Experimental Features: Zombie slave derail

[quote=“Kevin Granade, post:120, topic:6900”]Hrm, yea once every few days with warnings probably wouldn’t be too bad.

Side note, you can tie them up.

Other side note, poking at adding pack-wearing ability to dogs.[/quote]

Sidest note, add ability to poke tied up zombies.

@reaper

I really hope I don’t sound that aggressive when I disagree with people. Sheesh.

Anywho, yeah I’m looking at adding this code to some other things as well, it’d be cool to add to manhacks and what not.

[quote=“Turtlicious, post:122, topic:6900”]@reaper

I really hope I don’t sound that aggressive when I disagree with people. Sheesh.

Anywho, yeah I’m looking at adding this code to some other things as well, it’d be cool to add to manhacks and what not.[/quote]

Manhacks might be a bit small (and the whole “flying with blades” thing means they shouldn’t have carry weight, and the blades might need Addressed), but copbots, etc ought to work.

Should be fairly easy after this. Just slap a “pet” effect on them and you’re good to go.
“pet” lets you use the new “pet_menu()” defined in game.cpp to interact with a monster, the “can’t attack you” effect is “pacified”. So for example if you disabled all a robot’s weapons, or hacked it to turn on it’s “can’t attack anything” bit, that would apply. Note I didn’t give this to dogs, because it keeps the monster from attacking period. There are other ways to make monsters disinclined to attack you, namely setting their hostility value to -1.
Also of note, friendly dogs and NPCs will attack pacified zombies on sight.

[quote=“Reaper, post:118, topic:6900”]

Fun?

Really?[/quote]
Did I stutter? Yes, fun.

Surviving - is fun. Epic losing - is fun. Playing with death - is fun.
Can't disagree with you there.
Permadeaths, lots of trash, press x to win, zombie-packmule, no challenge, zombie army, easy mutations and bionic, lots of weapon/food/etc - is no fun. It's boring.
Let's break each of these down: -Permadeaths: This is one of the main things that makes DDA a rogue like: If you die you have to start over from the beginning. That's always been a part of the game, and in many ways that's what keeps the game tense. -Lots of trash: Real life has lots of trash. DDA is (generally) an attempt at emulating real life, the useless garbage like empty cans and other junk included. -Press x to win: I don't know what this means -Zombie-Packmule: Yeah, that's what we're discussing, and what you seem so opposed to, but haven't really explained how that's relevant to this post. -No challenge: My countless deaths and near-deaths beg to differ. -Zombie Army: But that's not a thing. -Easy mutations and bionic: Not really. Getting ideal mutations involves having high-level chemistry skills and a good deal of repetition and trial and error. Bionics still require high skills to install properly and I can never seem to find enough power units and power supply abilities to keep myself going. -Lots of weapon/food/etc.: Once again, realism. There's something to be said for unnecessary bloat, to be sure, but if we followed what you said DDA would turn into Dungeon Crawl: Stone Soup which is cutting down on the variety of items and therefore gameplay tactics more and more every day. -Is no fun. It's boring: You mean it's boring to you. I know you've contributed a lot to the growth of this game (I love your Dinosaur Mod) but I really hope this hasn't make you grown arrogant enough to think your opinion can accurately speak for the entire player base of this game.
At this moment game has no balance and this - main DDA problem. Game has no hard to get targets. You can become supermutant/bonic monster/master kung-fu/... and [b]easy[/b] clear all region. With few zombie slaves it [b]easier[/b] right? Now you want regeneration of them, to make this feature [b]easier[/b] to use.

I’m honestly having trouble following both the language and the content of this so bear with me: The game isn’t balanced? Okay, that’s a nice opinion you’ve got there. It has no difficult targets, you can become a super mutant/bionic monster/kung-fu master and clear out everything easily? Maybe the problem is that you’re just too skilled for the default settings! How about using your handy-dandy options menu to turn up the enemy spawns, turn on fast zombies, crank up those hordes, and lower the drop rates of items (or like me, go to the logical extreme and turn item spawn to 0.01 for a VERY intense game! :^) )

I don’t know how to best explain this, but freedom is fun, and the ability to role play a different type of character that makes different choices is fun. I’m sorry you feel that more freedom to do fun things is a bad thing, and you’re entitled to your opinion, but everybody’s got a different way of playing.

How about do hard game? Or at least don't make easy.

You say this but never really explain how you would like it to be harder. It’s not helpful to just complain without even trying to offer suggestions for change so that they can be discussed.

And if you’re so against the devs simply heaping in more weapons/food/etc, I would think you would be happy that they’re actually adding in a completely new game mechanic like this, though small and controversial it may be.

