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Levels 1 - 6 in Breakdown and haven't found a single assault rifle. I've got shitloads of grenade launchers and fancy LMG's and SMG's but not a single assault rifle. Ah well, maybe next round.
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# ? Jun 3, 2014 21:00 |
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# ? May 28, 2024 23:31 |
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Lasher posted:Levels 1 - 6 in Breakdown and haven't found a single assault rifle. I've got shitloads of grenade launchers and fancy LMG's and SMG's but not a single assault rifle. Ah well, maybe next round. I found an M4 in the first 15 minutes of Breakdown 8 along with an M27 IAR. Now that we have vehicle storage, I can clear out the helicopter up north and both bridge stashes before I settle my first base.
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# ? Jun 3, 2014 21:48 |
Lasher posted:Levels 1 - 6 in Breakdown and haven't found a single assault rifle. I've got shitloads of grenade launchers and fancy LMG's and SMG's but not a single assault rifle. Ah well, maybe next round. I found one in the very first building at level 1. It's not an amazing one but still.
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# ? Jun 3, 2014 21:55 |
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In Lifeline I like to run around the start and completely ignore the main objective, like before you even get to the base the first time. There aren't a lot of zombies yet, no infestations, hardly any special zombies out there and you have two companions that can't die. Load up a truck with stuff like building materials or whatever, that way you're a bit more prepared out the gate. I still quit and restart when I lose a HVT or a soldier I've invested a lot into though
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# ? Jun 3, 2014 22:06 |
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FrickenMoron posted:Can you actually relocate to another base in lifeline? No.
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# ? Jun 3, 2014 22:12 |
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Eruonen posted:I found one in the very first building at level 1. It's not an amazing one but still. bitcoin bastard posted:I found an M4 in the first 15 minutes of Breakdown 8 along with an M27 IAR. This is Payday 2 and the card system all over again. Also Grenade Launchers don't count towards the grenadier unlock. That's a pain in the dick.
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# ? Jun 3, 2014 22:44 |
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These fuckers just at 40 snacks in 10 hours. What the hell. Storage replenished my rear end
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# ? Jun 3, 2014 22:56 |
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Mental Midget posted:For the Lifeline DLC - If you get Sasquatch killed somehow, do you still get the tactical nuke quest? I'm trying to figure out a way to kill off Plot-specific NPC's to keep the main campaign going indefinitely. Nope, I made the mistake of assuming Sasquatch to be immortal due to being a plot important NPC, he got ripped to pieces by a feral during a siege, and I never got anything like that. My campaign ending was honestly rather anticlimactic - headquarters declared our mission complete, we called for extraction, a helicopter came in, and then we all just flew on out. None of these badass ending missions other people seem to have had.
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# ? Jun 4, 2014 00:32 |
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Mister Bates posted:Nope, I made the mistake of assuming Sasquatch to be immortal due to being a plot important NPC, he got ripped to pieces by a feral during a siege, and I never got anything like that. My campaign ending was honestly rather anticlimactic - headquarters declared our mission complete, we called for extraction, a helicopter came in, and then we all just flew on out. None of these badass ending missions other people seem to have had. Man, now I'm really fiending for Breakdown but in the Lifeline map :/
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# ? Jun 4, 2014 01:40 |
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Mental Midget posted:Man, now I'm really fiending for Breakdown but in the Lifeline map :/ If you're just itching for the campaign to continue indefinitely, you could always just kill Sasquatch and then never radio for extraction. Your boss gives you discretion to declare your mission complete whenever you feel like your position has become untenable, they'll just send medevac and resupply indefinitely until you decide to leave.
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# ? Jun 4, 2014 02:12 |
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Vasudus posted:In Lifeline I like to run around the start and completely ignore the main objective, like before you even get to the base the first time. There aren't a lot of zombies yet, no infestations, hardly any special zombies out there and you have two companions that can't die. Load up a truck with stuff like building materials or whatever, that way you're a bit more prepared out the gate. El Seven posted:Also, has anyone unlocked the Maverick achievement yet?
