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pantslesswithwolves
Oct 28, 2008

Get it. This poo poo is mad fun.

To me, this is what a Walking Dead game should be.

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pantslesswithwolves
Oct 28, 2008

Mister Bates posted:

No one ever does. There are some plot bits that imply something like this is going to happen, but it never actually escalates.

I figured that

quote:

after the Wilkersons executed three people during a supply exchange
poo poo would go down, but it never did. I think any further expansion packs should feature human vs. human battles; after all, resources are scarce and people are desperate.

Although in my first round of Breakdown, I have 16 survivors at Snyder. Any other faction would have to have similar numbers to pose a threat, unless they did ambushes of a single survivor when they were out on runs. I dunno if the engine is capable of that, though.

Whatever, I'm fuckin loving this game.

pantslesswithwolves
Oct 28, 2008

So I was well near 75% of the way there to unlocking The Dealer and almost had the Cop unlocked, and logged in today to find that I now have 19/400 kills with car doors and 0/50 pistol kills. WTF?

pantslesswithwolves
Oct 28, 2008

As someone who has diligently leveled up some of their best characters in preparation for another level up in Breakdown, I really wish it was 7+ your player character and Lily that you could take on the RV. I mean, do we really need a slot for a dedicated radio operator- especially one who can't go on missions or defend the enclave- when I have four maxed-out powerhouses and only room for three of them?

pantslesswithwolves
Oct 28, 2008

I had my first major massacre last night. I'm on Breakdown level 5, and holed up at the church with six survivors that I've been maxing out and treat as my "core" group. I get an Enclave mission to take down a feral, with one of the search points just behind the church. No problem, I think, and as I'm heading out there, I get a prompt saying that a horde is inbound to my base. The closest horde is actually by the feral search point, so I figure I'll use my other enclave buddy as backup while we take down the horde together.

Big mistake.

The first horde wasn't a problem, but the dozens of additional zombies that occupy the graveyard at night quickly became a huge issue. We were quickly overwhelmed, and I was forced to run back to the church as my enclave partner got torn to pieces by at least 15 zombies. I arrive to find two hordes attacking my base and three more coming down the road, with all of the other zombies starting to follow me from the graveyard. Things got really ugly- at one point, I had to fight a horde INSIDE of the church itself, and listened as Ray Santos, who I'd basically kept as a taxi dispatcher on base and only took out on the safest missions, got torn to pieces. Then, my paramedic medical adviser got killed on the porch, followed shortly by Amelia, who got torn in half right in front of me by the feral I'd been sent to kill. After I finished off the feral, my main character was critically wounded, so I switched to another survivor with good stats and managed to burn/fight off the remaining three hordes that came in.

By the end of it, I'd lost four people- my enclave partner, Ray, Amelia, and my paramedic. Now, my remaining survivors are getting sick, and without having a medical adviser to staff my infirmary, I dunno if they'll recover.

It sucked and it's put the rest of my game in jeopardy, but it was a really crazy high tension moment unlike anything else I'd experienced so far. The jump in difficulty from 4 to 5 is something else- on level 4, I was able to have full outpost coverage within an hour of starting the round, but on 5, there's so few resources in houses that it took me a few days to get two outposts up and running.

pantslesswithwolves
Oct 28, 2008

Yeah, I lost my "main" guy who I started out Level 1 with, so I've decided my game is hosed. I've decided that I'm going to expel the remaining members of my community, equip my last favorite member with a grenade launcher and an LMG, and send him out to take as many zombies with him as possible. My last act in this game will be to pull the pin on a grenade right as he goes down for the final time.

For my next Breakdown game, I'm going to spend as much time on Level 1/2 building all the whistle box mines, flame fougasse, incendiaries and silencers as I can just so I can stockpile them for later levels.

Also, has anyone come up with a mod that lets you leave Lily behind and put someone ELSE on the radio?

pantslesswithwolves
Oct 28, 2008

I wish there was a way to directly assign a community member to the watchtower. I have a core group that I'm leveling up to take on additional breakdown levels, but numerous people I'll never play as. It'd be nice to equip one with a grenade launcher in the tower and have them be my mortarman.

pantslesswithwolves
Oct 28, 2008

In an eventual sequel, I think it'd be rad to see the following:

1. Live through the initial phase of the outbreak. Have the beginning start with a fairly normal town on level 1, have it get more and more chaotic until you get to the collapse of civilization.
2. Have other enclaves be more dynamic. Have your relationship vary more based on influence and missions completed successfully, and maybe even have hostile enclaves that may attempt to rob you or abduct your community members, leaving you a choice of bargaining for them or forcibly busting them out.
3. Have your AI community members drive and shoot on their own.
4. Have at least co-op multiplayer, with each player controlling a friendly faction. There could be PVP, but it should be really balanced to make going to war with another player have potentially disastrous consequences. Always keep the zombies the primary threat to dissuade the online community from treating the game as COD with the minor inconvenience of zombies.
5. More customizability with weapons and how they're employed. It'd be cool if you could really tell what makes Weapon A better than Weapon B for Situation X, etc.

