PC Another "direction of the game thread" and iam concerned...

Does a front block diminish the explosion of blocks behind it?
Either way, that front block will be destroyed by the first explosion unless it's Steel. If it is Steel, it will be destroyed by the 3rd explosion.

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Owch. Little bit rude.
You're right. Sorry.

 
Avoiding and running remain viable back ups; and your deliberate choose to disuse particular options - as part of a larger design - makes your claim that nothing works sound very petulant.
Didn't quite say that. I specifically said nothing works without an unacceptably high bill afterwards. The bill is either in the Ammo you spent engaging the horde, or the repairs to the base you needed afterwards, or both. If you are the type of player or group who doesn't care about the bill because you are happy to spend as long as it takes to replenish or repair, then you'd not have an issue with demolishers. I am not. Since I am the group's miner and they removed my beloved surface boulders, I am not prepared to spend more than 1 to 2 days per in-game week bored out my skull down a hole just to foot the repair/ammo bill.

No one is fighting them in the same area where all their precious valuables are stored so it's not like it's game over if your base gets flattened. The point for me is the COST of engaging them. It's far far too high.

if you hate them that much turn them off in the XML
I hate to mod. It's my last resort. Anyways, new base design is underway and will soon be tested. I am 50-50 about whether it will work or not.

 
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Why would people who already mod it out need the option? Seems the option would be best for those who can’t/won’t....
As soon as we will get platform that does not break all mods with every single minor update by overwriting all XMLs, we will stop borthering you with that.

Actually how do you plan to implement that? Do you to make entities described XMLs extensionable? So mods basically override some values instead of in-edits? Sorry for offtopic. Also why not JSON? It's much more readable.

 
As soon as we will get platform that does not break all mods with every single minor update by overwriting all XMLs, we will stop borthering you with that.Actually how do you plan to implement that? Do you to make entities described XMLs extensionable? So mods basically override some values instead of in-edits? Sorry for offtopic. Also why not JSON? It's much more readable.
Thats what modlets are for.... they do not get overwritten

 
As soon as we will get platform that does not break all mods with every single minor update by overwriting all XMLs, we will stop borthering you with that.Actually how do you plan to implement that? Do you to make entities described XMLs extensionable? So mods basically override some values instead of in-edits? Sorry for offtopic. Also why not JSON? It's much more readable.
Xpath. It operates independently of the xmls so does not get overwritten after changes. For A18 I had very minimal edits for my xpath code and it was back to working with the changes made. I've had to make zero changes for any of the 18.x updates.

I believe that Harmony is doing the same for DMT modding (formerly SDX) and both Xpath and Harmony look to be on the dev's radar so future compatibility with whatever tools the devs provide looks to be good.

 
Question: Do zombies turn around when shot from behind by automated turrets or spike throwers ?
Sometimes. And it appears Demos often do because they take such a pounding they can turn right round before dying. Then it's beep beep beep.

 
Sometimes. And it appears Demos often do because they take such a pounding they can turn right round before dying. Then it's beep beep beep.
What gets me sometimes is when they fall and trigger the button from like a zap fence wire at ankle level or some other zed swinging away as they are going up/down. Then they explode before they even stand up. Ah well, I knocked the damage down to 2,000 for concrete blocks, should take 3 of em now to take out most player structures. A bit more forgiving than the 1 and done we were dealing with before.

 
Xpath. It operates independently of the xmls so does not get overwritten after changes. For A18 I had very minimal edits for my xpath code and it was back to working with the changes made. I've had to make zero changes for any of the 18.x updates.
I believe that Harmony is doing the same for DMT modding (formerly SDX) and both Xpath and Harmony look to be on the dev's radar so future compatibility with whatever tools the devs provide looks to be good.
Well its workaround for lightweight mod but not for something serious. I really hope devs won't go with Xpath because its really messy. Harmony is fine but still... something more reliable would be better. Some straightforward and reliable api we can use maybe?

 
Im sure this has been posted and sorry I only read a few of the 30+ pages, but JaxTeller has a mod that adds 2x, 3x or 5x the spawn rate of roaming zombies. 5x is pretty nuts with zeds just about everywhere you look. I prefer the 3x. I may swap to 5x later in the game but day 1 was pretty hairy.

He also has a 2x the size of roaming hordes. Love that one too!

 
Im sure this has been posted and sorry I only read a few of the 30+ pages, but JaxTeller has a mod that adds 2x, 3x or 5x the spawn rate of roaming zombies. 5x is pretty nuts with zeds just about everywhere you look. I prefer the 3x. I may swap to 5x later in the game but day 1 was pretty hairy.
He also has a 2x the size of roaming hordes. Love that one too!
I put my hope to the modders once the basedesign of the game is set....but even them is not as common anymore.

There used to be more active modded versisons in the launcher.

 
I put my hope to the modders once the basedesign of the game is set....but even them is not as common anymore. There used to be more active modded versisons in the launcher.
We are trying. With the quicker updates comes more delays. Cant have both unfortunately. Ravenhearst would have been done weeks ago but there were several experimentals and 2 stables where we had to update the entire thing.

Darkness Falls is currently out and really good, and I know that some of the other big ones are in the planning stages so maybe if its true that 19 is now the focus we get to see those other mods get finished and released.

