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Akrux

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  1. My brain fart. I have spent too much time playing mods that forged from inventory and forgot about the old way of smelting into the forge first. Thanks for the answer.
  2. I can't make cement. The ingredient for cement calls for "stone" but I can only gather "small stone". There is an item in the game called stone but the ingredient list for that includes cement. I think that "stone" might be a stone block.
  3. I tried WotW for the first time about a month ago. The first game I played was at warrior level but I found that very easy so I started over at insane level. Unfortunately even insane was still too easy. Despite this I enjoyed the mod and many of the features were new and interesting. PROS - The different heights for the zombies and the new zombie profiles were great - The class machines were good - The new quests were interesting but got a little bit overwhelming over time - Adding tungsten as a material helped to expand the game from vanilla - Fast crafting at the ammo forge and other tables was an improvement over vanilla - Duplicate skill books being recycled as random skill books was good. Maybe 5 class fragments could make 1 skill point. - Portland cement using up the surplus stone was good. CONS - As mentioned above the game was too easy at insane (more about that below) - Having an accessible but still invulnerable trader building made the first days less fearful - Farming was unneeded as grilled red meat and boiled water were very abundant - Having abundant skill points and level requirements defeats the role playing aspect - Good gear was accessible far too quickly. - No real reason to explore the map as everything you need can be found within 1 km of your start. - Having to wait at the crafting table for a "crafting" quest is boring. - Never did find a quest trader or a book trader. - Never saw a tool and die set but ti was never a problem. WHY SO EASY? While playing at insane I got the schematic for fantasy chest on Day 1 (90minute days) solving any storage problems forever. Then on day 2 I found a HD ergonomic grip. Combine that with the tier 5 tungsten club that I bought from the soldier machine for 12k on day 4 and I was a clubbing monster. On day 5 or so I found a bonus materials mod and a bonus experience mod that I put on my iron pick axe. When I found a small above ground pyramid shaped deposit I would pop a rock buster and get to work. I had so many materials including tungsten that I never bothered to visit other zones and did very little underground mining. The crates on the posts in the wilderness netted me some very good loot. I basically never crafted any equipable gear as the loot and quest reward gear was better than I could craft. Eventually doing some level 5 buried supplies quests netted me high tier tungsten armor pieces. By day 25 or so I was getting all 5 quest rewards instead of just 2 rewards. The % experience cards worked on the fixed experience cards. Thus I saved up the fixed experience cards and then popped a +30% card and quickly gained about 5 levels from all the other cards. The slimy green boulders were each worth about 3k experience so it was better to farm them then killing zombies. By day 35 (90 minute days) I had reached level cap 500 and still had over 150+ skill points unspent. The day 35 horde came to my Portland concrete base that had 100 tungsten spikes, 100 steel spikes, 50 HD blade traps, 18 turrets and all steel clad base supports. There was electric zombies in the horde but nothing exploding or otherwise doing serious damage. The horde died to my sniper rifle by the hundreds. Since I was at level cap already all I got was some rifle skill and a couple of hundred loot bags. My loot stage was 798. I had over 300k dukes saved up by then, a 4x4 truck and a tricked out motorcycle. I stopped at that point as I really didn't see anything left to accomplish. HOW TO IMPROVE One basic change that this mod and others could use is the silent zombie. A percentage of zombies can approach your avatar silently. Higher difficulty level the higher the percentage. Insane having about 25% silent seems about right. Yes you will see some of the silent zombies coming at you head on. However this change still adds excitement as you never know for sure what is coming for you unless you check your six. Specifically for this mod I believe the dev needs to revamp the level gating for skills. The replay value is low if there is no shortage of skill points. If you want to be good at say swinging a club then you need to give up some other skill sets. This could be achieved by making some of the higher skills cost more than one point. So basic skill is cheap but specializing to high levels of a skill is expensive. Thus you need to decide on your role and spend accordingly. I would prefer a system where I need to save up 4 skill points for a higher skill improvement instead of wait for level 200 and spend 1 point. Also the skill cards that reward 3 or 4 points need to be removed. A big problem in this mod is that the good stuff can drop far too early, as happened to me. The crates on the posts in the wilderness need a serious nerf of quality of gear and quantity of ammo. If you want players to invest in crafting skills then you need to restrict the best gear to crafted with extensive craftable components. I think I got a trader advancement reward of 500 tungsten shapes which is a huge amount of very expensive material. I know many players enjoy farming but I don't bother with farming if it is a chore. One way to do this is to remove the replanting of the crop. When you harvest you might only get 2 corn but the corn is reverted back to "growing" and you don't need to craft a seed and replant it. The cost of creating a forever corn seed can be 5 corn or more. Thus establishing a farm can be expensive in the short run but rewarding in the long run. This mod needs an endgame. A nasty place(s) with lots of mobs with over 2k hit points as you find in other mods. To win there you should need some serious firepower, skills, gear and ammo. OVERALL This is a great mod with some significant improvements from vanilla. Grats to the dev. Donation sent to a fellow Canadian.
