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Atmus
Mar 8, 2002
It's a tragedy that in a zombie game in a farming community, there isn't a grain threshing combine anywhere that you can use to reap the harvest of zombie bodies.

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Atmus
Mar 8, 2002
I had a thing happen when doing one of the cops' mission where a feral attacked us. It got knocked down and the cops just started Police Brutalitying it like crazy, it was hillarious.

As for stuff happening overnight, I actually kind of like it. Usually it's "Here's a bunch of stuff that the runners brought in while you were away". For the people that only have bad poo poo happen, do you leave it at low morale, or with assistance missions still open or something? All the bad things seem to happen to other enclaves for me, with just the occasional dude getting hurt for my guys.

Atmus
Mar 8, 2002
This game needs a fair bit of polish still, but the only thing that really kills it for me is how the other enclaves will suddenly stop stocking poo poo in their stashes. Having 2,000 influence dollars is really lovely when there is nothing to buy other than artillery strikes and unnecesary construction help. All I really want is for the trading mechanics to be worked on and for the Big Uns to have a predictable amount of health.

You can scrap the second part if you give me an option to tell the other survivor to stay back and let me work.

Atmus
Mar 8, 2002
I kind of wish there was a way to trade stuff with Lily. Everyone is rolling heavy with machine guns and sniper rifles, and she has some crappy rear end compact Glock.

Atmus
Mar 8, 2002
Another thing that bugs me is that "History - Ran Away" replaces the moods forever. Half my crew has run away at some point, but I'm more interested in whether they are likely to run away again.

I really like this game, but it's so obvious that they could have added just a little bit more here and there. I shouldn't complain too much as it's well worth what I paid and blows away any expectations I'd have had from an Arcade title, but there are a lot of little things that could have been fleshed out just a little bit more.

Atmus
Mar 8, 2002

Colt Cannon posted:

Are people still playing this game? Is there a full gun list some where?


Also, how long have people been able to play this game? I mean, there is a point where you just run out of being able to find supplies right?

I finally 'stopped' playing this the other night, since it started freezing up on my really badly. I want to say it's because I gathered way too many survivors, but who knows. I thought what I would do before the final mission is that I would keep radioing for other guys to join up until I got three failures in a row, and then leave.

Now it freezes on loading half the time, the other half it waits for me to do anything else first. Oh well, maybe I will do mostly the same thing but suicide bomber the Autocrat/Alcholic/Pack A Day guys or something.

As for how long, before I started that nonsen, I had it basically self sustaining. The income from the outposts kept everyone's needs met, and the random scavengers never seemed to bother those. I was making a profit actually, since resources were being scrounged up without effecting any of the local resources that I had left untouched. It seems you can exploit the game and trick it into regenerating the contents of a not fully searched house if you do it right, so I guess you probably could have an indefinite game going if you really wanted to. I pretty much did until I took it too far.

Edit: Also, we just got rid of our last NT machine a year or two ago, but the DMV supposedly has some ancient machine that uses a crazy ratchetting breaker system to connect power to.

Atmus fucked around with this message at 20:37 on Jul 17, 2013

Atmus
Mar 8, 2002
No fix for other Enclaves never having poo poo to trade? :(

Atmus
Mar 8, 2002
I did a thing where I played one of the new people as 'Overly thankful and too ambitious to prove herself'. I'd take her unskilled self out and do the survey missions on foot (albeit from a quite well outpost defended Trucker Warehouse). I'd also use her to grab up some random scavenge stuff nearby as I was trying to max out all the storage in the warehouse.

It was really easy at first, to the point where I got cocky. So I started sprinting everywhere to boost up her cardio. Imagine my surprise at finding a Feral literally across the street from home base. I was already at zero stamina and had a rucksack to boot. I still managed to win the fight by clubbing it to death, but was seriously wounded. I hadn't called Doc in awhile though, but he gives really good advice on the phone.

