Tips, Tricks, and Newb Questions!

No problem.

I’ve adapted … saving three times an in-game day, and when I sleep. Probably should do it just before and after high-risk stuff too…

I have a hunch that it might be a memory leak of some sort. Has anyone just gone to the crafting menu, and kept pressing the arrow keys?

Technically yes hurhur.

But I’m pretty sure pressing arrow keys to browse the craftables won’t crash a game.

Question … I have made fletching / arrowheads and both heavy and normal wooden arrow shafts yet i cannot combine … how does one actually assemble them into complete arrows? Im assuming I just dont have the fabrication and or archery skill needed yet?

You need the recipe, which is in a book.

I like that the game keeps track of what you made the items out of now too. Something about burst firing crossbow bolts made of of bee stingers is tremendously satisfying to me.

Is it just me or is the umbrella a decent starting weapon? It does half decent damage and strikes about 2-4 times before the zombie has a chance to attack.

Lets say a zombie spots me from a distance and proceeds to follow me. If I escape its sights on me by going behind a building or inside a building, how long will it continue to follow me? Specifically, is it programmed to inspect that area in which it last saw me or follow the last general direction in which it saw me for x amount of turns. If it’s the latter, how many turns?

I’m pretty sure that it follows you by smell.

That they do. And noise, and I think vision.

Zombies use all 3, yes (though some creatures only use some of them).

As for how long they follow you it depends on what is making them chase you. For smell they tend to keep going as long as there is a good scent for them to track with. Remove or blur the scent and they’ll stop. For hearing they move towards the source of the sound for a number of turns dependent on the volume of the sound. The louder the sound the longer they will move towards the source (as well as the farther away they will come from. For sight IIRC they try to move to the last place they saw you at. If they can’t see anything from there (or fallback on another source of tracking, such as scent) then they stop.

That said it’s fully possible to lose a zombie (or several) by running through a few buildings shutting doors behind you.

How is dodge chance calculated? If possible can you provide a simple example/formula of lets say a character with 10 dex and 3 dodge and no ecumbrance vs a normal zombie with a melee skill of 8 (which I think determines hit chance for monster?).

edit1: Also, is there a difference in how dodge chance is calculated against melee attacks and versus range attacks.

I recently found out that shooting my .50 sniper rifle in the middle of huuuge town is !FUN! :wink:

Not enough exclamation.

Well, they died. All of them. It’s helps to carry some other weapon on those kind of trips. Like M249 with 2k ammo :smiley:

Then you missed even MORE exclamation. That much fire means its !!FUN!!

Here’s a tip: If you have the Internal Furnace: CBM, make double sure you don’t [accidentally] eat your fancy plastic/wood guns.

.<

[quote=“flaede, post:4036, topic:42”]Here’s a tip: If you have the Internal Furnace: CBM, make double sure you don’t [accidentally] eat your fancy plastic/wood guns.

.<[/quote]

with the latest experimentals, both the Furnace and the Battery System can be turned off so this won’t happen.

And still one can light up his wood stock instead of stove. Keep your fire extinguisher around at all times :slight_smile:

Okay, I’ve got a few mechanics-heavy questions here, regarding how creatures spawn.

First, does setting the world to Dynamic spawn effect how monsters spawn in places such as labs?

Second, does changing the spawn rate effect things like animal spawns, or spawns in areas like labs?

Third, does changing the spawn rate effect how Wander Spawns work? Initial testing suggests it doesn’t reduce the numbers in a horde, but would that change how fast the horde spawns zombies?

The reason I’m asking is that I’ve been trying to do Static Spawn with Wander Spawn, and… well, I like the idea of being able to clear out an area once you kill enough zombies, but the thing is, I’m finding it almost unplayable. I’m not a fan of Static Spawn alone because it seems to have something of a difficulty cliff. It starts extremely hard, then drops to extremely easy once you can effectively combat zombies. I like Dynamic spawn, but I also like the idea of being able to eventually clean out a town of most/all zombie presence. And while I want to like Wander spawn, because it means that nowhere is safe and that a roving band of zombies might attack you… except that instead of wandering, they seem to home in like heat seekers on my position no matter what I do, and a single loud one can draw multiple hordes down on your head. [size=8pt](one game met an unfortunate end after a deer stepped on a buried land mine and, unbeknownst to me, drew two massive hordes to my location; I promptly got mauled to death by skeleton dogs. The other ended after no less than 4 hordes converged for reasons that escape me; true, an NPC did fire a few blasts from a Remington 870, but two homed in on my base and my exact location 5 tiles away, while the other two moved in on an area I had just cleaned out, and I hadn’t made any real noise there to draw them, so…)[/size]

Basically, I want to run a game where either the Wander spawns are the primary threat; hordes on, but the spawn rate for zombies in cities is low. Failing that, I think I might just go back to Dynamic spawn.

[quote=“Nioca, post:4039, topic:42”]Okay, I’ve got a few mechanics-heavy questions here, regarding how creatures spawn.

First, does setting the world to Dynamic spawn effect how monsters spawn in places such as labs?[/quote]Yep, it lets them respawn.

Second, does changing the spawn rate effect things like animal spawns, or spawns in areas like labs?
Yes, it does, atleast for hostiles.