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ColdGate

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  1. DF mod require a much more RAM then vanilla, and amount of consuming RAM increases with each new Alpha. My PC is 16GB RAM + 10GB SSD swap, with 1060 Video, and starting from A20 I may play only with lowest possible view distance and textures, either game craches after above 20mins with memory error. With lowest settings game looks like piece of rock, but at least it not crash almost hour, to be honest RAM consumption depends on how much you are exploring map, I suspect it not clean correct from memory, so more explore=faster crash. Memory consumption with heavy mods like DF or UL is just insane, multiplayer servers restarts every 1-2 hours, and reset regions each days to keep performance. SO for this game at current state 16GB RAM is nothing (I do not talking about vanilla, because do not play it since A17)
  2. I playing last version for 4 days, and I must say, now it become completely imbalanced with difficulty. With previous version you was able to build something like defence till first bloodmoon, but now, only way to build something, is to put daylength to 3-5 hours, but in this case bloodmoon should be too long, and zeds destroy everything in first game hour... We're playing on server with difficulty "Survivalist", and only way to survive - use abusive mechanics, Its still impossible play normal defence, so one players swimming, another sitting on the roof etc... And its not ok, game must give a way to play without abusing. - Building - why do we either need mortars???? Glass jars only accessible on level 40 with Blacksmith forge, so no jars - no repairs, and on level 40 you have forge... and you may craft concrete already, instead mortars. Flagstone blocks now useless, and cobblestone not repairable, only replace. - Zombies block damage - quatro pole block (4x1500hp) destroyed in first BM hour, no matter then I hit zombies all time with bat. Looks like night zombies have 200-300 block damage on this difficulty - Melee... I chose clubs, like in previous version, and it was mistake. Action exp is cutted by half comparing to previous. Now I levelled clubs to 30 after completing 2 chain kill quest, but in previous version it was 60... And when I have clubs lvl 20, my friend with shotgun class has already lvl 60 shotgun skill. Melee was broken till A17 out, and even more it disbalanced in this mod now... - Bugs, I'm not sure if it vanilla bugs, or mod bugs, but there are many, e.g bug with degydration, when consuming water doesnt increase hydration until restart game... - Endless spawn. And when I say endless it literally mean endless. It may start on any POI, on street, enywhere. If you come close to spawn place - zombies spawn, move to next - zombies spawn, its ok. But then move to first place again, with zombies escort - new zombies spawn, next place - spawn again. And it has no end. I'm trying to test it, server have live map with zombies count, and once I noticed than endless spawn starts, I'm just running circless around house, and checking counter - after 5 minutes crowd of 120 (!) zombies hunting me. At that point I'm stop test, because it may cause server crash . Difficulty is good, but it must not be difficulty just for difficulty, it must be balanced, and even max difficulty must be playable withoun abusing.
  3. Hi Khaine Currently we have two rare weapons - shotgun and hammer, and they are not repairable. I found two shotguns in my playthrough, blue and almost broken, so they looks like a bit restricted in usage. In same time we have two rare components - Demonic Essence, and Research notes, they also very rare, but after you complete quest and upgrades, they become useless... Maybe there is a reason change that weapons to repairable, and add recipe like "Hi-Tec Repair kit", with Notes and Essences as components?
  4. - Use Recog - Or find laser weapon, one shoot/hit with laser weapon stop regeneration
  5. Hello KhaineGB Lets investigate, and compare blocks.xml from 17 and 18 Alphas mod versions: A17 <block name="steelLogSpike6"> <!-- log spike 6 Steel --> <property name="Class" value="TrunkTip"/> <property name="CreativeMode" value="Dev"/> <property name="Damage" [color=#f1c40f][b]value="40"[/b][/color]/> ... </block> A18 <block name="steelLogSpike6"> <!-- log spike 6 Steel --> <property name="Class" value="TrunkTip"/> <property name="CreativeMode" value="Dev"/> <property name="Damage" [color=#f39c12][b]value="7"[/b][/color]/> ... </block> Overall damage changes with upgrade: A17 - 10 - 15 - 20 - 25 - 30 - 40 A18 - 3 - 4 - 5 - 6 - 7 - 7 ! So truth is - Its not in changes list, but log spikes are for decorations purposes now . Looks like trolling of players who relied too much on passive defence when plays previous versions. P.S. Mod is great anyway
  6. And again about Caitlin xD On multiplayer servers always present players, who don't care about others, and players who had used trader abuse in previous version, and try do it now... Damn, even building around titanium walls doesn't help a lot now But possibly if you adjust guards not target demons, and also demons to not target guards, it should prevent massive destruction
  7. No, Server wiped, so I'm highest level there. Demonic sleepers always in all kinds of scyscrappers, also I met them in large stores
  8. But on multiplayer server players may attract demons and cause destruction... And today I saw how it happens... And about demonic sleepers - looks like them spawn too early. I meet them from my lvl 40, maybe even earlier. One more question - ammo dissassembling miss casing, is this bug, or this is how it intended?
  9. Hi KhaineGB. With new demonic zombies regeneration, there are problem with Caitlin appears - Caitlin guards cant kill demonic zombies... I was interested how they deal with demons in 2.5, so I wait at Cait until nighttime. At night 10+ demonic spawned around base, I'd hide at roof and wait what happens. So what we have now? 3 guards shoot at demonic nurse more then minute, yes, at least they manage to kill her, but she even was not aggressive, just walking around. So, if now few zombies will be attracted at a time, trader base have no chances, and should be destroyed in a minutes...
  10. Maybe already asked, but, does log traps are more like some kind of decorating now? Deals 20dmg no matter wood, iron or steel, and do not slow movement.
  11. There are at least two differences noticed: - Advanced forge have no bulletproof glass crafting, only big forge - Cement recipe for big forge requires 12 stone, forge and advanced forge - 3 stone So I thing there are more differences, also craft window for big forge and advanced looks bugged - missed top left sidebar icons
  12. It happens when you try craft item in wrong workstation, read item description
  13. Does scalpel and microscope in loot table? I play on server with many players, and noone cant find them. Latest version of mod, day 100+
  14. Fix lockpicking perk description please, it still says about lvl 2 crafting, I just wasted 3 points into it. And in my opinion lockpicking perk without crafting recipe looks useless.
  15. Did you "Pre Sync Mod"? Looks like not. Click Pre Sync button, and wait until mod downloads. It may take long time
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