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# ? Jun 4, 2014 04:53 |
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So is there a definite favorite base for breakdown? Finally booting it up on the PC after last weeks sale and I'm curious if I should beeline for the Trucking Warehouse still or if The Farm/Fairgrounds/Savinihouse/Alamo might have some hidden strengths on Breakdown.
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# ? Jun 4, 2014 06:30 |
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8bitlawd posted:So is there a definite favorite base for breakdown? Finally booting it up on the PC after last weeks sale and I'm curious if I should beeline for the Trucking Warehouse still or if The Farm/Fairgrounds/Savinihouse/Alamo might have some hidden strengths on Breakdown. I'm a big fan of Savini house, you can get pretty good defense at the start with 2 outposts and fuel and you can cover most of west Marshall with 6 outposts. Its location near the center of Marshall also means supply runs are quicker in general.
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# ? Jun 4, 2014 06:47 |
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8bitlawd posted:So is there a definite favorite base for breakdown? Finally booting it up on the PC after last weeks sale and I'm curious if I should beeline for the Trucking Warehouse still or if The Farm/Fairgrounds/Savinihouse/Alamo might have some hidden strengths on Breakdown. I like starting at the Kirkman residence, since you won't have a ton of people and from there it's really easy to completely clear out everything good in Spencer's Mill. By the time that's done, you can have a dozen or so people and move into the Trucking Warehouse.
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# ? Jun 4, 2014 06:53 |
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8bitlawd posted:So is there a definite favorite base for breakdown? Finally booting it up on the PC after last weeks sale and I'm curious if I should beeline for the Trucking Warehouse still or if The Farm/Fairgrounds/Savinihouse/Alamo might have some hidden strengths on Breakdown. The Alamo
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# ? Jun 4, 2014 07:19 |
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Alamo is just loving terrible. Synders is too bugged to even bother imo.
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# ? Jun 4, 2014 07:23 |
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Don't be talkin poo poo about the alamo. I had a base there at one point and, apart from mass sleep deprivation, was able to house and feed 23 people. We did just fine there.
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# ? Jun 4, 2014 07:39 |
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The Alamo also has a building to the immediate north of it that you can turn into an outpost. This outpost's trap radius encompasses the area around the Alamo just enough to kill single hordes if they manage to get too close. I was doubtful of the Alamo at first, but after figuring this out (and putting the remaining outposts in a triangular pattern around it) I've found that it's one of the better places to camp*. *At least at Breakdown 1. YMMV. El Diablo Bob O fucked around with this message at 08:02 on Jun 4, 2014 |
# ? Jun 4, 2014 08:00 |
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Started off at the Alamo in Breakdown 1, and yeah I had the entire East side under outposts for the most part very early on... apart from like the very start (first 20 mins: pre outposts) nothing was hairy about that spot at all and after the 1st horde fight everything was fine. I left as soon as I hit 10 people for the da big dawg truck yard. The Alamo isn't too bad tho w/ a highly defensive position & close loot under 10 people... then again I really dunno how well that strategy would hold up past level 1.
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# ? Jun 4, 2014 10:37 |
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The Alamo is an amazing first spot if you're just trying to get to Snyder's. Sometimes on Breakdown 1-3 I'll never leave it. The outposts around it are way too good and Snyder's has too many holes in its outpost grid.
