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Messages - pisskop

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The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: Today at 06:40:17 PM »
1:  i swapped OSs and lost the save :(
        but i can make a new one asp

2:  it seems likely that they jsondefined the farm.  if so, like the prison or school, i have to hunt down the new ids.

nothing skill related seems to be hard capped.  or soft capped.

i have a difficulty test of 90 on one of my 'enemy' spawners because of the way it works.  its a bullet that will spawn a momster adjacent to your location and it tests for your skill and for.your faction alignment rather than the monster it belongs to.

when the test was put at 10 a high level survivor could pass it and the newly spawned mon would be the player faction

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: Today at 05:53:37 PM »
just looking, but is it possible that the Korean lamguage patch isnt handling the new location names well?  they wouldnt have a dox file

The Lab - Contributions and Mods / Re: Cataclysm++ Mod
« on: March 27, 2017, 12:05:20 AM »
Blindfolds can be made with rags to remove the lights.  But I think you could blow up the light with enough grenades or cover them with things like frames with boards on them.

I like indoor plants for this kind of LOS breaking myself, but the vehicles are def the easiest to do.  Maybe put a tent over the light *waggle*

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: March 26, 2017, 05:22:13 PM »
I was able to evolve them without issue, and they evolved a few zeds without issue.

I couldnt tell which zombie it could be.  if it is one.

Masters work by accelerating the evolution process.  They dont create new zombies, they are evolution.  Over the course of time, Id have to expect any specific zombie evolving into an upgrade to cause this crash if it were one.

I know that some locations can cause issues, perhaps it was some zombie or monster tinkering where they shouldnt, or an NPC doing naughty things?  Thank you for reporting it, I can look for it, but we dont have a clear cause for it.  many issues could just be due to the temporary nature of the experimentals

The Toolbox - Code Help / Re: The Minor JSON Questions Thread
« on: March 26, 2017, 05:12:40 PM »
not take them out no.  their ids will always exist.

To 'take them out' youd have to also override the item's unique id and make them into ... well, whatever.  Be it turn them into bees or chunks of meat or single frozen tear drops lamenting their lose.

overwriting their ids will change their displayed name and properties so that while the item's ids exist, its akin to taking the soul and personality out of one person and putting it into another's body.

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: March 26, 2017, 05:01:46 PM »
Ive encountered masters since that update.

Not to say it cant be them ...  what platform?
What were you doing, they doing, any intense activity, and how do you know it was the master?

I made chicken walkers more deadly.  laser beams and fire and brimstone.

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: March 26, 2017, 12:58:58 AM »

I made the chicken walker dangerous.  I exchanged it 'monster only' attack cycle for a 'mass-reactive' round that hits the ground (and the target) and drops as an item.  This item counts down and explodes into a moderate strength explosive.  This can be spawned 12 at a time, and can take off tires from vehicles.
  From before, it can also spawn tribots, who do not have flamethrowers but instead welders.

The chickenbot still has a turds-for-arms melee attack, but it did gain zapback defensive ability like shockers do and will hammer you down and run away to shoot you full of angry grenades.

Also:  a nerf to mancubus' accuracy with their flamer, and the addition of hunger and thirst modifiers to warm and cold.  You will slowly get thirsty when hot and slowly get hungry when cold.

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: March 25, 2017, 08:13:22 PM »
Sure.  I can dig that change.

^^ a bunch of misc changes, including (re)restricting many starting traits back to the starting game instead of as unaligned random traits.  Some have simply been made a postthresh mutation instead to compensate, and some only push you down a path instead of counting towards one directly.

Other changes include that spawnlist rebalancing for the police hub and adding a bossmonster to their.  An immobile, nonattacking monster.

A nerf to the solid iron pipes that come off of bars, bar doors, and guard rails along bridges.  No more block for them; too heavy.

Just a handfull of miscellaneous changes to brighten up my playthrough and your day.

Found a humvee on a bridge.

There is a hell castle somewhere, idk where, and its far enough from town to be quiet after I cleared out a revenant and 3 knights.  with my truck and an emergency shotgunning.

I have a humvee, need a welder.  Ive forgotten what the reqs to learn the welder is.  3 mech 2 elec?


I need it though.  Triffids south of the bridge are wrecking the world's least medicated hospital.  Seriously, diazapram is the only consolation I have from the endeavor.  But I did get the idea to review what monsters could transmit tetanus.  Who is ready for 'rusty cyborgs'?  :o

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: March 24, 2017, 11:18:09 PM »
I mean more themed for cops instead of robots.

right now they can spawn the majority of robots in the game, 9 to 27 over a very, very large area.  Something like 3-4 times the size of an ant hill.  So its rare to find one, I hope, but theyre there.

But again, skitterbots rustling through the underbrush isnt quite coplike.

P:  ive already added a boss monster for the police hub and changed the spawns, Im testing it locally first.  Just a generator.  no attacks, high hp and armor.  kill it, stop the robots from spawning.

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: March 24, 2017, 09:45:11 PM »
Internal politics.


This should let you have heavy smashing attacks on heavy weapons.  If I missed a good example for hammerblow do tell.
 This also reduces the amount of robots in the police hub.

Later on I have to revise that list to make them all friendly and more coplike.

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: March 24, 2017, 08:32:14 PM »
I did that, to force people to stop using the coregame version as it fell out.

Day 07 Spring

I found an SUV at the graveyard.  and I used it to ram a Tank Drone outside of town who was helpfully shooting at what it thought was more dangerous than me, a mi-go.  Well, I have a car going 100mph, guess who won?

I took its cargo truck and now am struggling to find space for my goodies.  Well no matter, I am taking to sanctuary to read up and try to raise my abysmal health rating.  Such is the life of a drunk.

I found 2 rivtech guns, a auto shotgun and auto magnum.  Both damaged so badly I wouldnt use them even if I wanted to use such OPness.
  Well, the autoshotgun is useful and its ammo rare enough to make me willing to take it out for a hulk or something.

I also found my PRM signiture autoshotgun, the Fateless.  The fateless is based on the doom shotgun loosely, with some loose interpretation of physics mixed in.

A 12 shot gun, it can auto 2 shells a turn and has pretty okay accuracy.  Since I cant implement hitscan or hitting multiple targets, meh.

So I have a rare shotgun, a badly damaged rare shotgun, a magnum of pain bringing, a machine gun, and also an m9 and a shortbow.  I am testing out my candlestick wepaon, an 8lb, -1 accuracy, and 16 bashing.  For 133 move points.  I dont know if its balanced out enough, tbh, but its a real piece Id love to own.  Silver and gilded and ohh so nice to imagine.

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: March 24, 2017, 08:23:35 PM »
Well, It was at one point part of the coregame.  But then I had some disagreements with a dev or two about what could or could not go into my own mod.

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