State of Decay is a great game with an awesome mechanic in the Breakdown model. It's a mile wide, but only an inch deep in a lot of areas. A bit more depth on all levels would be truly excellent.

pantslesswithwolves
Oct 28, 2008

Are there any mods that decrease the time a whistling box mine emits noise? I'll plant one, it attracts zombies, but they lose interest before the drat thing cooks off.

pantslesswithwolves
Oct 28, 2008

Cool, I'm into it. The game could look prettier, and more variety of missions would be cool.

I still want the sequel like I mentioned in my last post, though.

pantslesswithwolves
Oct 28, 2008

I'm on Breakdown Level 4 for my second attempt, and I've got a fairly useless survivor (bum knee, pack a day) who I gave a shotgun and 120 rounds to, and basically am playing him as a guy who shoots first and doesn't swing his wrench. I have to say, it's been pretty fun having him running from throngs of zombies drawn to his shotgun fire- it's an interesting challenge compared to my Magnificent Seven survivors, all of whom have maxed out wits, cardio, fighting, and shooting and who never roll anywhere without at least two full magazines, a suppressor, and a bunch of incendiary devices.

pantslesswithwolves
Oct 28, 2008

Yeah, rifles are pretty much useless, but getting shooting up to 7 is worth it for the bullet time effect. Being able to chainlink headshots together makes clearing hordes pretty easy, especially with a suppressor. Pistols are really good for that, also assault rifles for the magazine size. Just make sure you set it to semi-auto- there's really no reason to shoot fully auto unless you like wasting bullets.

I wish LMGs had more use. All they're really good for is drawing more zombies to you.

Also, that zombie spawn mod sounds cool.
I think I'll remove freaks and do the quadruple spawn mod for my next breakdown play through.

pantslesswithwolves
Oct 28, 2008

I gotta say, it must be kind of awkward at my base, what with all of the guys there who lost their virginity to Lucy Cormoran... At least the others are bonding over the fact that they all got treehouses when they were six years old.

pantslesswithwolves
Oct 28, 2008

I tried to install a bunch of mods linked to in this thread, and it appears to have broken my game a bit. Is there a way to manually remove mods, or should I uninstall the game and then reinstall it?

Wish there was some kind of mod manager that allowed you to choose what you want active or otherwise streamline the process.

pantslesswithwolves
Oct 28, 2008

Well, a few seconds of Googling and blam: http://www.nexusmods.com/stateofdecay/mods/modmanager/

I'll have to give that a go.

pantslesswithwolves
Oct 28, 2008

That would be sweet, but I haven't seen one yet.

Also, Nexus Mod Manager trip report:
It's fairly easy to use, but one common problem is that mods (including QMJS) aren't zipped in a way that the program likes. There are ways around it that take maybe a minute to do, and once you do that, you're golden. I'm going to test it out with more mods and see if there are any more shortcomings.

What I really wish for is a way to force mods into playing nice with each other. Like, I'd love to try out that crossbow mod, but I'm very leery of having mods that both try to modify the weapons database lest it produces a conflict that breaks one, both, or the entire game.

pantslesswithwolves
Oct 28, 2008

So does the RV mission take a while to generate on higher levels of Breakdown, or what? I'm trying to go from 5-6, have a healthy community of 23 and morale is great. Running the QMJS and Crossbow mods.

I'm really digging the sudden jump in difficulty from 4-5. Some of. My characters' weapons are breaking in combat, namely because they're fighting a lot more. Last night, a ripped bag drew probably around 50 zombies to Erik Tan as he looted a small gas station. It took about five minutes of continuous dodging, fighting and shooting before he could get clear.

Other things-
Whoever suggested thePowerhouse and Edged perks was so right.
-If you have a character with. Death From Above perk, their artillery markers stack. I've been calling in fire missions and banking the marker in case I lose Tan.

pantslesswithwolves
Oct 28, 2008

poo poo. If it is bugged, what can I do to fix it? I've got a good setup going and don't really want to restart again.

pantslesswithwolves
Oct 28, 2008

Yeah, I've been driving around looking for the goddamn thing, including all over the campsites, the fairgrounds, and the farmland between there and my base at Snyder. Can't seem to find it anywhere. Really hoping I don't have to restart my game, because I've got a pretty stellar situation for level six (plenty of ammo, suppressors, distraction devices, explosives and guns along with fully maxed out characters with special abilities.)

Edit: Guess Lily reads this thread. The RV spawned about ten minutes after I posted this- six hours into level 5 :psyduck:

pantslesswithwolves fucked around with this message at 05:53 on Sep 17, 2014

pantslesswithwolves
Oct 28, 2008

Gropiemon posted:

Wow, so many survivors stranded, so many lives thrown down the drain. Thanks!

If it's any consolation, you'll still run into characters you left behind even a few levels later. I left Maya behind at the end of 4, but she popped up again in 6.

pantslesswithwolves
Oct 28, 2008

Now on Level 8 of Breakdown. Started off at Church of the Ascension, and was resolved to get out of there ASAP given that vast field behind it that seems like zombie Woodstock. This was underscored when I climbed an observation tower, threw a firecracker into a field, and watched 100 zombies come running from every direction to it.

