Man, I’m starting to get doubts if I could finish making construction materials in a year or two. For a small building made of reinforced concrete, I’m guessing I need about 120 walls or so. One wall is 12 bags of concrete, so I’ll need 1,200 bags plus a number of other materials.
I can cut down costs if I just use simple concrete walls instead, and generally in case of horde attacks I’m not gonna hide in the base for that sort of thing. Also, I’m just gonna use simple roofs for this. Ain’t no way I’m gonna make concrete for that as well.
Decided to do a savescum to test the effectiveness of cannon rounds in general.
I am both impressed and underwhelmed at the same time, but that seems to be a common theme with explosives in Cataclysm-- Really good at making a mess, not so effective at actually putting big zombies down. May just have to go with the “start a silly large fire” approach.
[quote=“SenorOcho, post:10042, topic:47”]Decided to do a savescum to test the effectiveness of cannon rounds in general.
I am both impressed and underwhelmed at the same time, but that seems to be a common theme with explosives in Cataclysm-- Really good at making a mess, not so effective at actually putting big zombies down. May just have to go with the “start a silly large fire” approach.[/quote]
Yeah, explosives in experimental have been screwy for some time now. They don’t really do enough damage, but they are SO MUCH BETTER than when they first got broken - then, they were CRAZY big, didn’t do basically ANY damage to structure or monsters, but instantly destroyed all items. Yeah, that was HORRIBLE.
A wreck next to the motel had cargo carriers, some of them either undamaged at all or only slightly. I took them all only to discover I’m out of batteries for the makeshift welder
[quote=“SenorOcho, post:10042, topic:47”]Decided to do a savescum to test the effectiveness of cannon rounds in general.
I am both impressed and underwhelmed at the same time, but that seems to be a common theme with explosives in Cataclysm-- Really good at making a mess, not so effective at actually putting big zombies down. May just have to go with the “start a silly large fire” approach.[/quote]
Basically, you’re beast off trying to a direct hit. The cannons have very high damage as projectiles, while explosions are…as has been said, underwhelming.
And sadly, I’m still knee deep in the DF. I have an old mod I’ve been frantically updating and fixing. @_@
After tiring of my last SWAT character, i decided to remake my best ever character using some debug magic. Murdoc Jackson, Lizard mutant cyborg scientist rides again. In order to balance the scales somewhat i have cranked up city size and spawn rate, as well as enabling wander spawns
After a few weeks in game ( i have 91 day seasons enabled) I have managed to soup up an RV with a FOODCO and electric forge as well as add armor plating and rams, raid a lab for some sweet bionics, forged a bunch of my own gear from smashed up cars and get a pile of guns and ammo.
I even managed to find a small town sandwiched between a couple bigger cities that i have cleared out and am fortifying. Also been collecting NPCs to occupy it, although i only have a few so far.
I have occupied small towns before, but it is so much more fun with wander spawns on. You actually need to fortify for attacks and clear out the surrounding areas from zeds that wander in. I even used a missle silo to nuke a nearby fungal bloom before it could become a serious problem for us. Construction is kind of a massive pain though, so i have just been dragging cars to make barricades and walls for now.
I also have a question, what is the best way to preserve veggies? I took a tractor and am planning on having a large scale farming operation, as i will need a big stockpile of food to survive the 91 day winter but i am not sure what the best way to make nonperishable foods with it all is.
[quote=“pisskop, post:10039, topic:47”]I tried to open a bunker’s cbm room with a mininuke. Id count it as a success . . . in that I got in. the cbms are redlined and a small horde spawned from the swamp, but hey. also I fell in the hole it left 2ce.
so maybe worth it? does damage to the cbm affect installation chances?[/quote]
Game crashed due to presumably NPCs. So I didnt waste the nuke. I guess Ill just grab a torch somewhere. I need one anyway, although Ive already got a welding rig.
Day 46 of first year - Reading ALL the books to kill some time and trim down temporary base inventory. Pretty much got my first city cleared of undead filth making it safe for the next generation of survivors, if they are any. Have yet to locate a refugee center.
Since my new plan is to make a base underground, I could go a little crazy with the layout for maximum containers. I wanna make a giant furnace where I throw in trash and burn them. Maybe an isolated area to keep a shoggoth sealed inside.
