to start the game and and make Bill be on the left and Jane on the right and have the screen only split in two. Any help would be appreciated.
  23. Hey everyone, I stumbled across this awesome game series a few years back called Hegemony Gold you can find it on steam. I will provide links. You can Find Hegemony Gold and Hegemony Rome on Steam. That said they are running a kickstarter campaign right now to fund their next title. It looks awesome! They did a live preview a few days back. Which you can find below. That said this is not StarCraft in the sense that it is a fast paced RTS. But more a thinking mans RTS where you have to capture / raze settlements, establish / maintain Supply Lines, Think about troop placement and play to your troops strengths. They even have mod support in the form of an editor (Which will be made available to modders) and a bunch of other stuff. With that said they have a large scale map of the Italian Peninsula. Set prior to the rise of Rome. You can find the Kickstarter here Have an awesome holiday season. - Headclot
  24. Hey everyone! With all these new sandbox settings coming in, and seeing the "8 months after the apocalypse" preset, I got an idea. So you know how you can choose your settings right when you create a world? Well what if you could enable a "timeline" of settings. Let me explain. Let's say NPCs are out and I want to make a simulation of 12 hours after the breakout of the virus. I set the NPC count extremely high, loot high, zombies low, erosion 0%, abundant locked doors and alarms, etc. But in reality after about 5 days the survior and loot count would shoot way down and the zombie levels would skyrocket. So what if we could enable a "timeline" at the creation of a world, where we could customize the sandbox settings to change after a few days or weeks. So day 1 has this set of settings, day 3 has this set of settings, and so on. You could customize each day's settings or just customize each week's settings. Thanks for reading, feedback is appreciated!
  25. So last night I was finnaly able to get my server running and had 3 other friends join it. Before starting the server I did a lot of looking around and reading about how to set those sandbox variables for my server. I found the tool to generate the file ( SandboxVars.lua ), I changed all of the settings to my liking. Since this was our first time ever playing I wanted it to be easy so we could at least learn the game without dying to often. I made the loot abundant, made the water/electricity shut off 0 to 5 years and made the zombies very easy, and also made it so that we wouldnt get infected. I then proceeded to place that file here... C:\Users\Erick\Zomboid\Server\SandboxVars.lua and in here as well... Steam\steamapps\common\ProjectZomboid\media\lua\shared\Sandbox\SandboxVars.lua I read a couple of conflicting posts and went ahead and put it in both places figuring that it would cover everything. I also sent my friends the .lua file and had them place it in... Steam\steamapps\common\ProjectZomboid\media\lua\shared\Sandbox\SandboxVars.lua After reading another post mentioning that we must have the same file. When we played some of the settings seemed to have taken effect, but some didn't. The zombies were slow and when we got attacked we didnt get infected. The loot did not seem to change and the water/electricity went out really early on. What am I doing wrong? Since the water / elec was set to 0 to 5 years is it possble that it got 0 years and that's why it shut off? Also the loot did not seem so special just regular clothes / food / mele weapons. Any tips or advice for me?
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