  4. I can't make ink. I have the ingredients. I have the skill. It says to use chemistry station. I tried every workstation and nothing will craft ink. I don't have the advanced chemistry workstation yet. If that is required then I wont be able to craft any ink for quite a while. Any suggestions? Good mod BTW. Hard which is okay and still some Russian descriptions but it has not been a problem.
  5. You nailed it SnowBee thanks. After upgrading to 20.6 the game runs perfectly.
  6. I am trying to play this mod for the first time and I am getting an error message. I have a freshly downloaded from Steam clean install of 7DtD 20.5 on my C drive with no mods folder. I manually downloaded the mod from nexus mods and extracted it. I pasted the extracted mod inside the 7DtD folder. No EAC is involved. Upon starting the game I get the error message attached. I skipped the starting error message and got into the game and it seemed to play fine for about 20 minutes but then I got non stop red error messages. I also tried going through the mod launcher version 2.1.37.17818 and got exactly the same error message. There is a version 3 of mod launcher that I tried but it doesn't seem to be complete at least not for Apocalypse Now.
  7. I reinstalled with 20.3 and now its working fine. Thanks for the advice. I am playing at insane and wow there are a lot of zombies in town. Lots of experience opportunities.
  8. I had the same problem. Copied 20.5 B2 stable to a new folder. Dropped in the Winchester mods file from the download. When I tried to start the game I got a red error message 'MissingFieldException: Field 'XUiC_GamePrefSelector'. Without the mods folder the game worked fine.
  9. Love the idea that tougher mobs are coming. Right now with a good gun, mods, skills and ammo the toughest mobs are pretty easy. Horde night is also too easy if you have a decent base and a decent gun etc. When the tougher mobs arrive in game I hope that you will also improve static base defences a bit, Maybe iron or steel log spikes instead of the next to useless and ugly 4 forged iron bar trap thingy (I forgot the name).
  10. Darkness Falls is a great mod and worth playing. It does have a learning curve but it is worth it for all the new stuff in the game. Yes it is harder but not super hard. I suggest that you play at one (maybe two) level(s) lower difficulty than you play vanilla. I can't answer all of your questions but I will fill in what I can. - you need a DF map because of POIs that are needed to play the mod properly. They are good maps. - I never tried cheat mode - I would not use other mods with it and there is no real need for other mods - definitely worth a try - base defense is important in DF and some of the mobs will blow @%$# up including your base. You can schedule horde nights for every two weeks and that will help a bit. For my base defense I use a boatload of metal log spikes under a second story base that is held up by 2x2 columns of reinforced concrete. Centered iron/steel bars laid flat allow you to body pull the zombies and shoot down easily. I also clad the columns above the spikes with reinforced concrete. Eventually I will have titanium blade traps around this. Also have some SMG or shotgun turrets shooting inwards to kill zombies that are attacking the columns. A few shotgun turrets up high will take care of the flyers, It still requires an active defender to shoot some of the bomber zombies before they explode. An M60 and a ton of ammo helps a lot with this. You certainly don't need all of this for the first horde night but by day 56+ you should have most of it. Typically it takes a days worth of mining and a days worth of repairing to fix all the damage from a horde night. That still leaves you 12 days out of a 14 day cycle to quest, explore and expand your base.
