Do they EVEN have tanks 2040s?
Beign that they cost more than they aren’t cost effective nowdays.
“The Northrup Emancipator is the first and only automated tank ever produced, made shortly after the split-up of Northrup Grumman. Clad in depleted uranium plating, and armed with advanced munitions and a 120-mm gun, it is capable of delivering extraordinary firepower.”
Other then that little tidbit. We really don’t know a whole lot about the armored forces of the American military circa 2040. Given the fact you encounter Tank Drones and Chicken Walkers at military roadblocks, they might have switched to an all automated armored force if the widespread adoption of robotic police forces is anything to go by.
I am wholly in favor of adding tanks though. Maybe light tanks at the most, I guess?
EDIT: Also, where can I find a list of all events that can have sounds associated with them in Soundset? The version I current have only has “menu_move” given a sound.
Yeah I asked about this somewhere and I guess you can’t curtain the hatches because they’re multitile open/close. They ought to just make them opaque. As it is they’re basically worthless.
You guys seem to be confused, the hatch is meant to be one of those trunk doors that hatchback cars have, not the type of hatch that tanks and boats have. And so its transparent, and has some cargo capacity. The heavy duty is only there if you ever feel like making an armored smart.
Oh derp. Son, I am disappoint. :V
Well in order for tank hatches to work we need multi dimensional vehicles.
Well for entrance hatches yes. But I was talking about those view port things. Fuck, what’re they called?
In coding terms, it’d basically be something you could switch between counting as a board (solid, opaque) or a quarterpanel (solid, see-through) by opening/closing it.
What’s the purpose of the tainted tornado?
BOOZE! Made out of zombie meat.
Noob question:
what should I do to completely exterminate a fungal-infested zone? I did already destroy the fungal bloom that spawned the hordes of Fungaloids I’m facing, but some of the groups it spawned have since grown to huge proportions (several times the size of my reality bubble). Now, what exactly do I need to destroy to stop them from growing by spores? Do I need to destroy the fungaloids? Or the fungal-infected landscape? Or the fungal floor terrain?
Cheap mutagen
[quote=“Malaxxor, post:8352, topic:42”]Noob question:
what should I do to completely exterminate a fungal-infested zone? I did already destroy the fungal bloom that spawned the hordes of Fungaloids I’m facing, but some of the groups it spawned have since grown to huge proportions (several times the size of my reality bubble). Now, what exactly do I need to destroy to stop them from growing by spores? Do I need to destroy the fungaloids? Or the fungal-infected landscape? Or the fungal floor terrain?[/quote]
You have to burn it, BURN IT ALL!
Like seriously, apply gratuitous amounts of fire. This is much more easily done when the affected area is just a single map tile. But it sounds like your dealing with a systemic infection of fungaloids that’s reached critical mass, so either you’ve gotta commit to burning everything to ash (spores, fungaloids, and fungal terrain) or you move on and never get near that place again.
Cheap mutagen[/quote]
Ah. Neat.
As for fungal infestations, yeah. Fire’s the first step. Light those fungal ground on fire. Sometimes a single lighter would suffice, but sometimes you might need a little extra. Now if you got a mini-flamethrower CBM, two hits on one fungal square should be enough, unless it’s raining.
As for the fungaloids. Well, kill fungaloids in the way you wanna kill them. Spore clouds could be a bit annoying since sometimes you miss. Nail gun works since ammo can be plentiful. If you have the chain lightning CBM, then killing the clouds can be a bit faster.
Cheap mutagen[/quote]
Ah. Neat.
As for fungal infestations, yeah. Fire’s the first step. Light those fungal ground on fire. Sometimes a single lighter would suffice, but sometimes you might need a little extra. Now if you got a mini-flamethrower CBM, two hits on one fungal square should be enough, unless it’s raining.
As for the fungaloids. Well, kill fungaloids in the way you wanna kill them. Spore clouds could be a bit annoying since sometimes you miss. Nail gun works since ammo can be plentiful. If you have the chain lightning CBM, then killing the clouds can be a bit faster.[/quote]
Chain Lightning is EASILY the best way to go - kill a few fungaloids, zap the area to get rid of the spores. Lather, rinse, repeat.
Unfortunately, short of multiple mini-nukes, a large fungal infestation is going to grow faster than any one character can kill it.
How if only one could recruit NPCs, give them flamethrowers, and get them to assist in that. They can if you’re clearing out an infestation with still-living fungal enemies on hand, but they aren’t so helpful against a currently-subdued blight with no monsters to target.
The main problem is that it’s hard to tell if there are any fungaloids left, especially in a dense forest. Fungal blooms are particularly annoying since it seems to spawn the most fungaloids. Towers and flowers, while they’re headaches as well, don’t seem to have a lot of fungaloids lurking in the area around them.
[quote=“Azrad, post:8358, topic:42”]The main problem is that it’s hard to tell if there are any fungaloids left, especially in a dense forest.[/quote]You’re already playing with fire. Make the forest less dense?
Burn the forest too. Preemptive self-defense.
The forest shot first, honest! ;w;
True.