 
You all competent modders are a large factor to the game's success I think.

(especially now when the core game is weaker)

The game had a good core and the modders pushed it to it's max.

Now the core is more of a ...rotten one for a bunch of people and modders are slowly making it better one modlet at the time.

I just really , really hope the modders will stick with the game until release, I have seen so many good mods for other Early access titles getting sick and tired of the game before it got gold, and abandoning those mods :(

 
Didn't quite say that. I specifically said nothing works without an unacceptably high bill afterwards. The bill is either in the Ammo you spent engaging the horde, or the repairs to the base you needed afterwards, or both. If you are the type of player or group who doesn't care about the bill because you are happy to spend as long as it takes to replenish or repair, then you'd not have an issue with demolishers. I am not. Since I am the group's miner and they removed my beloved surface boulders, I am not prepared to spend more than 1 to 2 days per in-game week bored out my skull down a hole just to foot the repair/ammo bill.
No one is fighting them in the same area where all their precious valuables are stored so it's not like it's game over if your base gets flattened. The point for me is the COST of engaging them. It's far far too high.

I hate to mod. It's my last resort. Anyways, new base design is underway and will soon be tested. I am 50-50 about whether it will work or not.
Just FYI - watched Kage848's most recent horde night and it would appear there is one viable and fairly safe anti-demolisher build out there - using (I hope I spell this right) Vedui's build as a basis.

narrow front with bars, electric fences, dart traps and 2 blade traps. AP ammo for demolishers specifically.

Proviso's - he didn't get LOTS of them, but there was nothing to indicate more would have significantly changed the effectiveness - the blade traps and darts were killing demolishers without setting them off consistently; and AP rounds killed em quick.

It's not perfect, and it's not gamestage 200 yet (177 I think) - but it looks like a solid viable and not ridiculously expensive beginning that may be worth experimenting with.

:)

 
How were the Blade Traps arranged? Everything I've tried sets them off immediately.
Go check out the video - ramp leading up, electric fences across beneath them - looks like they CAN set them off, but not consistently; and can kill them with just the blades and darts - but he's using AP M60 to kill em with a few rounds when they are triggered.

Like I say, it ain't perfect, but it looks like a promising start, and you can see him build it in the preceeding 2 videos.

 
We are trying. With the quicker updates comes more delays. Cant have both unfortunately. Ravenhearst would have been done weeks ago but there were several experimentals and 2 stables where we had to update the entire thing.
Darkness Falls is currently out and really good, and I know that some of the other big ones are in the planning stages so maybe if its true that 19 is now the focus we get to see those other mods get finished and released.

Much appreciated Jax! and ty to all you modders that puts energy to this. It sure takes time.

Yea it has to settle a bit first before there is a point modding it all:).

 
Base building isn't pointless, it's just much harder to make something which can kill the later hordes without massive player involvement. In 16 it was far to easy to be invincible in week 1 or 2; the AI in 17 rendered the process painful. 18 has done it's primary job - make the horde dangerous again; and get rid of passive horde killing bases. They'll probably reel it back a BIT - but so far looks like people are coping and still building big effective bases; just not in week 1 or 2.
Agree with you on this. From what base strats I've seen out there so far (and my own experiences) electric fencing and dart traps seems to be the focal points especially against demolishers. I dont consider loop bases a sustainable strat as it will most likely be addressed in a future AI update.

 
Agree with you on this. From what base strats I've seen out there so far (and my own experiences) electric fencing and dart traps seems to be the focal points especially against demolishers. I dont consider loop bases a sustainable strat as it will most likely be addressed in a future AI update.
I use dart traps and electric fences and it works quite well for the moment but the consumption of iron is enormous. A gamestage 300 horde would probably be too much for my current base. I need to think about something else. Probably I will change the strategy to the use of grenades and pipe bombs.

I wish I could somehow separate the demolishers from the rest of the horde. Then I could use dart traps for the demolishers and shotgun turrets and blade traps for the rest of the horde.

 
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I use dart traps and electric fences and it works quite well for the moment but the consumption of iron is enormous. A gamestage 300 horde would probably be too much for my current base. I need to think about something else. Probably I will change the strategy to the use of grenades and pipe bombs.
I wish I could somehow separate the demolishers from the rest of the horde. Then I could use dart traps for the demolishers and shotgun turrets and blade traps for the rest of the horde.
The blade traps and electric fences seem sufficient to kill everything except the demolishers on their own; so you can turn the dart traps off and on as and when you need them. Shotgun turrets could be used for normal zeds as well and turned off if and when the Demolishers arrive. Neither use much Iron.

Kage's current build seems to be great for saving ammo, but at the cost of using a lot of Iron - but you could improve on it by making more use of auto turrets and a sledgehammer (He's fists, so couldn't really contribute much melee - but almost any other melee weapon might have reached, and the sledge and spear definitely would have).

He also didn't use any spikes or barbed wire at all - but if you can work them in without making the zed's path change then that'd help a lot too.

I'm still trying out a few other builds in the meantime - but that base looks fairly solid for <gamestage 200 - even if it only serves to save you time and resources to get ready for later hordes; it's not exactly cheap, but it cost a fraction of his 'fallback' base behind it; in terms of concrete and iron/steel use for the actual building.

 
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