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# ? Jun 4, 2014 15:39 |
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The Alamo is absolutely amazing and was the centerpiece of my Zombienam campaign for the reasons of ridiculous fun and good times. I went so far as to break past its inherent limitations and really work the facility to its fullest. That was a fun campaign, even though getting everyone and M-16 or M-14 was kind of a bitch. Ha! Not really, I modified the game to spawn poo poo-tons of 1960's era guns that could plausibly be in 'Nam for semi-realism. Normally I don't believe you can upgrade the Watchtower in the Alamo. Normally you're not fighting a violent communist zombie uprising, though. Sometimes you have to break a few eggs! Judging by the fact that upgrading it breaks the model completely with all the ladder clipping and junk, I imagine that its Watchtower was not normally upgradable. I fixed that! Fun Fact: Its now the tallest Shooting Platform in the land! LeJackal fucked around with this message at 15:47 on Jun 4, 2014 |
# ? Jun 4, 2014 15:43 |
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Lifeline questions. - Does Black Friday ever get bigger? You get a bedroom/kitchen/supply area for free, but only four spots. You NEED a workshop and medical area, leaving you with just two. So now I'm sitting here staring at those extra two spots and trying to figure out if I want to build a workout area for extra stamina, more beds so everyone won't be dead tired all the time, or a generator to power certain things. - How do beds actually work? I never needed to know in base campaign/breakdown so I never bothered learning. Is it 1 bed per person, or 1 bed per multiple people as they use it when they get tired. IE can 8 beds stave up sleep deprivation in 8 people, or 16. I imagine I don't need to worry about the civilians I'm rescuing, as they get shipped off almost as soon as I save them. But I want a decently sized base so I can have some extra hands on deck during sieges. - I keep seeing talk of multiple endings. Does this also apply to the starting 5 guys? I lost Kilo to two loving hunters, and if keeping him alive gives a little epilogue slide of him shipping off the Hawaii, I might just restart. As for the Breakdown bases, the best places are all in Marshall. Both the Alamo and Savini place can be locked up tight through proper Outpost placement, leaving you safe to dick around gathering supplies. Snyder is great if you want all the facilities for the unlock, but it can't lock down west/central Marshall nearly as efficiently as the other two can. e: Wait, doesn't the resources/rucks in Breakdown respawn per level? I always though they did, but now I'm going back to the construction sites and they are all empty. Did they change it recently, or am I just crazy? Rookersh fucked around with this message at 17:06 on Jun 4, 2014 |
# ? Jun 4, 2014 16:00 |
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Pretty sure it's one bed per person because in the grim darkness of the zombie apocalypse these goddamn babies refuse to hot bunk
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# ? Jun 4, 2014 17:06 |
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Rookersh posted:- Does Black Friday ever get bigger? You get a bedroom/kitchen/supply area for free, but only four spots. You NEED a workshop and medical area, leaving you with just two. So now I'm sitting here staring at those extra two spots and trying to figure out if I want to build a workout area for extra stamina, more beds so everyone won't be dead tired all the time, or a generator to power certain things. Rookersh posted:- I keep seeing talk of multiple endings. Does this also apply to the starting 5 guys? I lost Kilo to two loving hunters, and if keeping him alive gives a little epilogue slide of him shipping off the Hawaii, I might just restart.
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# ? Jun 4, 2014 17:30 |
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Tehan posted:Pretty sure it's one bed per person because in the grim darkness of the zombie apocalypse these goddamn babies refuse to hot bunk 2 per bed to avoid sleep dep, 1 per bed to activate well rested to increase stamina.
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# ? Jun 5, 2014 00:40 |
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Yeah, people can hot-bunk, they just won't get the well-rested bonus. The optimum is one bed per person, because that extra +10 Stamina helps a lot, but you can definitely function fine with one bed for every 2 people. Any more than that and you start getting sleep deprivation problems and people fighting over bed space and morale penalties and poo poo, though.
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# ? Jun 5, 2014 01:54 |
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Having to start a new game in a different profile to then switch back to the original profile to then finally continue my original game is a workaround alright so my UULauncher.exe or whatever does not crash but for the love of god somebody fix this mess.
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# ? Jun 5, 2014 14:31 |
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ephex posted:Having to start a new game in a different profile to then switch back to the original profile to then finally continue my original game is a workaround alright so my UULauncher.exe or whatever does not crash but for the love of god somebody fix this mess. I thought I was the only one with this problem. At least it doesn't take too long to load for me.
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# ? Jun 5, 2014 15:12 |
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SineRider posted:I thought I was the only one with this problem. At least it doesn't take too long to load for me. Yeah and with the no-intro mod its almost bearable. But still.
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# ? Jun 5, 2014 16:46 |
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Wasn't someone working on a big mod for this game to fix a pile of broken AI things/maybe random events? That ever come out?
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# ? Jun 5, 2014 17:14 |
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Ah, did they bug out Snyder with Breakdown? Why is this just a workshop now. Also I have a survivor that's a cook/trainer/mechanic, yet she has "Smokes a Pack a Day.". I know it doesn't matter because she'll never leave the base, but I'm constantly wanting to kill her to free up potential space on the RV.
