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Topics - TheKobold

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The Drawing Board - Suggestions, Comments, and Future Plans / NPC's
« on: August 04, 2017, 06:58:34 PM »
One thing that always gets my NPC's killed is that they don't retreat with me, I often kite or use fighting retreat methods to take out larger hordes. I like having companions with me it makes the game feel more real because its not so empty, they can if equipped and trained well hold their own in most fights, they can carry gear and provide skills and help crafting and constructing.

But they are rather retarded, I realize this is the fault of the basic ai and not much can be done until it is completely overhauled.

In the mean time is it possible to give them a couple new commands that can emulate tactics?

Maybe a stick close to me command that keeps them closer to your character than normal and they stay with in this range regardless of outside stimuli. The reverse would also be cool

A fighting retreat or kiting tactic that forces them to retreat a step once they have fired their gun or swung their weapon.

I've tried using the other options and while they have great uses they only partially work against large hordes. Setting them up in a line and telling them to only attack what comes close is my usual tactic but it falls flat as soon as the horde starts to close around us or my character starts to get fatigued.

The Garage - Bug Reports and Technical Help / Lag from tall buildings?
« on: August 02, 2017, 08:25:13 PM »
I have z levels on and tall buildings also more locations. Both from within the game if that makes a difference.

Every time I pass a 3 story brick house I get serious lag and slow downs.

Buddy ran out of gas while driving a basic car, he was headed to another car to siphon it only 10 blocks away. No gas can so he couldn't siphon some and then bring it the few steps back. So I suggested he try and push it, told him to grab the car and push, no luck he didn't have enough strength.

But we have all been in this situation before and unless you have to push up hill or you have a large vehicle, one guy can usually push a car.

When crafting, it shows components of a recipe with a green tint, for food or other relavant recipes it could show yellow for (old).

The Garage - Bug Reports and Technical Help / Freezing and crashing
« on: July 29, 2017, 01:53:29 PM »
Just updated from build 6629 to 6631. As soon as I move a few steps my numpad locks up and the game severely stutters. after a few attempts to move it attempts to crash. Not using any weird mods just the mainlined ones.

I reverted and it works fine now.

The Garage - Bug Reports and Technical Help / 4941 random crash
« on: May 28, 2016, 05:29:35 PM »
Just updated to 4941 and 2 minutes into the game it just crashed, no warnings or anything. Tryed again and this time it was about 15 minutes in.

Info from the crash report... dunno how useful it is. I am running 3 non mainlined mods. Cataclysm ++, extended buildings, and jury rigged robots.

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   cataclysm-tiles.exe
  Application Version:
  Application Timestamp:   a8d0a8c8
  Fault Module Name:   cataclysm-tiles.exe
  Fault Module Version:
  Fault Module Timestamp:   a8d0a8c8
  Exception Code:   c0000005
  Exception Offset:   00000000001f5eb8
  OS Version:   6.3.9600.
  Locale ID:   1033
  Additional Information 1:   bbab
  Additional Information 2:   bbabfaee86461c99d80b2e7096479a7d
  Additional Information 3:   37c9
  Additional Information 4:   37c97b814536677e323f8b3dac9dbb94

Many people complain that books are unbalanced and force grindyness to level up skills. I have had an ideal percolating in the old brain pot for a while and I just wanna pour it out and see what people think.

As of now books give you skill levels for reading them and pop out random recipes based on the skill you have while reading to level up, then give you a few recipes with each level up.

What if instead of the focus being on the skill level it is instead focused on the recipe.

So you pick up a book and see a recipe you want in the book, though a UI screen you select that recipe that is within your skill level and then read up on it until it is memorized, this then gives you a portion of the level needed to increase your skill in whatever skills that recipe uses. Then you continue picking several recipes until you have memorized enough recipes to achieve a higher level. You would then still get a couple base recipes for the skill level.

What I believe it achieves is granting the player more discretion on what he learns and turns reading's focus away from the level up to selecting recipes that help the player in the specific setting they are in. It also seems more realistic to pick up a book to learn specific things than learning how to make random things. So instead of learning how to make flipflops and panties I can focus on cargo pants and leather jackets and only learn those other recipes if I don't have any other recipes that I specifically want and I need a few more to cap off the level.

I may not seem like much of a change but consider that some recipes use multiple skill levels to make the item, so if i learn them I could skill up those skills together. It adds a realism factor, as most survivors are worried about specifics and not random auxiliary items, who opens a book about mechanics and reads the whole thing through? No one, they find the portion that fits the problem that they need to fix and focus on that, going into related tangents as needed. It doesn't necessarily solve the grindyness of books but it does allow people to focus more on necessities and only learn about what they need in the moment.

This shouldn't affect leveling based on crafting and in fact brings it more in balance with leveling by crafting.

Constructive criticism welcome, hell tell me you think I am a dumbass if you want.

