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Post by zaimoni on Apr 19, 2012 15:36:06 GMT
Defending zero entrances is even easier in the early game After several deaths with no warning [I'd be concerned the game was not in-genre if that wasn't happening], I got to day 10 before realizing I had committed a doctrine error (food management). * Did not get to the Prisoner Who Should Not Be in time again (zombiefied day 3 hour 4, got there day 3 hour 13). Police station was at C4, bottom left corner. * The sleep faster part of Awake apparently doesn't cut in until level 2. (15% increase of 6/turn is 6.9 -- but that integer truncates to 6. And 6 is what allows correctly predicting wakeup time at Awake 1.)
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Post by zaimoni on Apr 18, 2012 2:51:45 GMT
I found V8 by a USENET post that linked a roguetemple forum post that was a double-release announcement for DoomRL and Rogue Survivor. So the initial response was familiar, from USENET.
Re exits as entry points: then who thought of moving the cars so there was no path from where they were, to the exits? This took some doing (it was the residential construction with my inadequate basement hideout.) I would be pleasantly surprised if this emerged from the AI.
Edit: It wouldn't be so pathetic if the zombies and skeletons inside could jump cars. As it was, they were just mysteriously bottled away from the action.
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Post by zaimoni on Apr 16, 2012 16:15:51 GMT
Ah...the point of being a newbie is that I still have to learn how to be adaptive, right? Also, some of these notes directly contradict misinformation in the unofficial wiki (e.g., #3).
Anyway: in another not-real game, I did find a very normal-looking zombie of the Prisoner that Should Not be on day three, on the second level of the police station. Undead date was day 2 hour 4. So let's not talk impossible when it's perfectly reasonable to play to screenshot this in V8. Just intentionally explore the police station on day three.
Re #4: Role playing out of genre, rather than playing to "win".
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Post by zaimoni on Apr 16, 2012 6:41:42 GMT
New here; I've been trying to learn how V8 works (saw a the release notice on one of the usual news sources for roguelikes). Thanks for the post about the to-hit and damage calculations; that should allow me to calculate what effective doctrine for playing is. * My impression is that whether all eight objectives are completeable is very much dependent on map layout, etc. If I can't make it to the police district in the first day, it's unlikely I will talk to be Prisoner who Should Not Be before she gets converted to a normal zombie. (With the iron gates destructible, the general starvation wipeout near the transition from day one to day two means she will be attacked and overwhelmed.) ** If you have a follower along, he is in serious danger (the AI isn't good enough....). ** don't carry food in there past late at night on the first day; the earliest ones to die of starvation are already ready to attack for food. * Yes, NPCs with "strong" weapons may enter the sewers. I've seen both cops, and civilians with both hunting rifle and a spare clip, do so. Zombie Masters can and do follow this scent trail up to the main level. ** in a recent not-for-real game, I wasn't able to get to the police district the first day, and decided to try to set up a neighborhood watch. That's how I observed the civilians (as a solo neighhood watch organizer I was lending out extra hunting rifles to refugees that arrived with ammo but without rifle). As part of doing this, I intentionally calculated when to go to sleep so as to wake up roughly twenty ticks before midnight. * I'm not sure what a complete spawn spot description is for the midnight invasion. I suspect it's a selection along the four sides, not related to the player-usable exits. The default marching direction is to the other side of the map. There may be a constraint that the invasion can't start in sight of the player if he is awake. (Yes, this should mean your scent trail is hard to pick up on quickly when you do a perimeter sweep). ** Residences in general are *bad* to be sleeping in; they tend to become swiss cheese very quickly. Not news, but its interesting to see that there's a theoretical explanation. ** Yes, the car wrecks can block further movement from these spawn points. on the edge. In the not-real game, I had a random setup that had the blocking car wreck pairs in the SW corner -- it was full of skeltons and shamblers by Day 6. Of course, the instant a master moves one of the cars they'll all come out.
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