That was the first time combat has actually been intense for me, outside of doing the Wilkerson Defense the complete wrong way the first time.

Atmus
Mar 8, 2002

TJO posted:

I seem to be the only person that really likes time passing when you aren't playing.

I started liking it after I figured out how it works. I don't know if anyone else bothered finding out, but it seems that a 'day' passes after 4-6 hours of non-playing. If you set up your outposts right and take care of everyone's needs, you can run a net positive on materials that way as well, without everyone getting lost and falling into a wood chipper.

Atmus
Mar 8, 2002
The last playthrough I did, the second Wilkerson Big Un just ran away and despawned or something. I watched it sprint off and then eventually it said I won.

Atmus
Mar 8, 2002

Captain McStabbin posted:

There's only like 3 or 4 voice actors, but each one has several "characters" so you might have two characters, one who rhymes a lot and another who is really religious, but they both have the same voice actor.

He's talking about how two or more distinct voice actors for two or more distinct characters will say literally the same thing, word for word. Basically the opposite of what you are describing. This isn't even the first game that does that, but it's weird just the same.

I figured it made doing the subititles easier or something mundane like that.

Atmus
Mar 8, 2002

El Seven posted:

When Sergeant Tan visits your home base, what does he give to Lily?

He gives her a thing that lets you call in artillery strikes. You have to call it in like any other favor and a marker appears in your inventory (but only if you have room for it) that you toss like a grenade. A few seconds later, everything explodes.

I used it against a Big Un once, but I had to toss it between him and I and run away. I guess it would be a fast way of clearing out infestations or whatever.

Atmus
Mar 8, 2002
I think the last TU really helped it out. The Take A Buddy Along is kind of bullshit if he won't haul poo poo, but it's better than nothing. It seems like some of the more interesting random missions pop up more often though, and that's a huge plus.

I really want a way to scrub off the 'Ran Away' status after awhile though, or at least have it not interfere with their actual mood.

Atmus
Mar 8, 2002
I got to around that before the last TU, but then the game got all glitchy and crashy. Now I have 19 (well, 18, one guy died) and no more are to be found. I wonder if I have to get through the plot more or what before it unlocks more survivors, but I'm going to be pissed if they 'solved' the too many survivors problems by limiting how many you could have.

Atmus
Mar 8, 2002

Tibeerius posted:

Honestly, that sounds far more entertaining than watching someone play optimally. As much as I love State of Decay, the game gets pretty dull once you learn the effectiveness of drop-kicks, sweeps, and vehicles.

Pretty much this. I can send a brand new guy out unarmed for scavenging missions and literally the only thing that can wreck my poo poo is a Feral, and that's only a 50/50 at this point. Playing optimally would only be good for if someone wants to see the story and isn't interested in the game itself. You could mix it up with unconventional tactics I guess, but you have to be really bad at the game to... be bad at the game, I guess.

Atmus
Mar 8, 2002
^^^Yes, but it's not usually a random event so much as there were NPC's in an enclave (discovered or not) that got wiped out because you were in range for them to be active, and you didn't notice it.

Rookersh posted:

So uh. Started getting a radio call in to not bury the dead, and instead wrap them up and put them on the street by a Captain Matt something. Midway through the call I get the call to go rescue Lily's brother.

In my last game, I got a similar call from a Judge, and it gave me a quest to go explore the southern town. Thoroughly checked my map this time, and no quest to go find this Captain. Did I just get hosed out of a quest?

No, that's just random 'flavor' radio chatter. If you play long enough, you will hear the same bullshit over and over.

Atmus
Mar 8, 2002

OldMemes posted:

Largest group I've had is 36, but after the second patch, Lily would always fail to find more, so I guess the patch adds a population limit?

I'm betting this is the case too, which pretty much killed my enthusiasm for replaying.

Atmus
Mar 8, 2002

LeJackal posted:

Don't clue any of us in on your little secrets, then.

