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Katlima

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  1. The forum tagged the posting as read on its own, so I missed your reply. Sorry! Yeah, I was afraid the answer would be something like that. I had a look at the thread but after browsing a few dozen pages I gave up lol. Guess I'll just wait and see how it looks in A17. Thanks for checking.
  2. Nah, that's not anything I'd be worried about. I haven't read anything about how the fun pimps are going to attempt this, but I know a thing or two about coordinate systems. You can have as many coordinate systems of a place as you can have maps of a place. If you know the coordinates of points in two coordinate systems (minimum three for real world, in a computer game probably less) you can interpolate all the points you know on one map to the other. Hmmm, now I'm really interested what the fun pimps said they would be doing. If you still have that link, I'd love if you could share it.
  3. There are two blue turbines between the reactor building and the cooling towers. The reactors will stop their current task, if you leave the game. For the rad zone performance really try fiddling with your settings like PurgatoryWolf suggested. Are you on singleplayer?
  4. As PurgatoryWolf already said, you gotta upgrade the farm storage to ice. You have to do it yourself. Manually. Put the snowballs into your inventory and rightclick the storage with a suitable tool.
  5. If you select the recipe in the workstation window, it will tell you which tool is required. Yes, there are workstations with more than 3 tools, you need to swap them.
  6. You can get engines and batteries from wrenching cars. The chance is lower than if you use a crowbar and you don't get car parts (the item named car parts) with a wrench.
  7. Woah, that's glorious! I love it.
  8. This is so pretty! You definitely have a good eye for the design and the colour scheme, which I liked from start. If someone told me a grassy green would make a good accent colour for a desaturated fir-green base, I would have been sceptical, but you're totally pulling it off, lol. I also like the changes to the health bar. I'm assuming the other status bars have their colors changed to the base hue too now? It's a good change. The icons are easy indicators and after a while you're going by where the bar is located, anyway. It makes the design more coherent. The only thing I'm not convinced about, is the brightness of the locked skills in the selection. For my taste, the textfield fill (and possibly the frames too) could be a little bit darker. Right now the brightness seems to be pretty much identical to what we see on the unlocked versions. If that makes the greyness become too apparent, adding a hint of the base color hue in a very low saturation could help. But that's just a minor detail and a personal opinion. Good work, very excited to see what's to come. This took me WAY too long to figure out, lol. Come on, fun pimps, this isn't Frozen sing along, can we please deactivate the butterfly filter?
  9. Yeah sure, pretty much the same as first scrapping 4 of them for 15 and the remaining one for 3. But the ratio on 4 for 15 is better than 5 for 18, so you're better off just scrapping 4 and collect more. If you're obsessed enough with optimizing, you'll probably do that. edit: slicksister! Daughter of a screamer!!! Lol, beat me by 2 minutes If you stay close enough, you might keep them loaded and they might linger. If you sneak out and do some shopping in town, they'll likely be gone when you return.
  10. The original spider zombie is the only one that climbs up walls though and the zombies that lost a leg are the only ones crawling on their stomachs. I'm pretty sure you're encountering a lot more runners than walkers, heh. You've probably progressed far in your current savegame to have a high gamestage and your experience and gear gives you the confidence to leave your base at night and explore more dangerous places wihtout thinking twice, right? Benjiro was having issues with runners at daytime in the first week and what he described as a rather safe area.
  11. I tried this on an existing savegame, not a fresh one. Ferals can appear early and I've been run over by a dog horde lead by a zombie bear on day 3 or 4 before. There are only very few ferals compared to later game stages though. So you're listing 9-10 runners in a five ingame days period of time. Alright, that number doesn't sound much different from what I'd expect, maybe a little bit unlucky, considering you died. The zombies might also be a little bit faster than vanilla, as you stated. I won't argue with that, because I think that's possible and I don't think 10% is a very notable difference that will make or break your gameplay. I'm pretty sure the detection range of zombies is increased in starvation as well, I didn't even notice a difference to Ravenhearst. Again something that I probably didn't pay attention to, because it wasn't giving me any issues and I was occupied with a lot of other things that did. For me, of the "challenging" mods, starvation is the most moderate and most fair, gameplaywise. It shifts the challenge to inventory management and preparing yourself and "hides" most difficult encounters in lategame areas or situations with rewarding loot (difficult zombies in difficult poi, not everywhere, ambushes from airdrops, rad zone etc.). As long as you don't "make a mistake", your death count will be low. There may be some deaths you can't avoid. Fast zombies are in the game, even in vanilla. You can get dogs on day one for example. Some other issues (like wellness loss, lack of food you mentioned) are things you really avoid easily once you get used to the mechanics and are not as bad as they look in the beginning. Starvation also doesn't gate many things you really need to progress behind random loot luck. To a random person I will always recommend the starvation mod before any other (yeah, I'm kind of a fangirl be definition it seems) as long as the person doesn't dislike a particular feature. But we're all different and the mods are all different, which is a good thing. You definitely shouldn't feel like wasting time ever when playing a game, in my opinion. So considering all this and looking at the issues you list, I think you're one of the persons I'd recommend some other mod to. I'll send you a pm, advertizing other mods feels inappropriate in the starvation thread.