Created a vehicle welding rig while inside a vehicle with the parts sitting on the chair. When it finished I still had two make shift welders and a new vehicle welding rig. The rest of the items didn't duplicate just the makeshift welders. it also didn't seem to register the vehicle welding rig in the car, as it asked me to use a makeshift welder(nearby) or a welder(on player and nearby)(not sure about the wording here... short term memory sucks)

Npc's continue to complain about being tired even when their fatigue is very low, they still refuse to sleep when set to sleep when tired until they are exhausted. They even complain about being tired as soon as they wake up with  -25 fatigue.

Looks like the entire arcana mod was broken by this version, had some mob errors and items errors and map tile errors. Everything looked like it was specific to the arcana mod.

Npcs will not go to sleep even when allowed too, they continue to complain when allowed to yap(just noticed that new feature i like it)

When I ended a trade with a npc his interaction menu reverted to when he had first contact. It repeated multiple times and gave me extra trust % with it.

Missing quest dialogue for the book quest?

At the end of spring... it became spring. Not sure if i am still getting spring effects or if i have summer effects but the season is just labeled as spring.

I have 91 day seasons set, eternal is set to false, no other weirdness that would affect it as far as I know.

My current and I'm liking it because its not to hard and not to easy is set up with:

City size - 10
City spacing - 6
Spawn rate - 2.5
Item spawn - 1.5
Npc spawn - 0.25
Mob evolution - 10
Season length - 81 days (cause I want as close to a real year as possible.)
Static spawns - False
Wander spawns - True
Static npcs - True
Random npcs - True
Z-levels - True

Most of the basic mods except the extra guns, necromancy, or dinos, I did turn off triffids and spore monsters though.
Im using skills through stats

My current character started Missing the Evac as a Lumberjack, so far ive survived 17 days and im set up pretty well with a katana and half way decent gear. Im holed up in one of those nice stone houses on the edge of a city with a newly tamed dog(do i have to keep taming it cause the last char that had one it vanished after a day?) working up towards building a car from the mas amount of sweet vehicles around.

Day 1: Holy Fuck the world has ended. I get home after a long trip from the Mid-fair and every one is a zombie or worse. Thank god I spent the money for real gear for the cons and fairs. I have taken shelter in a evacuation shelter not far outside of my home town, there is another survivor here but he wont say much and wants me to find some religious relic, what a moron. I told him i would to try and make friends.

Day 7: I'm surviving well. Been raiding the town slow and steady, saw a armored van but all the seats where shredded and its very low on fuel. Ill have to see if i can fix it up. Thankfully my town is small, so the zeds are at a minimum. But i have seen one scary looking sucker he was glowing like a bolt of lightning, i could taste ozone from half a block away. Tomorrow i will try and break into the gun store it looks intact and full of loot.

Day 14: The town is clear, the last guy i took on was that shocker zombie he was a brute, took 6 shots from the shot gun i found before he went down. Found a Humvee on the other side of town, looks like the fuel tanks are ruined. I really need to find a pair of welding goggles so i can put some of these mechanical skills I've been reading up on to use. All total there is 2 buses a armored van a Humvee and a luxury RV in town and i think i could slap together something great out of it, if only i could find some goggles. Maybe the power-station to the north has some.

Day 15: Not much at the power-station, looks like some survivors tried to hole up there, a couple were turned i made sure the rest wouldn't. Also saw some weird blue blob oozing around, when i got close it slimed me, gross. Looks like no luck on the goggles i see some sort of camp farther north, probably a FEMA camp ill check it out tomorrow.

Day 16: Sneaked into the Fema camp, it looks like the entire place turned, only about 30 or so zombies including a few in soldiers get ups, some good loot on them from the looks of it but the dumb things got them selves buried under their guard hut when they tried bashing through the wall to get me it was easy to kill them while they were trapped in the rubble. The rest of the zombies were easy too half of em killed them selves on the barbed wire and the rest where sneak attacked like a boss. I'm getting good at sneaking up on these things and doing the ole stabbity stabbity. Still no welding goggles gunna head to a radio tower near by and see if it works not much chance but its a faint hope for more survivors.

Day 17: Dug up the soldier zombies and took a few pieces off them and then headed west towards the radio tower, when i got there i met another fellow survivor, he looked like ex military and seemed friendly in a standoffish sort of way. We joined forces. The road past the radio tower turned in to a n over grown dirt track heading into the woods, being the curious sort i followed it. At its end was a ruined cabin and a still intact barn, the barn held some good loot including some 30 gallon barrels of water, when i get my zombie death mobile up and running ill be back for them. Sadly who ever was holed up here was long dead. Me and my new ally Urist headed back with to the shelter. I need to make plans for my next foray, maybe ill head to the large town north west of here, but that is definitely more dangerous with out a car. Still need some welding goggles... fuck.

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