  11. I did read the previous work and you have some great ideas. Myself I think of 7DtD as really two games in one: Combat and Crafting, Why not have two skill point pools and two skill trees? If you kill zombies you get combat skills points as a reward to be be spent for only combat skills. Likewise anything else that you do like crafting, mining, farming, looting, construction etc give you points to spend in the Crafting skill tree. Overlay this with a "use it to improve it system" like swing a sword to eventually do a little more damage with swords, Similarly if a player forges a lot of stuff they eventually get better forge yields or faster forging. A player that spends all their time killing zombies will not be able to craft a better sword but he/she can kill tougher than average zombies in order to hopefully find or buy an okay sword. A player who has spent a lot of time crafting should have better crafted armor, weapons, mods and ammo and thus have a decent fight against tougher zombies. The best gear in the game has to be crafted not looted or store bought. In a multiplayer setting players could specialize more than in a solo game.
  12. I had the same problem. It seems that Modlauncher is goofing up again (no surprise). It was trying to download and install the 2 GB Undead Legacy file in about 6 seconds. Use the link that Subquake listed above to do a manual clean install. If you want to continue from a saved game you will need to move your save file (indexed by region name) from C:\7dtd\A20\saves to C:\users \username\Appdata\Roaming\7DaysToDie\Saves. If you have just started a new game I would recommend for you to start a new game from scratch as who knows what else might be messed up with your install from ModLauncher.
  13. 7DtD version A20 experimental with DF V4-Dev-B30 player level 177. I finally got the tenth purple paper to open the last tech tree. I bought all 5 levels of technology crafting and used nanites to make 5 Physical Conditioning shots and 5 Gotta Go Fast shots. I used all of the shots but when I looked at my skills they were messed up as seen in the screenshots below. I am not sure if I messed up or the game is messed up. I meet all the level requirements so that is not the problem. My max health is now 400 so that part worked. Gotta Go Fast is locked and is under Technological Boosts. Holding the mouse over it says you can't have any tech boosts when I think it should say that you cant have any bio boosts. I never crafted or used any bio boost shots. Any suggestions? My second problem is that I have never seen a single energy cell in 177 levels. Not as loot or for sale by a vendor. I have the uranium and the plutonium but can't build a fusion forge as that requires energy cells. To make energy cells you need enriched uranium but you need a fusion forge for that. Catch 22. I was able to buy a laser workbench and single laser multi-tool from a trader. The laser multi-tool only scraps to iron not energy cells. I am playing solo on a custom map not a pre gen map. I have yet to find the trader that sends you to the underground bunker if that even exists on my custom map. Any suggestions as how to get some energy cells?
  14. Yes it most definitely was a behemoth and I certainly had no other mods running. One possibility is that the Mithixdino glasses I found early might have been messing up the loot stage. They added 45 to the loot stage and I wore them constantly for days until I found some +10% experience goggles. Now I only wear the Nithixdino for looting or turning in a quest. The other change I made was I downloaded your Wandering Horde Frequency mod, unzipped it and installed it in the mod file. I am not sure which change made the difference but the end result is that the wandering hordes are back to normal. Assuming around 30 mobs with a few nasties mixed in at day 24 is normal. Great mod by the way and the mutant spiders were a surprise. Posted the above and then had 3 zombie titans (5k HP) spawn in the next wandering horde. The horde looked to be about 30ish in number. There were more regular mobs coming on the right not included in the picture. Not complaining just not sure how to deal with zombie titans with my gear and skills.
  15. Just had another enormous wandering horde spawn and come at me and I was not in a POI. I have defeated a couple of these hordes and gotten some good loot from red loot bags. However this one was impossible to beat with my gear and skills on Day 17. Behemoths don't die easily when you don't have the mod to stop their regen. Does your modlet "Wandering horde frequency" work with vanilla DF? Will I need to start a new game or can I use my current game save and continue with the added mod working?
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