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Messages - deoxy

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a) taking drugs is dumb
b) single pool for life, man

You're missing out on all the fun and challenges.

No, I'm missing out on abusing an INCREDIBLY stupid mechanic (that doing crack, meth, and nicotine all at once makes you smarter (AT ALL, much less double average)).

In unmodded DDA, perception is a dump stat. So is intelligence, by the way.

Perception is useful for a couple of things... primarily trap detection (until you get your trapping skill up to 3 or so - unless it has changed recently, trapping is several times as effective at spotting traps) and Niten bonus.

Int is useful for more things, including bionics installation (VITAL), hacking (very useful), staying awake longer (nice sometimes), and resisting certain things (rare, but nice when it matters).  It also affects skill rust, but very few people play with that on (since it's crazy-stupid-broken-annoying).

I just killed a Thing at the bottom of a mine, and for my trouble, there was the Ring of Unspeakable Suffering, which give -2 to all stats, attention, and smoke... and in return, it gives "I see everything in the freaking reality bubble".  Labs and mines just got REALLY easy.

OMFG silat makes melee sooooo much better.

My pipe spear is like a godly weapon now.  And its better now than before it was nerfed into an improvised weapon.

Silat and Eskrima are, IMO, the best two martial arts in the game.  They are nearly as good as Niten (since it was nerfed from UTTERLY INSANELY RIDICULOUS to just really, really good), and their weapons are FAR more available, and since they are faster/smaller weapons, they are less likely to waste damage on overkill, so in most situations, they get higher DPS even than Niten (once you ignore the overkill).

Their only real weakness is heavily armored opponents, but there just aren't very many of those.

get a disposable car and gently push them aside.

no there is no easy way.

put steel armor on a truck and ram them at low speeds

*sigh* thats what i feared

Well, the fusion blaster rifle used to be a pretty darn easy way... I haven't tried it a while.

Of course, that's pretty late game (both to have it and to have power to burn like that).

Also, if you're in the early game (and it's not too dangerous around there), simply disassembling it can be a decent way to grind mechanics.

However only noise reduction still wouldn't add much to the game, it should also make you 'less visible'.

I don't disagree, but a) it doesn't match the flavor/feel of the game, and b) if there was such a mechanic, it would need to apply to enemies as well, and I don't think anyone wants THAT.

yea.  they're rare everywhere though.

manhacks have them as a rare drop too, and scientists can loose several hacks.

Analyzers drop multiple manhacks when you fail hacking them badly enough.  Low computer skill plus electrical protection can be used to farm analyzers for plutonium.

Also, eyebots call police and riot bots, which have plutonium as a rare drop.

But usually, the easiest source is to disassemble power CBMs.  They are very common.

The Drawing Board - Suggestions, Comments, and Future Plans / Re: Bundles
« on: October 13, 2017, 03:26:59 AM »
Some kind of "set" identifier might better - grab all the objects in this "set" that I defined before.  That would address the issue without the item/inventory problems.  It would also require some kind of interface, which would probably be its own problem (to make not suck, anyway).

"hiding" logic is hard, but would be nice, I guess.

"Sneaking" seems more like the ability to move slower in return for less noise.

So, say, double movement cost for 1 noise instead of 3.  If we were to add a skill, then as the skill rose, the extra movement cost would go down.

When the corpse is made of cotton, leather, plastic, or steel.

Or wood or bone or chitin.

(but skeleton corpses are officially not sufficient for the GotC thread)

Depends, a couple of minutes outdoors. If it's inside a building, then it can linger for quite a while, so it can be a good idea to open the doors (and windows if you can  strap on a filter mask) if you want it to clear out sooner.
 And of course it'll never dissipate while it's outside the reality bubble.

I haven't really messed with it in a while, but unless it's been changed in the last few months and I didn't notice (which is possible), all that matters is inside/outside - opening the doors and windows doesn't seem to help.

I understand that it would take some overhaul to implement what I would want so I'm fine with what we have right now. It's nice that they spawn at the edge, though. that leaves me with two questions: how large is the reality bubble and do the blinking zs represent zombies or where zombies will spawn?

The reality bubble i s a little larger than you can see - you can a better idea of exactly how big it is by leaving some car lights on at night, then walk away... when the light cuts out, the car has just left the reality bubble.

The blinking Zs represent zombies traveling on the overmap.  When the map square that blinking Z is over gets loaded (you get close enough), those zombies are spawned as actual again, and they are supposed to remember their condition (for example, if they died before, they won't drop anything when killed).

So, the answer to you question, "do the blinking zs represent zombies or where zombies will spawn?" is YES.

Blue metal? Oh wait adamantium. Actually that is weird why can't we cook stuff using a rift? Also possibly a man's most extreme heater ever.

Oh, you CAN, but you'll likely die in the process.

Unless it has changed back recently, in the experimentals, wander spawns spawn at the edge of the reality bubble, not anywhere near you.  When you leave an area and come back, they CAN spawn anywhere in the map square they are in, so doors and such don't keep them out.  That is a thing that is requested pretty often, so maybe the devs will find a reasonable way to solve that at some point... it's harder than you might think, though.

Well bears and moose arent generally aggressive either yet they will FUCK YOU UP in cata

Both are known to be aggressive at times.  For moose, it's mostly during "the rut", but it can happen other times, and yes, they can be very dangerous.  I do agree that it's too much in CDDA, though.

For bears, it's whenever they have young around, and then... some other times.  Also, they are famous for getting unreasonable and aggressive if they are angered/hurt - with all the other aggressive things going around ticking them off, it doesn't seem too unreasonable to me.

But lone coyotes attacking people?  Yeah, that's just silly.

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