Day 46 of first year - Reading ALL the books to kill some time and trim down temporary base inventory. Pretty much got my first city cleared of undead filth making it safe for the next generation of survivors, if they are any. Have yet to locate a refugee center.
You can use the top left computer at any Evac Shelter to add the location of a Refugee Center on your map if you didn’t already know.
So I decided to fight this tank drone at close range. Night vision range, to not get gibbed in 1 shot. The tank used it’s flamethrower and… Burned my precious Berta, the MOLLE pack. That’s lower than low.
Found a swamp and large forest whose sole occupants were a military bunker and a mine. In fact, it was the same bunker I nuked in the pre-crashed world. I found a cargo trunk sitting outside the mine, and due to its isloation even the constant banging of the denizens of the mine didnt draw more than 5 or 6 zombies. I ran through most of my food and a good portion of my vending machine drink/loot creating the A.P.S. Thunderhorse.
Sporting a kitchen unit, 2 gas tanks, a welder, a mounted browning with 240 rounds, a minifridge, 5 cargo carriers and all floor trunks and hatches, the A.P.S. is a mini base I had more envisioned when I ran my mini-LP back at Bay12.
Basically its compact enough to drive into a city with reasonable mobiliity and armored enough to plow through all the things. The engine block is moved back some, I will put the 2 solar panels on when I have time, and its capable of safely going ~150 kph. Im guessing its more prone to skidding than normal, but it does have 6 wheels. Not that I know if that affects performance.
Its essentially an overhauled car, that was previously modified itself. I added more length and width. I typically perfer wholly made-from-scratch tools over repurposed ones, but there not being a functional difference, oh wells. Its strong enough to tear apart a motorcycle without much more than a scratch so . . .
I think I found a place to set up shop, but itd require . . . work. There’s a few, really. One is in a fungal field that I drove to will minimal problems. One is deeper in the swamp, but fungus free for the time being.
One is a farm far from my current position. One is a road that is mined several times, and one is a LMOE shelter. Id also consider a location by a sarcophagus, though as a rule of RP I try to stay away from locations like that or a sewer system.
[quote=“pisskop, post:10056, topic:47”]Found a swamp and large forest whose sole occupants were a military bunker and a mine. In fact, it was the same bunker I nuked in the pre-crashed world. I found a cargo trunk sitting outside the mine, and due to its isloation even the constant banging of the denizens of the mine didnt draw more than 5 or 6 zombies. I ran through most of my food and a good portion of my vending machine drink/loot creating the A.P.S. Thunderhorse.
Sporting a kitchen unit, 2 gas tanks, a welder, a mounted browning with 240 rounds, a minifridge, 5 cargo carriers and all floor trunks and hatches, the A.P.S. is a mini base I had more envisioned when I ran my mini-LP back at Bay12.
Basically its compact enough to drive into a city with reasonable mobiliity and armored enough to plow through all the things. The engine block is moved back some, I will put the 2 solar panels on when I have time, and its capable of safely going ~150 kph. Im guessing its more prone to skidding than normal, but it does have 6 wheels. Not that I know if that affects performance.
Its essentially an overhauled car, that was previously modified itself. I added more length and width. I typically perfer wholly made-from-scratch tools over repurposed ones, but there not being a functional difference, oh wells. Its strong enough to tear apart a motorcycle without much more than a scratch so . . .
I think I found a place to set up shop, but itd require . . . work. There’s a few, really. One is in a fungal field that I drove to will minimal problems. One is deeper in the swamp, but fungus free for the time being.
One is a farm far from my current position. One is a road that is mined several times, and one is a LMOE shelter. Id also consider a location by a sarcophagus, though as a rule of RP I try to stay away from locations like that or a sewer system.[/quote]
Now replace the side boards for stow boards,if you didn’t already, for extra space for loot. I use the stow boards as a buffer for the loot that I would later sort into my cargo containers.
I use cameras. I only have quarter panels and reinforced windows in front with curtains, to drive close enough to use control laptop on turrets before they waste my precious ammo. Because the cameras can’t see when it’s dark I also install overhead lights. It’s all for the loot, not a piece must be left behind.
Just installed a sonic resonator I found in a mine. that 31% chance of failure… Anything bigger than 2% seems like a lot. Also found an integrated tool set in there but the chance of failure was like half that so I didn’t even twitch. Luckily I managed to install both. Hoping for some vortex stones at the end of the mine.