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Old 06-11-2013, 03:31 AM   #61
indrid13
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Started the game this weekend. Really digging it. I love the idea of it being a zombie apocalypse simulation.

Thank's for the tips you guys have been listing.

Can you get other survivors to go with you on supply runs?
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Old 06-11-2013, 03:34 AM   #62
fceurich39
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what is the easiest way to kill a fat zombie?
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Old 06-11-2013, 03:24 PM   #63
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Quote:
Originally Posted by indrid13 View Post
Started the game this weekend. Really digging it. I love the idea of it being a zombie apocalypse simulation.

Thank's for the tips you guys have been listing.

Can you get other survivors to go with you on supply runs?
Not that I know of unless you start a mission they want to do and then just do your own thing XD

I found the best way to kill the fat bald zombies is to moltov them. Really, there is no easy way that I know of though.
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Old 06-11-2013, 04:07 PM   #64
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Quote:
Originally Posted by indrid13 View Post
Started the game this weekend. Really digging it. I love the idea of it being a zombie apocalypse simulation.

Thank's for the tips you guys have been listing.

Can you get other survivors to go with you on supply runs?
Like Mok said, as of now you cannot bring other survivors on missions. I do know that is a request from users. So you never know if they add that to a patch down the line, but I highly doubt it.

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what is the easiest way to kill a fat zombie?
Killing the big zombies are indeed very hard. Now I'm not saying these are fool proof tips but it they do help. First, try Hitting them with fire. That seems to slow them down. It's gonna take at least three direct hits, maybe more but three really slows them down. Second, Hitting them with your car doesn't do much. If you do, back into them rather than frontwards, with a truck (not a little car)

Third, try the dodge method. When they charge, dodge out of the way, then beat them from behind. Repeat process. It's not easy , but it works way better then a frontal attack.
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Old 06-11-2013, 04:12 PM   #65
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Originally Posted by indrid13 View Post
Started the game this weekend. Really digging it. I love the idea of it being a zombie apocalypse simulation.

Thank's for the tips you guys have been listing.
Just curious, are you having the base problems like I have & others. Survivors not manning the watch tower or not performing other said tasks?

Like stated in an earlier post, there is a patch coming this week. Hopefully very soon, because I've not really playing until they do. The glitch is getting my base hammered in the game.
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Old 06-11-2013, 06:35 PM   #66
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Thanks guys.

Yeah I've had the same problem with the watchtower. I'm still at the church and I never see any of the group manning the tower.
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Old 06-11-2013, 08:16 PM   #67
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Originally Posted by indrid13 View Post
Thanks guys.

Yeah I've had the same problem with the watchtower. I'm still at the church and I never see any of the group manning the tower.
Oh ok. Then it's not just my game. It was ok when the game first started, but then they stopped going up the guard tower (even though it says a guy is up there)
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Old 06-15-2013, 08:18 AM   #68
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Attention guys: The Patch has been released 6/14/2013

Details:

Title Update 1 has passed certification…and it is live!

The next time you start the game, most of you will see the message that a title update is available. After the update you’ll see the following improvements:

- Playable characters can no longer be killed by the simulation
- Workshop now repairs weapons and vehicles at game dawn rather than the next real-world day.
- Reduced cooldown times of commands in the Radio Menu, notably Words of Encouragement, Words of Inspiration, and Medical Advice.
- NPCs no longer get stuck behind the counter or on the stairs at the gun shop in Spencer’s Mill.
- The “Too many infestations!” event will now only occur when there are too many infestations within 500m of your Home, rather than anywhere in the world.
- The “Too many infestations” to-do item is now cleared when there is only one remaining infestation within 500m of your Home, rather than anywhere in the world.
- You must now be close to the ranger station for the Memento mission scene to play. Previously you would be teleported to the station if you left before the end of the mission.
- Community members will properly interact with Facilities in your home. Previously they would stop after a period of time.
- Feral zombie now properly dodges vehicles approaching at an angle.
- NPCs will now reliably reach warehouse between Mt. Tanner and Spencer’s Mill when called to gather supplies.
- You can now punch out through the windshield of a vehicle if both doors are blocked.
- Zombies and NPCs no longer get stuck behind the grocery store in Marshall.
- NPCs now properly move to the proper location during cinematic scenes.
- Zombies no longer fall through floor in the Marshall courthouse.
- Zombies can no longer get under porch or floor at the Wilkerson’s farmhouse.
- Fixed a few rare crash bugs.
- Fixed various translations bugs.
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Old 06-17-2013, 03:10 PM   #69
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Got the patch. Maya's gear still stuck under the floor