All of his 'secrets' have been repeated several times in this thread.

Pick your base, surround it with outposts, have 2-3 outposts gathering building materials, and at least one for food, medicine, and maybe ammo. Ignore fuel entirely.

If you have enough survivors, they will usually scrounge up more than they use anyway, so you have a magical net profit.

Atmus
Mar 8, 2002

Mr. Pool posted:


Random questions:
- How the heck are you supposed to park in the "repair spots" at the Snyder Warehouse? Parallel or Perpendicular to the fence? Left or right of the pylon?
- So you can keep researched abilities if you knock the related building down (ex: research everything you need from the library, then demolish it for something else), but do you keep research if you move bases?
- Do 'combat training' missions at least give xp to the escorted character? I don't think any stars went up...
- Does leadership actually affect recruiting neighbors? How to take advantage of this other than having the leader character do any missions the neighbor gives. Ex: right now I have two enclaves at full trust but they stopped giving missions, can I trigger them to join by having a leader character go over and donate some lovely weapons and board up windows?

Park parallel to the street. The game moves the cars into correct position when it fixes them anyway, so just get them close enough

Yes.

No.

No. It just gives bonus 'trust' or whatever when you do stuff.

Atmus
Mar 8, 2002
You don't, really. The only time they will fire at enemies is during the guns part of a training mission, or while on the watchtower. Sometimes they'll still shoot for no obvious reason, but it seems to only happen when they can't find a path to the enemy.

Atmus
Mar 8, 2002
Last night I loaded up my game that I had basically abandoned a few months back when it looked like they really did just cap the number of survivors you could have.

No one was hurt, sick, or killed, none of the resources ran out, and instead, my base in Snyder has some ridiculous 390 units of construction materials. Everything but ammo and food are way over max too, but not by that much.

Atmus
Mar 8, 2002

S.T.C.A. posted:

My biggest question/wish for this game is that you could get an itemized breakdown of what's consuming/generating each resource. I have no idea why the gently caress my Materials stockpile alternates between +5 and -14 every other day. I would love to know, but no idea.

I also wish training your survivors did gently caress-all for making them less stupid when they're on their own, and that you didn't forcibly drop your rucksack when you have someone following you. I had tagged this massive stockpile of materials across the map, took someone with me as backup, and then found out that after i packed my rucksack and switched to the other guy, it forces me to drop the rucksack. Annoying.

The materials thing takes consumption and trade into account for some reason, so if you are making big batches of suppressors or making a Big Meal all the time, it counts that as part of the daily averages for what happens when you aren't playing.

Also, if your rucksack gets dropped anywhere near your base, some other guy will go get it and bring it back for you.

Atmus
Mar 8, 2002
Rucksack collection isn't guaranteed, but it happens. Usually when you don't want it to because you were trying to save up past the storage limits.

I think the only reason not to go to Snyder is because you've gone to Snyder on all your other playthroughs since it is pretty much better than all of the other ones. I'm shocked that they didn't have 'use all available home sites' as an achievement, because some of them are total garbage that no one would ever use otherwise.

Atmus
Mar 8, 2002
The munitions lab is pretty much as much of a novelty as all the rest of the non-melee weapons in the game, excepting maybe the M-60, which is great when you just don't feel like dealing with juggernauts correctly.

Atmus
Mar 8, 2002
Has anyone got past 20 survivors after the last patch? I mean more than 20 living, joined up survivors.

Atmus
Mar 8, 2002
A thing happened to me on my first non-bugged Breakdown try. I get a call to do a lookout thing at the comm tower by the first town. I thought it was going to bug out on me as I couldn't find the last ? to look at. Turns out, it was on the ground by the tower! So I ID it and it's a Feral, and it's inside the fence. I climb down and jump off the ladder, hit the Feral once to 'stun' it I guess, and jump the fence and sprint through the fast food joint I had just cleared to the taxi I left on the other side of it (I guess I'm still cocky from the story mode). I get in the car and try to drive off, only to hit a pebble or something and have the car go in the air like I'm trying to jump a ravine, and the Feral is charging at me. It was charging at me so hard, that it managed to be right under the car when it landed. gently caress you, Feral. gently caress you to hell!

