Like a palisade wall that offers cover to the person next to it.
Basically, yeah. That way we could add foxholes.
Would it be possible to add needed and additional components into crafting along with Any-component and volume limit?
What I’m basically trying to achive is a possibility to craft a Custom Gopack from a storage of my choice (backpack or rugsack for example), fill it with stuff I want while game monitors the max storage volume of the basic item.
Right, I see in the new experimental that you no longer can use two handed weapons with the Fusion Blaster Arm CBM. There was a CBM removal option added too, however you obviously cannot remove the FBA CBM.
Which brings me to the suggestion: Have a prompt before casually lopping off a limb. I have always suspected that nobody actually intends to use this awful thing, they just install it accidentally. Which is hard to believe in-game due to the nature of said procedure.
Well at least inventory management just became a-lot easier.
[quote=“someguy, post:2423, topic:5570”][quote=“Slax, post:2418, topic:5570”]The Sheltered start really could do with some refinement. Seems like easy mode.
You get +3 points and start with a ton of skills and resources. Seems off to me.[/quote]As pointed out, perishables will have rotted away and foraging is harder. Raiding towns is also much more dangerous because more zombies will have evolved.
I’ve seen multiple hulks spawn at once (i.e. on the same screen) on day 1 using sheltered start before. It’s not quite the free points it used to be.[/quote]
Hulks seem to be about as common as fat zombies. 0.C 3542
Idea: Flavor names for vehicles
Desc: Basically add names per class of vehicle. So instead of seeing three "Car"s on a street, you might see a “Honda Civic”, “Ford Fusion”, and “Audi A-3”. It would populate using the name generator for the NPCs just on a class by class basis. For even more fluff use the year as the first name and the make/model as the second. IE “You see a 2025 Toyota Tundra.”
Going reaaallly in-depth and probably more difficult to implement would be the name corresponding with wheel/engine quality. As in the Honda Civic would have smaller tires and smaller engine displacement V-6 than a Ford Fusion. I’m not too sure on how hard that would be to tag on though, it might be a scripting nightmare, or as simple as some formlists.
Reason: Fluff like this can help with immersion and adds just that much more variety to the game.
Might be silly because of the future setting, but then again we could come up with new manufacturers/models.
Some people do not see makes and models when they look at a motor-vehicle. I mean, sure, they are printed on the thing, but I am more interested in what it is made out of and how it operates and the name really doesn’t have any correlation to that so it is a piece of information that I can just throw away. So it would be grand for immersion for some people, so not a bad thing, but it would also be nice to have actual useful flavours to go along with that. You could have old vehicles and rusty vehicles and well-maintained vehicles and repaired-after-a-major-accident vehicles and vehicles that have been converted to run on a different type of fuel and vehicles with the tops sawn off… If vehicles had zero to three such traits and were generated accordingly, which presumably is already partially implemented with their selective disablement, then that would be something that could make the vehicles feel as though they had a history that lead to them being abandoned rather than just being randomly splotted down because it is a road and roads have vehicles…
It’d also be nice if vehicle damage affected performance, red tyres partially losing traction, red engines losing power and efficiency, red containers losing contents and creating stains over time… Red parts could also be more prone to damage, although that might create an unpleasant cascade effect hat would all but force people to stop and repair their vehicle after ever scratch…
[quote=“RAM, post:2447, topic:5570”]Some people do not see makes and models when they look at a motor-vehicle. I mean, sure, they are printed on the thing, but I am more interested in what it is made out of and how it operates and the name really doesn’t have any correlation to that so it is a piece of information that I can just throw away. So it would be grand for immersion for some people, so not a bad thing, but it would also be nice to have actual useful flavours to go along with that. You could have old vehicles and rusty vehicles and well-maintained vehicles and repaired-after-a-major-accident vehicles and vehicles that have been converted to run on a different type of fuel and vehicles with the tops sawn off… If vehicles had zero to three such traits and were generated accordingly, which presumably is already partially implemented with their selective disablement, then that would be something that could make the vehicles feel as though they had a history that lead to them being abandoned rather than just being randomly splotted down because it is a road and roads have vehicles…
It’d also be nice if vehicle damage affected performance, red tyres partially losing traction, red engines losing power and efficiency, red containers losing contents and creating stains over time… Red parts could also be more prone to damage, although that might create an unpleasant cascade effect hat would all but force people to stop and repair their vehicle after ever scratch…[/quote]
I guess I could see that, but then why not make vehicles come labeled with their class. As of now I really don’t even understand the point of labels on cars
I’d hold the flavorful stuff until we have a good method of telling those apart without rewriting the entire car json.
Something like “part groups” that would allow us to construct vehicles out of bigger building blocks than single parts. For example, basic car block (chassis, seats etc., but no engine) coupled with V8 gives one car, with V6 a different one.
I’d hold the flavorful stuff until we have a good method of telling those apart without rewriting the entire car json.
Something like “part groups” that would allow us to construct vehicles out of bigger building blocks than single parts. For example, basic car block (chassis, seats etc., but no engine) coupled with V8 gives one car, with V6 a different one.[/quote]
I’m pretty new to Cataclysm DDA, so I wan’t aware all the cars were tied together like that. I was hunting for free games while my Steam account was hacked and found this game. Got my account back a few days ago and still haven’t played anything but this. Lol.
Well, currently the cars are written as a complete entities made of parts.
Adding a new part like dashboard clock requires adding it to all the relevant car jsons (json is a big block of human-readable data, you have those in data/json/ in your game directory). When you have 300 cars to edit, you have to add the line to ALL of those jsons.
That’s why most cars are now just a plain “car”.
Also, because visibility. Being able to tell what kind of car is it matters.
[quote=“Coolthulhu, post:2451, topic:5570”]Well, currently the cars are written as a complete entities made of parts.
Adding a new part like dashboard clock requires adding it to all the relevant car jsons (json is a big block of human-readable data, you have those in data/json/ in your game directory). When you have 300 cars to edit, you have to add the line to ALL of those jsons.
That’s why most cars are now just a plain “car”.
Also, because visibility. Being able to tell what kind of car is it matters.[/quote]
It always seems like some hardcoded thing stands in the way of all my great game ideas. Guess that why I’m a writer. Heh.
Engines, at the very least, do lose performance with damage.
Also damaged gasoline/diesel/water tank leaks its contents as well.
Having the bleeding effect reduce your maximum stamina temporarily.
I think being cut open would make me want to run more. Adrenaline man.
Blood loss causing anemia, is what I think he meant.
Thing is, bleeding wounds have no real consequence. Far as I know, they can damage the afflicted limb, but not kill you unless it’s head or torso bleeding. So basically, one nod to realism (limb health) creates another failure in realism.
[quote=“Random_dragon, post:2457, topic:5570”]Blood loss causing anemia, is what I think he meant.
Thing is, bleeding wounds have no real consequence. Far as I know, they can damage the afflicted limb, but not kill you unless it’s head or torso bleeding. So basically, one nod to realism (limb health) creates another failure in realism.[/quote]
Ah, so actual blood loss. Could do a DayZ-ish system? Would give saline solution a good use.
Maybe, or a DF system. Basically move blood loss to a general meter and make emptying it be a Bad Thing, but still track which body part is bleeding.
unless your a slime then you could probably just suck the blood back up
either that or give you immunity to bleeding