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# ? Jun 5, 2014 17:21 |
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ZachRyker posted:Wasn't someone working on a big mod for this game to fix a pile of broken AI things/maybe random events? That ever come out? I was for a bit. Still working on it off and on. I put it on hold for awhile though. A mixture of real life taking precedence, some very annoying mod community members being cliquey primadonnas, and me having flashbacks to the Nexus community made me stop. Lifeline reinvigorated my interest in it though. That being said i've got a mod compilation that handles a lot of the issues. It's a mixture of the best parts of Romero's mod, QMJS Extended Functions, a mod that enables shooting with survivors while out and about (Though Lifeline finally fixed this I think.), an extended "take a survivor with you" time mod, and another mod that increases the number of survivors you can take with you. Also probably some other mods as well that i'm forgetting. Aside from that I have my original fixes in as well. Like being able to send out unlimited scavenger teams without a cooldown so long as you have community members available to do the job. Since Lifeline came out I also added in a mod that re-integrates the Breakdown guns into Lifeline, and the Lifeline military guns into Breakdown as random drops from looting. That removes the 2x chance for Breakdown guns to show up in Breakdown too. So if you ever wanted a tiny little lady to lug around an anti-tank rifle that could punch a hole in a building, there you go. It also re-adds a few very rare guns that were in the game but weren't obtainable at all. I also did some quick modding to remove ammo costs for the military campaign in Lifeline since that makes no sense. I can see it being a thing in Breakdown since you're basically part of a community, but that's a military operation. You shouldn't have to get someone's approval to grab more ammo when there's literally 10 stacks of the type you want, your clip is dry, and there's fifty zombies banging down the front gates. Also brainstormed a way to try and add in Lifeline's characters to Breakdown. But if I get around to that it'll take longer. It's certainly doable though. The main problem is the work involved in tracking all of the necessary data down, since I need to copy over all the sound and graphical files, along with the character and trait data since I think Lifeline added in a bunch of new traits. It would mean more VA's in Breakdown though, I think. Which is something it sorely needs. So all in all, new facilities, working generator mechanics in Breakdown, new unlockable heroes (One requires you to get to Breakdown level 17 ), new AI, new zombie features (You can actually depopulate areas now.), new guns, and pretty much new everything. Pretty much too much to list. Hell, thanks to me rolling QMJS into the game you can even deconstruct parking spaces in bases now for extra facility slots. Still testing it to make sure the integration didn't annihilate any features though. I'm pretty sure a few of the RTS-side features of Romero's mod got wiped out when I integrated QMJS. So I need to go back through the Romero mod and manually code/copy the necessary stuff I want in. And Lifeline introducing a bunch of new bugs makes it hard to tell where i've hosed up somewhere when I see the occasional bug in game. Like that time a sergeant decided to ride shotgun on the ground outside the car for a good half mile. Edit: I've also been toying with the idea of adding some new features to make Breakdown more interesting once you're set up and fortified. Like getting downed and mauled by zombies being able to possibly infect you with the black fever. Which would be an incentive to travel in a group and not try to bumrush that group of four ferals hanging out by the local eatery. Or just to be a pro zombie killer and know when to time your counters and dodges. It would certainly make the late game in Breakdown a lot more interesting. Was also thinking about integrating this too. It's a revamp of the shadows, which makes them transparent instead of pitch black. I want to playtest it a bit first to make sure it doesn't remove the dimness of interior areas though. Archonex fucked around with this message at 19:03 on Jun 5, 2014 |
# ? Jun 5, 2014 18:40 |
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I would love, love, love you if you were to release even a bunch of them.
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# ? Jun 5, 2014 18:45 |
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Holy crap all that stuff sounds amazing.
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# ? Jun 5, 2014 18:58 |
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Oh. My God. Just rescued someone in Lifeline. His name is Snake. And he's a ~weekend ninja~.