Things are going pretty good for my band of survivors. We moved into the Savini house. I got sick of having to drive across the entire map to get to where things were happening so I picked up and moved even though it looks like a vulnerable spot. It isn't. I've set up outposts in all the surrounding houses so we are nicely tucked in. I'm slowly clearing out the surrounding areas and upgrading my shit. It seems like there's a lot more breathing room. One thing I learned, if there's an alert about hordes, kill ALL of them that are indicated on your map, even if they are nowhere near. Otherwise your people will lose morale/die.

The whiny guy (who shows you the Savini house) in my squad died too so that was a bonus.

Possible spoiler ahead:
Spoiler:
I'm not sure if this is avoidable, but the Sherif and Judge died in my game, off screen at some point. A couple of dudes who were holed up with them in the courthouse have joined with us.

That area on the western side of the map look pretty rad. It's where the army was stationed and there are a lot of wicked guns over there.

Last edited by Mok; 06-17-2013 at 03:12 PM.
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Old 06-17-2013, 03:16 PM   #70
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Second Patch coming:



Title Update 2 Patch Notes

Here are the patch notes for Title Update 2 (TU2). TU2 is in final QA and we hope to deliver to certification early next week.

Please note this a draft list, and we may add, remove, or change entries before certification.

Big changes here. We're excited to get this out!

Jeff


TU2 Patch Notes


Fixed rucksacks falling through floor and being unrecoverable. Rucksacks are now moved to an easily accessible location within the same building.
You can now manufacture homemade painkillers in the Medical Lab.
Stockpiles that are over the maximum storage provided by your current Facilities (the "cap") will no longer drain while you are not playing. Instead, Stockpiles that exceed the cap will drain every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.
Improved awareness of Stockpiles that are over the cap. The Assets page now displays both the current amount and cap for each Stockpile. Stockpile amounts that are over the cap will be displayed in yellow, both in the Assets page and the Home Status panel.
Influence in excess of Fame no longer drains while you are not playing, and the rate of drain during play is reduced from 6 per minute to 2 per minute.
The rate at which Stockpiles are consumed no longer factors in the number of missions played during the current day. It was causing Stockpile consumption to be too high.
Fixed a bug that caused some characters to be given 100 ammo.
The "Too many infestations!" to-do item is now properly cleared if you relocate your Home to a site with fewer than two infestations within 500m.
Fixed several areas on the map where the player can get stuck.
Fixed several pockets of deep water.
Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins.
Fixed a bug that caused games with large communities to fail to load.
Fixed a bug that allowed players to get stuck in the abandoned farm house north of Marshall.
Removed several sections of fencing around warehouse near fairgrounds to improve navigation for missions in the area.
Made it easier to navigate fairgrounds in vehicles.
Adjusted draw distance of dynamically generated vehicles to match pre-placed vehicles.
Fixed a bug that caused character to become stuck in a falling state when dropping from a ladder into a group of zombies.
Fixed a bug that prevented weapon durability from being reduced by certain combat moves.
Made it easier to execute "Double Kill" move.
Fixed a bug that caused a Feral zombie to react incorrectly if you dodged while he was leaping.
Fixed a bug that briefly displayed debug text in the main menu after selecting a storage device.
Made major adjustments to Facility action times to make Facilities more useful during the current play session:
Globally changed Want delays from 1 real-time day to 4 real-time hours.
Duration of Fitness Regimen, Combat Training, Big Meal, Feast, and Firearms Practice changed from 3 real-time days to 2 game-time hours (where "game time" means time playing the game, not counting time that elapses while you are paused or logged out) so you get the full benefit of the bonus while you are actually playing the game.
Cooldown on Big Meal and Feast changed from 22 real-time hours to 3 game-time hours. This means your community is "full" for 1 game-time hour after the effects of Big Meal and Feast wear off before the Facility actions can be used again.
Trade Opportunity action time changed from 1 real-time day to 90 real-time minutes.
Train Outsiders action time changed from 1 real-time day to 90 real-time minutes.
Preservation Attempt action time changed from 3 real-time days to 90 real-time minutes.
Create Biodiesel action time changed from 3 real-time days to 90 real-time minutes.
All Library research actions changed from 2 real-time days to 4 real-time hours.

