|
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.
|
|
nope
Member
Posts: 150
|
Post by nope on Apr 16, 2012 7:20:14 GMT
Keep it to yourself
1.Despite the fact that the Iron doors are destructable, Nobody destroys them, Ever, Also, The prisoners have food, goddamnit
The objectives are never dependent on map layout, you need to learn how to be adaptive....FUCKING LEARN HOW TO BE ADAPTIVE
2.You need to learn how to manage your followers properly, only then will they become lethal
3.All NPC's can go into the sewers
4.What the fuck
5.Pretty random along the sides, they randomly spawn zombies that randomly wander around, the spawn sites ARE related to the Player Entrances-exits
6.Learn to Barricade
7.Skeletons, Shamblers and Zombies CANNOT jump, goddamnit
Verdict : You are making shit up and being a total failure
|
|
|
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".
|
|
thebobster
Junior Member
Coder's Advocate
Posts: 51
|
Post by thebobster on Apr 17, 2012 18:14:49 GMT
Welcome to the forum, and please ignore nop. He finds his fun in yelling at everyone, like some forum Gordon Ramsay (But without the good cooking)
1. I have seen zombies break down the gates and feast on the prisoner. However, he'll usually last a week or two (not tested on newer versions), so be sure to pace yourself.
2. The AI is fairly versatile, and once they trust you, you can use them fairly well with the right strategies.
3. NPCs actually spawn in the sewers sometimes now.
4. I enjoy role-playing too, especially with limited knowledge, to the point of not knowing it's a zombie apocalypse for the first few days.
5. I'm fairly certain nop's right about this one, they probably come from the exits.
6. Even with barricades, defending four entrances can be hard.
7. They can jump, nop. It's part of the new zombie skill system.
Hope this helps.
|
|
|
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.
|
|
nope
Member
Posts: 150
|
Post by nope on Apr 18, 2012 19:04:47 GMT
Unfortunately, bobster, there is no "nop" on this forum
Zombies spawn around the exits, if the first line of tiles are blocked they'll spawn on the second line up to a total of 5-6 lines, if you completely block the whole thing, they'll be rerouted to another exit
Also, the game does not care if there's 20 cars blocking the exit on the other district, if it's a exit point with enough space, they'll spawn
And if you think defending four entrances was hard, you have no idea : i could hold a two-room apartment building AKA 6 entrances, it's all about how you barricade, and the way you fight(Hint : It does not involve running)
|
|
thebobster
Junior Member
Coder's Advocate
Posts: 51
|
Post by thebobster on Apr 19, 2012 14:35:42 GMT
Well thank you for clearing up the spawning system for us. Would you mind sharing your strategies? All you do, nop, is complain about others' actions and brag about your own, yet you never explain what you do.
I'm sorry for being so rude, nop, but your 'Village Agressor' thing is getting annoying (and misspelled). Playing devil's advocate and explaining the other side to a situation is one thing, but insulting and attacking members of the community for their mistakes is quite another.
|
|
|
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.)
|
|
thebobster
Junior Member
Coder's Advocate
Posts: 51
|
Post by thebobster on Apr 19, 2012 21:17:10 GMT
Don't forget to keep an ammunition stockpile too, in case of break-ins or if you like going outside to hunt. I think the most secure bases are in subways, though I usually build mine in basements (especially of food stores)
|
|
|
Post by zaimoni on Apr 21, 2012 7:08:18 GMT
Unfortunately for Belinda Carter (the protagonist of the latest not-for-real game to survive past day zero), there are no subways conveniently located for recharging runs to the police station. (Night fighting uses up those big flashlights fast. For this game, police station is in the northwest corner of A1 in the business district. Current plan is to loot the CHAR offices in A1, and police station before deciding what to do next.) Furthermore, basement base #1 had a critical deficiency: no bed. This threw off calculated bedtime considerably; she ended up waking in the 1AM-2AM block rather than just before midnight. Fortunately, nothing decided to break down the table blocking the stairway.
(It appears that with neither Hardy nor Awake, the sleep counter recovered per tick is 4 without a bed, 6 with a bed.)
|
|
thebobster
Junior Member
Coder's Advocate
Posts: 51
|
Post by thebobster on Apr 23, 2012 14:55:47 GMT
Unfortunately for Belinda Carter (the protagonist of the latest not-for-real game to survive past day zero), there are no subways conveniently located for recharging runs to the police station. (Night fighting uses up those big flashlights fast. For this game, police station is in the northwest corner of A1 in the business district. Current plan is to loot the CHAR offices in A1, and police station before deciding what to do next.) Furthermore, basement base #1 had a critical deficiency: no bed. This threw off calculated bedtime considerably; she ended up waking in the 1AM-2AM block rather than just before midnight. Fortunately, nothing decided to break down the table blocking the stairway. (It appears that with neither Hardy nor Awake, the sleep counter recovered per tick is 4 without a bed, 6 with a bed.) Well I was more referring to a long-term base. Thanks for sharing that information on the sleeping system, though.
|
|