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# ? Jun 5, 2014 19:05 |
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Archonex your mod sounds amazing. I've just been messing around with QMJS and it really adds a lot to the experience. The only things with it I found weird were skills level insanely fast, but I guess that is to offset skills only improving when you personally control a character? Also stealth is unfortunately basically a non-feature in QMJS between the increased amount of zombies and increased zombie vision/aggro. Your super deluxe modpack supreme sounds like it is going to be the go-to full experience though. I am excited! Carnalfex fucked around with this message at 19:16 on Jun 5, 2014 |
# ? Jun 5, 2014 19:13 |
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Rookersh posted:Ah, did they bug out Snyder with Breakdown? Why is this just a workshop now. I think a patch a while back made the built-in Snyder shop a lower class unupgradeable workshop. That's what I read on the wiki, anyway. But when I was working on the unlocking all the research, I made two shops and upgraded them fully up both tracks, and when I tore them down to make more stuff I noticed that the built-in Snyder workshop had all the options of the upgraded one. Not sure if that's a repeatable bug or what, but it happened to me!
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# ? Jun 5, 2014 19:16 |
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Azran posted:I would love, love, love you if you were to release even a bunch of them. If you want I can release a preliminary version of it. Just a heads up that it's somewhat incomplete. Turns out I need to re-add the ability to have multiple survivors in a group and re-add some of the functionality from Romero. Namely disease transition. This is complicated by the fact that i'm running into an issue with the characters.win.bmd file. I want to merge the respective data in that file from the Romero and QMJS mods. However when I try to open that file with my editor it crashes. If anyone has a fix for that i'd be appreciative. That would let me mess about with wounded states to add in a chance to contract the black fever on bites at the very least. Never mind add in new characters and behaviors/traits. Other than that I think it's all there. But I just finished getting the mod pack compiled a day or so ago. So i've probably accidentally removed some stuff via careless overwrites. At the very least I can confirm that QMJS is currently merged with the new Lifeline military weaponry, my scavenger fix is in, ammo doesn't cost influence in Lifeline, and that survivors love using guns to shoot the poo poo out of zombies. Which makes dealing with hordes a lot easier until you hit the later levels. If I can get a way to convert win.bmd files back into a XML format I can pretty much do whatever I want at a very fast pace. As it is i'm restricted to using the old win.bmd editor that hasn't been updated since around when Breakdown came out if I want to edit existing converted win.BMD files. Which is probably why I can't open the characters file with it. The plus side to this is that if a mod doesn't use a win.bmd file to edit something then I can just unpack it from the pak file into a XML format and make my own alterations. So at least there's that. If I had some sort of win.bmd to XML converter that'd be great though. Edit: Looks good so far. Running around with a scoped pistol from Lifeline in Breakdown with the new character settings and zombie features enabled. Facilities are working fine too. As is pretty much everything else I merged in that I can visually see. Just need some people to help test it to see what is missing and get opinions on what should be added and changed. Mostly the latter since I can add a ton of stuff from Romero and other mods if need be. I just didn't want to go overboard before I got opinions on changes that should be made. Also, to get access to the characters.win.bmd file. But that can wait since it's not essential to progressing with the mod pack yet. I'll put up a preliminary version of the mod pack for download once I get an early dinner. Archonex fucked around with this message at 22:06 on Jun 5, 2014 |
# ? Jun 5, 2014 20:05 |
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I'm down for testing. Finding interesting new ways to get horribly murdered by the undead never seems to get old.
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# ? Jun 5, 2014 21:38 |
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# ? May 28, 2024 23:31 |
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Here it is. Let me post a quick list of the bigger mods included while it's uploading. I probably forgot a to list ton of stuff, but I set up a basic readme in like five minutes. So you get what you get. Keep in mind that you will need Lifeline and Breakdown to run this mod compilation. http://www.sendspace.com/file/36jgfs Inclusions from large mods posted:QMJS Extended Functions: Other stuff I remembered to add to this post that I did myself posted:
I'm forgetting a ton of stuff. But . It's just a V.01 version of the mod compilation. I'll worry about a more detailed list later on once I get a chance to get some opinions on what I should do, change, and add next from what people currently experience. Archonex fucked around with this message at 23:00 on Jun 5, 2014 |
# ? Jun 5, 2014 22:22 |