Possibly because that same point can buy you an attribute point, which is a permanent bonus that currently can’t be replicated by any other method.
Don’t be so sure, my friend… A night, shitloads of worms, and high speed (in a car, of course) doesn’t mix too well with minefield’s, as i have found out already
Triffids screwed up my outpost. So i wanted to deal with them. Gathered 8 molotov’s, 100 7.62x51 and my belowed SCAR-H. Got to theyr caves… And now what? Theres shitloads of vines and other crap. I tried to burn mofos out, but it’s seems that fires don’t want to settle, so i can’t pass further into tunnels. Any advise on this,except mininukes?
IIRC tear gas + gas mask is actually very effective against triffid groves.
So, do i have to bring along fire extinguisher, just put out that fire and use teargas instead? Will TG kill those creatures or what?
Teargas will work just fine in combination with fire. And AFAIK (I’ve never actually done this, just read reports) tear gas will make them all start coughing, which should slowly cause them to keel over dead.
Unless you get Bionics or mutations.
Enhanced base stats would make the extra bonuses even more effective.
Personally I use skill rust option 1 and usually survive (a day or two or) a few months before I fail to notice a squad of Ninja Bears, decide to test something, or set off the wrong explosive in the wrong place and burn down everything everywhere.
In the long run 2 bonus strength, dexterity, or perception up to 10-11 is priceless in comparison to any possible starting skill.
Edit: In the short run as a newb, starting with some skills is probably a great idea.
However I would definitely like to see separate skill point allowances in char-gen, everybody should start with some skill at something. Having even just 1 point that can only be allocated into skills would make the skills tab noticeable again, as is I just go stats> traits> name> maybe template> done.
What can i do to stop endless swarms of dermatiks that want to eject their larvae into my flesh?
They keep spawning and spawning and soon i will run out of cocaine , i need quick advices.
This is terrible advice, especially in a newb thread! Why waste an entire day, especially that early in the game, when a single point at character generation will start us with archery:2? Then, we only need survival:1 to craft a longbow. Which is easier? Raising a skill by 1 or 2? The day would be better spent finding clean water, foraging for food and essential supplies. By the end of day 1, we should have enough clean water and food for 1-2 days.
THAT bear, definitely, but not THAT landmine. My characters get a very high Perception, which not only skyrockets my ranged attacks with bows and firearms, but guarantees that I’ll always spot those buried bear traps and landmines long before I get close enough to step on them.[/quote]
Currently the difficulty for longbow making in the latest download I have been playing is 2. Otherwise I wouldn’t have been doing what I said and done other things :P.
I have some questions about spawning.
- How does wolf/cougar/etc. spawning work?
- What exactly does static/dynamic spawning mean?
- What is spawn spreading?
- Does anyone know how random NPC spawning works?
Thanx for advice. I’ll try to find some TG around.
[quote=“Destructios, post:930, topic:42”]I have some questions about spawning.
- How does wolf/cougar/etc. spawning work?
- What exactly does static/dynamic spawning mean?
- What is spawn spreading?
- Does anyone know how random NPC spawning works?[/quote]
AFAIK all wildlife spawns dynamically (cougars, wolves, bears, giant mosquitoes, etc)
Static spawning is where enemies spawn when the map is generated, currently effects only zombies (AFAIK), this means that if you have static mode on then towns will be full of zombies of all kinds right from the beginning.
Dynamic spawning is where enemies spawn based on noise and time. Making noise causes enemies to spawn nearby, the kind of enemies depends on how old the world is. For the first hour zombies don’t spawn, after that making any significant noise will have dozens of zombies spawning ‘nearby’. You first only see normal zombies, but after the first couple of days, you start seeing acid spitting zombies, lightning throwing zombies, boomers, necromancers, etc.
As far as wildlife is concerned, it’s just based on noise and area (forest, swamp, etc).
The difference is that in dynamic mode each town has a number that represents the zombies in town, and when you make noise this number goes down and adds zombies to the world, while in static mode all the zombies are already there in town. The key difference is that in dynamic mode zombies can spawn behind you and/or surrounding you if, for example, you fire a shotgun in the middle of town.
Thanks for the great answer! So coyotes and whatnot only spawn in places like fields and forests, or can they spawn in towns?
Only in fields/forests, though they could potentially spawn near you as you entered and then follow you in.
Wildlife does frequently spawn in towns as well, though - probably due to the fact that towns are typically interlaced with field tiles.
Screwing 'round my base camp i sudently decided to play with fire But for unknown reasons my homemade flamethrower keeps shoting right under my feet. Gonna need another pair of sneeker’s… Any way to make it work, or it is suposed to be this “HOT”?
Edit: This appears to be fixed, already, so be certain you’re using the latest nightly build.
This was a recent issue with the longbow, i.e., firing at yourself when no targets are in range. I’ll update the issue tracker. As a workaround, you can press ‘f’ once and use the movement keys to choose where to fire, before pressing ‘f’ again.
Okay I have another question about spawning. What are the estimated sizes of the pool for dynamic spawning in a given town?
a very precise estimate would be very very big
About the same as the number of zombies you’d find scattered throughout it in static spawn, in my experience.