You now receive a Stockpile bonus upon claiming a new Home site. Each site comes with a specific number of Stockpiles, based on the size and number of Facility sockets in the site.
Fixed a pathing bug that caused zombies to get stuck in the floor during a "Besieged" mission.
Added a "Stick Sensitivity" option.
The game will now repair saves affected by a bug fixed in TU1 that could cause Lily to be killed by the simulation.
Characters selected for Mercy Shot mission can no longer recover from their injuries.
Mercy Shot missions can no longer select playable characters.
Moved "Horde Alerted!" banner higher on the screen and reduced size to avoid interfering with driving.
If you move your Home site when a Trade Opportunity mission opportunity is active, the mission opportunity now relocates to the new Home site.
Lily no longer reminds you to come to the final mission site. It was annoying during sandbox play after winning final mission.
Edged weapons are now effective against Feral zombies.
Fixed bug relating to Juggernaut reactions to incendiaries.
Fixed a bug that notified you of simulation events affecting NPCs that are not in your community.
Searching for Stockpiles with the radio is now more reliable.
Fixed bug causing stimulants to have permanent effect. Stimulants such as coffee and energy drinks now properly wear off over time.
It is no longer possible to establish an Outpost or relocate your Home while on a mission.
Improved audio volume mixing.
Improved music track selection logic.
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Old 06-17-2013, 03:18 PM   #71
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Quote:
Originally Posted by Mok View Post
Got the patch. Maya's gear still stuck under the floor

Things are going pretty good for my band of survivors. We moved into the Savini house. I got sick of having to drive across the entire map to get to where things were happening so I picked up and moved even though it looks like a vulnerable spot. It isn't. I've set up outposts in all the surrounding houses so we are nicely tucked in. I'm slowly clearing out the surrounding areas and upgrading my shit. It seems like there's a lot more breathing room. One thing I learned, if there's an alert about hordes, kill ALL of them that are indicated on your map, even if they are nowhere near. Otherwise your people will lose morale/die.

The whiny guy (who shows you the Savini house) in my squad died too so that was a bonus.

Possible spoiler ahead:
Spoiler:
I'm not sure if this is avoidable, but the Sherif and Judge died in my game, off screen at some point. A couple of dudes who were holed up with them in the courthouse have joined with us.

That area on the western side of the map look pretty rad. It's where the army was stationed and there are a lot of wicked guns over there.
Looks like they will hopefully fix that rucksack from Maya.

Moving question:

How does that work Mok? Like what exactly happens? When you say you want to move, everybody just appears over at the new base? What about what was in your locker , at the old base.
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Old 06-17-2013, 04:36 PM   #72
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So I guess this game isn't really made to go through solo? If its one thing I hate in video games, it's handholding and babysitting.
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Old 06-17-2013, 04:43 PM   #73
Mok
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Looks like they will hopefully fix that rucksack from Maya.

Moving question:

How does that work Mok? Like what exactly happens? When you say you want to move, everybody just appears over at the new base? What about what was in your locker , at the old base.
Yes pretty much. It's instant as long as you meet the required head count. The only thing is once you get there you have to spend a bit of time "fixing up" things like the kitchen and bedroom. Inconsequential but I guess included for realism.

And I'm happy that I'll finally be able to let Maya rest in peace without the constant reminder on the map of her grizzly demise

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So I guess this game isn't really made to go through solo? If its one thing I hate in video games, it's handholding and babysitting.
What do ya mean?
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Old 06-17-2013, 05:01 PM   #74
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Originally Posted by Mok View Post
Yes pretty much. It's instant as long as you meet the required head count. The only thing is once you get there you have to spend a bit of time "fixing up" things like the kitchen and bedroom. Inconsequential but I guess included for realism.

And I'm happy that I'll finally be able to let Maya rest in peace without the constant reminder on the map of her grizzly demise
Thanks, I thought maybe you had to work the survivors over to the new base yourself. That's good to hear.

About the locker, you didn't address that part. Everything get transported?
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Old 06-17-2013, 05:24 PM   #75
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Yes everything is instantly transported.
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