  12. I don't have this issue and I feel my sample size is big enough. To make sure I played through a few hours of starvation in the last couple days and I do get runners, but all of them were either feral or it happened during night time (I have zombies run default) just as expected. I paid special attention to those in buildings and dark places, even waited for them to stir and move so I could see if they were running. There have been a few single zombies too far away to see their eyes and didn't get to the corpse in time to read their names, and some of them I just killed before they were moving, I counted a dozen. I killed about 500 in total. So that makes 488 confirmed negatives with proper behaviour, 12 undetermined and 0 confirmed positives for the deviation. Pretty safe to say at least for me this issue doesn't occur in my installation of the game. There might be something off with Benjiro's installation. Benjiro: The chair trick an AI cheat? Thinking about it, yeah, you're probably right. I won't feel bad for using that. If the game throws zombies at you that spawn in rooms you just cleared moments ago that sneak up behind you without making any sound, that's cheating as well. Me and the Z's, we're even now, no bad karma. So, you played Ravenhearst and Vanilla as well. For me, zombies in starvation behave mostly like they do in vanilla. The most obvious exceptions are of course the added entity types (which for the most part are rather slow) and the movement animation of carwlers. I've recently played Ravenhearst and what ever issues you got with runners, they are FAR worse in Ravenhearst for me. The runners are obscenely fast in that mod. And it doesn't help that the feral wights start populating every single garden variety poi, can onehit you from full health (which is 70 by default in that mod) take more hits to kill off than a wall safe and all the game gives you to fight back is a wet noodle, but only after you collected and assembled the wet noodle schematic and maxed the accompanying 4 wet noodle skills (overdramatizing here, yeah, but honestly, if you find starvation having more runner issues than Ravenhearst, I'm pretty sure something's wonky about your installation).
  13. The zombie behaviour can be annoying, frustrating even. It's been bad a few months ago with rapid respawn inside of buildings you're in and with zombies sneaking up on you without making any sound. For me, it has improved for no apparent reason in the last few months and most importantly, I think that's nothing starvation specific. There are some things you can do, to stay safe, well, safer-ish than without these precautions: If you're going to loot a building, especially if it's small or medium-sized, clear it before you start looting. Don't break open the door and beeline for the gun safe. Once the entire building is cleared, the chances of getting ambushed dramatically decrease. Put obstacles in the zombie paths. Even a weak wood frame will prevent zombies from silently sneaking up on you and most often the obstacle causes them to get interested in beating up the wall instead of approaching you. Chairs are good too. If you go into a small room with a safe, a chair placed in the entrance might prevent zombies from getting in there entirely. They often just don't notice the chairs and try to walk through it instead of destroying it. Barbed wire fences are great too, you could bring some, they are cheap. If you're facing a zombie, or more zombies and they are all feral and horrifying, keep moving. Running past them is often safer than backing away and even if the zombie has double your speed and no stamina issues, chances are good you can reach your minibike or the zombie goes into a fit and starts running in circles.
  14. I noticed that while the vanilla car wrecks can safely be wrenched, the mod car models will transfer overkill damage to the bushel of grass and since it only has one health point, it will very likely be killed that way. The only safe option would be to stop wrenching when the next hit would do overkill and punch the rest of the car.
  15. I believe the tools have a high base price, so you need to collect a few coins to be able to buy one from the vendor. The side effect is that they are worth selling. The idea of the mod seems to be to not starve you off coins completely, but to make you go loot and sell the loot instead of your own crafts. If you could sell player made food, you'd be back at the wet concrete block situation going on in vanilla, more or less. It would also make the survivor class even more a must have as it already is. edit: Gah, I meant to copy both replies into one post. Well, I'll just sneak out of here and hope I get away with it just this once.
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