That's always been a part of the game, and in many ways that's what keeps the game tense.
Death as result of error - it is good. See mi-go on ~max visible distance and die - it not good. Maybe it is way to do game more hard? It's not good way.
Lots of trash..realism
It trash like lots overpowered guns, lots of food, tools etc. You say "realism", you can show me stone pot, from 3 stones and long string? Or make 10 arrow shaft per minute/make stone axe and fell tree etc. Where is realism? You remove car batteries with hack saw, can't boil eggs, picking apples in the spring, and do more stupid things like can't hit in melee, but hit with throw. Dao of burning briefs/bush fixed?
Okay, that's a nice opinion you've got there
You don't understand that i want. I can fix all this. And i can get problems with merge.
You say this but never really explain how you would like it to be harder.
See "lab","board" or my git, if you want. I hate the fact that all masturbates on lots of items/professions/zlaves/z-levels/parquet etc, (Some of them good, but it - [b]secondary[/b] things) but do not care for the simple basic game things. Hey devs, who want hordes, tracks player to scent tracks/light, seasonal forage, running/stamina? I have this, but you don't give a f%ck.
You mean it's boring to you
P.S. And it's not only my opinion.

What “devs” are you even fucking talking about?

It’s open source. Make a pull request.

I’m seriously done trying to even start talking to you. You clearly have no intention of actually helping develop the game and just need somewhere to rant.

I do 3 pr, and so what? It don’t needed.

I do 3 pr, and so what? It don’t needed.[/quote]
Actually our responses were “these are the changes you need to make”. I know that your current horde PR would almost certainly go in if you were just willing to update it to work with the current game and make the requested changes.

Reaper has made quite a number of pull requests*, quite a few have made it in, but he also pretty consistently refuses to fix issues we have with said pull requests, so if there is any disagreement he’s unwilling to change his code, therefore it doesn’t go in.

*the biggest is probably adding dynamic hordes, but I think IcedPee is mistaken about him having anything to do with dinocataclysm.

I said before I don’t like the idea of this feature. I can’t imagine anyone going out of their way for this. In static spawn loot carry isn’t an issue because you can always come back. In wander/dynamic zlaves are unviable because they’d be too slow and clumsy. With Cataclysm lore making a zlave would be damn near impossible anyway. It’s inconvenient and only marginally useful. Now maybe it would provide a sort of scent shield, but then it wouldn’t make sense that zombies can track you in a crowded town at night.

Now repairing a broken cyborg or reprogramming robots makes sense.

I think sometimes when features are added we need to ask ourselves “what does this bring to the table?” In this case, a novelty at best, and at worst it’s a useless easter egg for our (myself included) The Walking Dead fans.

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Jesus christ there shouldn’t be this much damn flak for this. I don’t want this to go flame blades route, but the best way to to shut people up is to put it into a mod, like all the other ever-so-slightly controversal items. God.

Some of you guys need to remember it’s a game. I don’t see slave mods for skyrim getting flak.

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Perhaps I came across as harsh. Bear in mind this is the opinion of one person. I think it’s a novelty. I certainly don’t mind a mod for it. If it’s included in the game it’ll just be a feature no one would know about (forum goers aside) and never used. It just seems like a bad mix of psychopathic and inconvenient to me.

Then again I like NPCs in a room until they’re willing to train me again. If I could just cripple them so they couldn’t loot my stuff…

Should be fairly easy after this. Just slap a “pet” effect on them and you’re good to go.
“pet” lets you use the new “pet_menu()” defined in game.cpp to interact with a monster, the “can’t attack you” effect is “pacified”. So for example if you disabled all a robot’s weapons, or hacked it to turn on it’s “can’t attack anything” bit, that would apply. Note I didn’t give this to dogs, because it keeps the monster from attacking period. There are other ways to make monsters disinclined to attack you, namely setting their hostility value to -1.
Also of note, friendly dogs and NPCs will attack pacified zombies on sight.[/quote]

Wow that’s pretty rad.

e: Since it’s open source, if reaper makes a pull request, and someone else fixes it up, would it be merged?

That’s generally how it works, yes. What matters to the PR is whether it’s worth merging in the state its in, not how many people have worked on it.

Just want to say, doesn’t the goo take control of the dead body so all the goo is doing is driving around a corpse that looks as if it is sentient, but is just being ridden about? Like a car? So then you would just be enslaving the goo?

You know what, I never looked at it that way.

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Thank you for noticing. And yeah I don’t think a corpse would really want to break free of it’s bondage to the master as it isn’t technically enslaved, that’s like walking up to your car, chaining it up and laughing evilly as you tell it to drive about, while somebody is inside who can get in and out the doors easily and just looks at you like you’re a complete eejit.

So there, all but a few humans had died, leaving it to the “grey goo” sentinece to pick it up. Could you ever, and I mean ever see the actual goo being able to make a choice whether if it wants the host, or not? NO! It just picks the same host over and over again, until it’s in such an ill state it can’t sustain the host any longer. There you have your philosophy bit just there - sustenance. The goo is inclined to live by its own design - and by doing so it is trapped, snared, being it is perpetual by intent, or just for the plain kick of misleading a common concept.

What?