Also, a coward character insisted on hunting a bigun and got torn apart, and some neighbor in north town wants to go hunting zombies in the south town.

Atmus
Mar 8, 2002
You shouldn't even have to mash the use button either, the character should spout some heroic bullshit and everything else should be automatic. You just need a grenade or something equipped.

Atmus
Mar 8, 2002
How do Heroes work in new games/new levels after you've left them behind? I assume they don't all just show up wanting to join a few minutes after the new map?

I'm sure I'll see this for myself when I actually move up a level/start a new game, but that's going to be awhile since I'm cheesing out the guys I want to keep.

Also, do new enclaves keep popping up indefinitely? I'm up to 41 guys with two enclaves of useless jerks trying to join up and one that I've been mostly ignoring since they sell ammo.

I guess since we are all talking about stuff we want modded in, is there a thing that lets you set the survivor/bed ratio? I would think 2.5 to 2.75 survivors per bed would be the most 'accurate' given the whole sleeping in shifts thing going on, but maybe that's how it is anyway and I'm reading the description wrong.

Atmus
Mar 8, 2002

Kasonic posted:

My only out-there suggestion at the moment is if you could cause driving to gradually consume fuel resources. Hell, maybe even vary it between trucks and compacts realistically. But I have no idea if the game tracks driving like that.

It would be pretty cool, but it would probably not be worth doing if you are trying to go for realism rather than inconvenience. The map is only a couple miles wide, and the least fuel efficient vehicle there should still be well above 10mpg, with a fuel unit being between .5-6 gallons depending on if you go by full 55 gallon drums or half empty Jerry cans. I ignored weight entirely because the game is way wrong about everything else.

Unless I've botched my calculations, the means you could drive everywhere of importance at least once on one unit of fuel, so the background simulation scrounging would give you more fuel than you could realistically use. I'm not saying it can't or shouldn't be done, just that it might produce an unnoticeable/unrealistic result.

Atmus
Mar 8, 2002

LeJackal posted:

I think I found the relevant code in facilities.xml to affect housing. I'm going to test it out and if it functions I'll give you some details and maybe a file copy.

code:
<RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
This line controls the capacity of each Bunkhouse or built-in facility equivalent. The OutputAmount variable is what you want to change, just increase it to whatever you'd like. For the 2.5 ratio simulation, you'd make it 20.

I made a quick file copy. It goes in \game\libs\class3.1\rts and will make each bunkhouse/bedroom have a capacity of 20.

I hope you enjoy it!

Yay! I'll download it when I get home from work.

Is there the possibility of having it so that if you have more bedspace available than needed, that you get some kind of small bonus? Say a 10% bonus to Vitality if the person was able to get 9+ hours of sleep, which would be simulated by having a Bunkhouse utilization of say 2 people per bed, while anything between that and the 20 person limit would merely just prevent the sleep deprivation status and penalty?

I'm not specifically asking you to do it, just if the code has the flexibility for it. I don't even want a huge bonus, just something that is nice to have before I cram 60 people into Snyder.

Atmus
Mar 8, 2002
Yeah, that's a lot to go through for almost nothing. Thanks for explaining it though!

Atmus
Mar 8, 2002

LeJackal posted:

Well, what I could do is adjust the time limits on something that already gives you a bonus, like Feast or something, so instead of +Stamina and +Vitality for X hours it lasts forever. That is pretty easy.

No, that's cool. I only even brought up the bed thing because it appeared to be handled in a completely unrealistic way. The extra hour of sleep bonus I was asking about was basically just a minor incentive for not maxing out the homesite's bunking abilities immediately. I don't want to fake it by cheesing a different building's abilities.

