• Cataclysm: Dark Days Ahead - FUCK NO SPORTING GOODS STORES
    3,120 replies, posted
Early mornings tend to have a lot of rodents like squirrels, plus occasionally a dog, wolf or deer. Sometimes a bear or moose. Plenty of meat for the day.
[IMG]http://i.imgur.com/0L1yPWR.png[/IMG] i made a valentine card
I'm trying to convert a hippie van into an RV, but can't seem to find sbout half of the board and frame types on the install list, as for example the lower right corners. Is that an oversight by the developer, or am I missing something?
Are you playing on the RC, or a nightly build? If it's nightly I can't help, I try to avoid nightly builds to give me more to look forward to.
I'm pretty sure it's the latest stable build, V.09. But I can't remember whether I downloaded the graphical stable or the console stable, in case that make a significant difference. Oh and by the way, have anyone else noticed an exploit where you can duplicate battery powered items by splitting the battery number when dropping it? Don't think I've seen it mentioned in the thread.
If it's the stable, post a screenshot of your vehicle construction menu's options for adding the frame stuff. I know in v9 they actually change a bunch of shit to do with vehicle construction, included a number of changes to frame and board functionality.
[IMG]http://i62.tinypic.com/ajt7cm.png[/IMG] I took a screenshot of the next page on the list as well. I dunno, I feel like it's not showing the whole page or something. The same shapes are missing from the frames as well. Though as far as I can tell, just adding a straight board will do the trick, but the asymmetry pains me.
They moved a lot of the frame styles to 'quarterpanels,' which block movement but not sight - so you don't have to have excessive amounts of windows anymore. If what you're looking for is the connect for that segment you've got selected though, I think you're looking for the one 2 up from the bottom for boards. You can also put a floor trunk - or an aisle - in that empty spot beside your kitchen unit to give storage plus faster movement through that tile. [editline]19th February 2014[/editline] Also while walking to my APC to give my vehicle screen a peek, a zombear ran out of the wilderness. Guess that gives me another source of tainted meat for my next mutagen spree.
Oh shit, I can't believe I missed that! Well that's embarrasing... According to the wiki the regular trunk parts have more storage space than the floor trunk, 300 points more, to be exact. I don't mind some slow stumbling in exchange for that. Thanks for the help though.
Wait shit, really? Hot damn, I need to replace some shit. Or at least maybe set up a designated loot/trunk section. Really sad you can't put trunks on boards anymore, I miss my inside/outside trunk I kept emergency ammo and weapons in.
The only storage part that have more space is storage space, with a whopping 1000 points per space, which you probably find in semi truck trailers. I'm not sure if you can build those, it isn't listed on the vehicle page on the wiki other than its storage space spesifications. I suspect the wiki might be a tiiiny bit outdated. I haven't used vehicles that much before I downloaded the newest build. I can't remember what build I played before, but it was when vehicle where more scarce and less varied. I didn't see the value in vehicle until I found an RV. Now I can't live without the convenience of a water tank and kitchen unit. Oh, and since the storage space is practially just a floor, you can walk unhindered over it.
Actually, it's the opposite. The wiki tends to get updated with some of the newer bits from the nightlies. Some stuff, like CBMs and mutations, hasn't really been updated since like 0.6 or some such craziness, but most of it gets poked at. You're definitely not able to build them in the 0.9 stable though, my character has like 30+ mechanics. Yeah, I remember back when you basically found vehicles in parking lots and that was it. I found a truck, an ATV and a trike. I crashed the truck, broke the ATV and couldn't figure out how to fix it, then died with the trike. I didn't really bother with vehicles until after they implemented considerably more spawn points for them. After I found a semi it's been one of my ultimate goals in every game to build an APC with a compartment in the back for sleeping/cooking/reading/general not giving a fuck what's going on outside.
Speaking of semis, the truck and trailer are separate vehicles, right? Do they connect in some way? I don't too much of them since I was chased by most of the citys undead populace when I came across the only one I've encountered... I would love the ability to somehow tow or (if sufficient space available) store another, smaller vehicle inside a main vehicle. Having a bladed motorcycle to clean up hordes in cities and such would be awesome, and hopefully effective, haven't tried it yet.
I think they can spawn as both individual vehicles and one big one. There [i]is[/i] a foldable bike, but I haven't really used it personally. I tend to just use shopping carts.