Get a besieged mission. I need more people to move to the base site in town, so I accept. The mission goes off fine, and I move my characters to the more easily defendable location. While I'm running around one of my best characters- a cop with powerhouse, leadership and the "Call for Backup" perk- in setting up outposts, and when we get to the trailer park on the outskirts of town, he goes around a corner to see at least 20 zombies meandering toward him. Then a feral roars.

I get him into a shed with the intent of throwing a few Molotovs to thin them out, but a few zombies follow him in before I can shut the door. I deal with them quickly, shut the door and ready the Molotov when I accidentally press the wrong button and open the loving door right into the feral. My guy didn't stand a chance- got torn to pieces in about 2 seconds.

One of the new characters in my colony is Eli Wilkerson, so at least I know I've got someone who can hold his own while I level up his other stats. The thing that REALLY sucks is that one of my best characters- a firefighter with powerhouse and construction skills- straight up disappeared when I was packing the RV. I filled him up with guns for the influence boost, switch to another character to do the same, and when I try to put the original guy on the RV, he's just gone from the roster. Population went down by 1, but there's no record of him getting killed or anything. Pretty frustrating, but man, loving this game and the initial challenge of each new level.

pantslesswithwolves
Oct 28, 2008

Akumos posted:

The only real purpose of supply runs is when your car/person is full and you're close enough to home that you can just send a guy to grab something real quick. Drive by and see how they're doing and let them finish if they aren't swarmed. You do know you can store backpacks in your vehicle now, right?

Supply runs are best used in conjunction with the "missing resource" glitch, i.e.:

1. Identify a scarce resource
2. Call for a scavenger
3. When you get the "scavengers inbound" notification, load up that resource into a ruck and put it in your car/drop it.
4. Wait until the scavenger gets there, and then approach them for the "supply run- _______ probably has it covered."
5. Safeguard them, escort them home, and benefit from the duplicate resource and the morale/trust boost.

In my latest Breakdown game, now on Level 9, I lost a powerhouse cop with everything maxed out and "call for backup" because he decided to wander off base and get killed by zombies. Thanks, game.

pantslesswithwolves
Oct 28, 2008

Via the latest news on Steam:

quote:

State of Decay is full of dicks. In the process of upgrading the textures for the upcoming State of Decay: Year-One Survival Edition, developer Undead Labs found masses of man-shafts hidden in the game's art.

"Some of our contractors worked a ridiculous amount of genitalia into the background," Undead Labs' senior designer Geoffrey Card told XBLA Fans. The towering total of tadgers aren't visible in the game itself—nor, it seems, in the PC version. The up-ressed textures of the game's improved special edition, however, brought the phalluses into focus.

Undead Labs was not aware of the textures in question until they began the process of exporting textures for State of Decay: Year-One Survival Edition, and they are not visible in the original edition of State of Decay," a Microsoft representative told Game Informer. "Undead Labs is no longer working with the contractor in question, and this material will not be present in State of Decay: Year-One Survival Edition.

That they aren't visible in the original version suggests that either the textures are further improved for the Year-One re-release, or that they're placed in locations that are hidden from player view—only rising into view as the dev team comb through the original assets. Maybe a modder could, er, root out the rods.

State of Decay: Year-One Survival Edition is due out on PC (and Xbone) later this year.

pantslesswithwolves
Oct 28, 2008

Can anyone recommend a mod like QMJS that's compatible for Year One? It appears that mod's creator hasn't updated his for the new version yet.

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pantslesswithwolves
Oct 28, 2008

I'm at level 13 of Breakdown. I got a "lost survivor" mission for an enclave at the Church base (the one that's your first base in vanilla SoD), and headed up there.

Now, in the higher levels of Breakdown, this area is extremely dangerous. The woods spanning from the backyard of the base to the trailer park are full of zombies, and if you go through my post history in this thread, you'll see that this is where a previous play through of mine went off the rails thanks to the cascading effect of a bunch of zombies being drawn into this base and killing like four of my best survivors.

Pretty much the same thing happened this time. Immediately outside of the gate, we get jumped by a bunch of zombies, and have to fight our way to the point where the missing person is. We find them and are making our way back, but now there's even more zombies nipping at our heels. I take a few out with a silenced firearm, but one of my AI counterparts fires an unsuppressed weapon that draws every ghoul around from seemingly miles away. At this point, I get jumped by a feral and manage to kick it off after losing 40% of my health, and decide "gently caress it, I'm out." I try to extricate the two other survivors, but one dies in front of me and the other is grievously wounded. I manage to get the former missing person back to the church and jump in my car, but there are still scores of zombies coming into the church.

Everyone in that community died the attack that night. My own storage locker is full now, so when I find guns I don't want, I'll head up there to drop them off. There are no survivors left, just an empty base with a supply locker in there. It's pretty eerie.

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