We are going to need a bigger cow. badabumtish sadtrombone
a cowman?
a less bullheaded tactic?
Better studs in armor?
You hoovta rethink this?
I’m very sad there is no goat mutation path. Then I could have said:
“We are going to need a bigger goat.” which fits better with the (extremely dated) reference I was making.
Unrelated, pisskop, did you see my wiki additions to your mod pages?
yuppers.
it appears youve begun work in earnest. Itll be up to snuff in no time.
Grabber zombie + spitter zombie.
That was frustratingly adrupt >;c
Found 50 mini nukes in science lab, I picked them all up and noticed one was leaking plutonium (soo evil…), decided to leave it behind. As the stairs were really close I activated it and set timer to 30, didnt count in encumbrance for carrying the 49 nukes, only got across half the room… went out in a large baaaang…
Lol thats pretty funny :).
Would u not have been covered in radiation even if ya had made it out from the one nuke that was leaking?
I would but… easy to deal with radiation. Find it funny that there was this one dmged nuke out of 50 that was leaking, if its by design and not cause some secu bots exploded i find that hillarious by the dev, give that man a medal!, good pasive trap for a guy like me, why would i bother taking a dmged nuke if 49 were flawless and why leave it behind without activating it, if you can leave that lab with a bang, was wondering how i will die this time, kinda knew something will go wrong the sec i noticed the dmged nuke. Just didnt expect encumbrance or timer to be the reason… lol
Not by design. I even added reinforced glass walls around the endgame loot, because it got damaged so easily. (The books and solar panels never survived).
Not by design. I even added reinforced glass walls around the endgame loot, because it got damaged so easily. (The books and solar panels never survived).[/quote]
I find it open most of times, the problem is secubots love to step into dissectors.
Apparently, if a dog attacks a horse at the end of the reality bubble, the horse will proceed to aggro you from across the map, and make chase, and make several moose angry along the way, both of which will ignore each other and make a beeline straight for me.
Man, i love this game, but it does not cease to amaze me how upset it is capable of making me.
The addition was very recent. So yeah, the secubot, dissector problem should not happen anymore. They might even not explode anymore. (as dissectors also got changed).
Could someone explain to me why I just died on my longest living character ever?
No pain or status effects.
- Activated nail bomb.
- Threw nail bomb 10+ squares away.
3. It landed 1 square away. - No. Not like this.
- Picked it up and threw it again.
- It exploded in hand instead.
Had throwing skill 4.
What went wrong? Massive amounts of salt atm. Massive.
EDIT: Massive amounts.
[quote=“Vidiveni, post:2094, topic:339”]Could someone explain to me why I just died on my longest living character ever?
No pain or status effects.
- Activated nail bomb.
- Threw nail bomb 10+ squares away.
3. It landed 1 square away. - No. Not like this.
- Picked it up and threw it again.
- It exploded in hand instead.
Had throwing skill 4.
What went wrong? Massive amounts of salt atm. Massive.
EDIT: Massive amounts.[/quote]Critical throwing fail.
Might have survived if you sprinted in the opposite direction of the nailbomb, instead!
[quote=“iceball3, post:2095, topic:339”]Critical throwing fail.
Might have survived if you sprinted in the opposite direction of the nailbomb, instead![/quote]
Thanks. I see. A critical fail.
[quote=“Vidiveni, post:2094, topic:339”]1. Activated nail bomb.
2. Threw nail bomb 10+ squares away.
3. It landed 1 square away.
4. No. Not like this.
5. Picked it up and threw it again.
6. It exploded in hand instead.[/quote]
Weirdness in projectile mechanics + nail bomb having bad stats.
When a projectile loses all damage, it stops (unless it has a flag that marks it as fluid). Projectile loses random amount of damage per tile. Nail bombs have no base damage and low weight, which makes them bad for throwing.
[quote=“Coolthulhu, post:2097, topic:339”]Weirdness in projectile mechanics + nail bomb having bad stats.
When a projectile loses all damage, it stops (unless it has a flag that marks it as fluid). Projectile loses random amount of damage per tile. Nail bombs have no base damage and low weight, which makes them bad for throwing.[/quote]
Thanks for the detailed explanation. It will help me avoid this in the future.
What was your dexterity? The ranged malus is pretty bad btw. iirc it is a % that you fail your throw/ranged attack. And yes, a lot of ranged attacks nowadays can go pretty wide if you miss. Was implemented as a game balance thing, as throwing was very strong. This is also a possible explanation.
But yeah, it is more likely that it is what coolthulhu said.
How widespread is this issue guys? I have not played with thrown explosives in some time. Should the wiki be updated with some warning?
Dex was 8.
If the system makes it much easier to throw heavier than light objects as Coolthulhu mentioned, it explains why molotovs feel like they reach their destinations much more reliably than grenades and nail bombs. Nades feel like they have a 50-ish% chance to only reach halfway, and the nail bombs never went very far for me.