Hmm, but can you mod that? The bike, that is. And if so, will it let you pack it up afterwards? Also, I've kind of always wanted to install a flamethrower on a shopping cart for shits and giggles :V
I don't know, actually. I have never actually messed with the foldable bike, I've got one or two in my APC but I haven't taken it anywhere yet. I actually did just finish the thing, come to think of it. Well, ingame finished. I haven't played Cata in months.
So my character died before I was able to build a foldable bike myself... Couldn't for the life of me find a second bicycle wheel... I was thinking about making the next character a starting bionic, as I found quite a lot of fun CBMs I couldn't use with the last character, and I got a couple of questions: Are martial arts/self-defence a viable alternative to wielding weapons? And if so, which starting style is the most useful? (Muay Thai and Krav Maga seems to me like the best options) Does the Adamantium claws CBM count as wielding a cutting weapon, and is not affected by the unarmed skill or fighting styles? And lastly, do fistweapons like cestus and nailgloves work with the unarmed skill and martial arts styles?
Honestly? Not a clue on most of that. I'm fairly certain fist weapons count as melee weapons and the claws CBM counts as a weapon as well, but you might want to check the forums for any info on it. I generally stick to archery with melee as a backup and rifles for heavy duty.
I see. Some of the combat styles have cool perks, but all in all they seem pretty useless in the long run, damage-vise at least... I also noticed that styles no longer take up the weapon/hand slot. I think I'll just test it out a bit myself.
Changelog for 0.A is out, devs feel good about a release today - the 24th. Giving a link directly to the primary dev's post instead of copying, to avoid potential spoilers for anyone who prefers to discover more than learn. [url]http://smf.cataclysmdda.com/index.php?topic=5411.msg91548#msg91548[/url] One thing they've fixed though, is the infamous throwing bug from X-COM: [quote]Fix weird bug where being too strong made you bad at throwing things.[/quote]
Holy shit is that all in the new uptate?
That is going to be the changes from 0.9 to 0.A, yes. So if you've been playing any nightly builds, you'll have already experienced part of that. I am pretty excited.
When is it gonna get released?
Lead dev said he was positive about releasing "tomorrow," but that was on the 23rd at 10 AM my time. I [i]think[/i] he's in the UK, so it should be later today - the 24th. I don't recall any particular time they tended to release updates, so it could be relatively early or it could be later tonight.
Gonna be a fun evening then hopefully.
Whoops. I should read the rest of the thread before posting: [quote]UPDATE: Writing the changelog took much longer than expected (all day Saturday ;_; ), and some additional bugs cropped up at the last minute (as usual), so we're slipping some more. However, we're currently sitting at 0 release-blocker type bugs, so the current plan is to cut a release candidate tomorrow (if you want to get a head start, the RC s basically going to be the current experimental, as soon as Jenkins gets un-stuck again at least), and do the big bells-and-whistles release next Friday.[/quote] So tomorrow for RC. I've played a few RCs, they tend to have a few bugs - some crashy, some not - that get ironed out within a couple weeks.
[sp]Turrets have finite ammo[/sp] (update spoiler) shit, thats a huge balance change. wonder how this will effect endgame?
[QUOTE=Mike Tyson;44032806][sp]Turrets have finite ammo[/sp] (update spoiler) shit, thats a huge balance change. wonder how this will effect endgame?[/QUOTE] I'm pretty certain that [sp]the basic gun turret uses 9mm, so for personal turrets it probably won't be a big deal. By the time you've got the skill and parts for them, you've probably got more than plenty 9mm hanging around.[/sp] [sp]As for stuff like labs and military outposts, etc. I'm not sure. Presumably it'd actually make outposts considerably easier to assault earlier if you hung around it long enough and let the turrets burn their ammo on stuff like squirrels, or otherwise just managed to soak shots from a far distance.[/sp]
Looking forward to the 0.A release, sounds like a lot of improvement from my version.
Yeah, looks like I was right when I said the Friday release is going to be bugfixes: [quote]Definitely save compatible. The only difference between the RC and "actual" release will be bugfixes. And maybe some translations packaged, but that's a tall order.[/quote] So if you're cool with potentially crashy bugs, give the download page on the wiki a check later today. Don't forget to take a peek at the announcements board if it's not up yet, it takes some time to update the wiki.
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