There's a lot of stuff in this game I would change to be more realistic, but most of it would off-balance an already easy game too much. A lot of the gun related fixes are pretty tempting (especially as I know how much ammunition even in loaded magazines you can fit in a small backpack, and how long even poorly constructed suppressors last), but it would ruin the difficulty for me. Maybe I will change my mind in the higher levels, but that's then and this is now.

I guess another change I would be interested in would be swapping the cartoonish 'Front wheels detach and go flying off' thing when you hit the Juggernauts, but it's funny enough and rare enough that I kind of want it to stay. I guess if I ever got around to modding it myself, I would try to prevent that from happening, but swap in a lot of extra body/engine damage. I don't know how involved any of that is or if it's possible though.

Atmus
Mar 8, 2002
Haha awesome. Death From Above artillery strike counts as one of the things you can use to take a crowd of zombies out with you while dying.

Atmus
Mar 8, 2002

Archonex posted:

There's a variable on almost all items called something like BlazeofGlory. For items set to zero you can't pop it when dying. I'm assuming with it set to 1 you can. Makes me wonder what sort of stuff you could have go off when a PC or NPC dies.

Mod in a thing for the machineguns that make the guy do a breakdance spin while firing off the whole magazine.

Atmus
Mar 8, 2002
I would think that with the right group of cary-overs, the right equipment, and the right plan for getting your favorite base up and running, you could keep going forever. Some of the bases with big enough outpost coverage seem to prevent your guys from ever trying to hunt freaks down, or get into other such trouble, and if you keep playing long enough without letting it go into simulation mode, you can keep all your resources topped up super easy.

Snyder is real easy to blank out that section of town from, and you can do the same from the Fairgrounds too. The north town's freak spawning area is too big though, and I haven't tried the Alamo, Farm, or Ranger Station.

After that, you just scoop up Enclaves until you have enough dudes defending your base and you are set. Wish Lily would tell them to all pile into whatever car is parked outside and drive themselves to our base though. Lazy shits.

Atmus
Mar 8, 2002
I get a Juggernaut Spotted mission from the zombie farmer looking guy you get for killing Bloaters on level 2. I pick him up in an old pickup truck and he gets in the back. I drive us to the field that the fatso was lumbering around in and run over his little zombie friends. When I stop the truck and get out, ready to m60 the fatso, the guy leaps out of the back of the truck and yells "I'mma bust a cap in yo fool rear end!", runs up to the bigun and starts stabbing the poo poo out of him. The bigun is stun-locked and the guy kills it before I get ten rounds off.

I really need to see him fight a Feral now.

Atmus
Mar 8, 2002

Ugly In The Morning posted:

Is there ever any reason to use the Alamo as a base? Even if your group is tiny, why wouldn't you just use the Savini residence instead?

Sometimes other survivors set up there before you.

Atmus
Mar 8, 2002
I had a Wall Repairs, -10 Materials chance card come up imediately after starting the next level, so I had to go loot some materials just to settle whatever house is in the first town. Man that was bullshit.

Atmus
Mar 8, 2002
Has there been any solid determination on what causes some characters to go find shitloads of supplies in simulation? I always have a couple guys that seem to loot half the town while I'm gone.

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Atmus
Mar 8, 2002

Jonny Retro posted:

I don't know. I really really want it in the OP, but right now it's the biggest hurdle to getting everything spruced up. Mostly because of the reason the reason you listed, and I just haven't worked up the will to dig through the thread to try and get it all sorted.


The best person to do it with is Jacob Ritter, because he is just utterly baffled at who the hell this Dad person is that Lily keeps talking about.

Having Jacob and their dad all in one group in Breakdown seemed a lot cooler than it wound up being. I thought about trying to keep the family together, but they were both pretty lovely. I should have made room for Ray Santos though, but I thought heros might pop up again later if you left them behind :(

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