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Thread: Tins Tweaks for A18.3.

  1. #1
    Leader Tin's Avatar
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    Tins Tweaks for A18.3. Compatible with A18.4ex

    ....
    Last edited by Tin; 2 Days Ago at 12:34 AM.

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    Leader Tin's Avatar
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    Now available.

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    Ranger bigstep70's Avatar
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    This looks awesome. I like the waxing and waning effect. A steady wave of "nightmarish abilities" granted to the 'monsters' as the darkness enshrouds the player.
    How evil Tin, how evil indeed. I love it!

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    Colony Founder JaxTeller718's Avatar
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    Your ability to work this kind of magic using xml continues to astound me Tin. Looking forward to giving this one the college try.

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    Leader Tin's Avatar
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    Thanks!

    I hope you all give it a go, and have fun with it.
    This is just a core, that I will be building around as time goes on.
    But also works as just a standalone.

    heh, just don't get caught unawares, and get snagged-n-grabbed by a group of zeds
    *melee is still viable ofc though*

  6. #6
    Survivor doughphunghus's Avatar
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    This is a pretty cool idea. I'm really curious to test out the "progressively damaged gets slower" effect is like when a horde comes at you in a closed room/building.

  7. #7
    Leader Tin's Avatar
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    Quote Originally Posted by doughphunghus View Post
    This is a pretty cool idea. I'm really curious to test out the "progressively damaged gets slower" effect is like when a horde comes at you in a closed room/building.
    Yeah, the mechanic gives the player another tactic to employ.
    See a demo guy running towards your base? tag him a couple times and give yourself a few more seconds to deal with him (mechanic doesn't lessen their explosive power though).
    Get caught out at night and got some runners outpacing you? Smack'em a couple times to give yourself some breathing room.
    Got a horde eating through your defenses at break neck speed? tag a few to give you enough time to make that emergency repair.

    Obviously the rad zombies will eventually heal themselves, if you leave them alone for too long but it will give the player time till they do.
    Still have some tweaks I want to do with that particular mechanic but that's a later thing.

    Hope you enjoy it.

  8. #8
    Leader Tin's Avatar
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    Just a heads up for those that try to use this mod with Telrics Healthbar modlet.
    The quick way to get this to work with this is: Just rename my folder, so it loads before the healthbar one.

    This is not to say I will going through every mod to make it compatible with each other (not going to happen) but this one came up, and that is the solution.
    Last edited by Tin; 3 Weeks Ago at 03:59 PM.

  9. #9
    Leader Tin's Avatar
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    Update. Disregard the work around in order to get Telrics Health Bar mod to work with the 24hr cycle. It has been resolved.
    Telric has updated and reworked his mod to v2.0. located -> Here <-.
    Last edited by Tin; 3 Weeks Ago at 04:24 AM.

  10. #10
    Leader Tin's Avatar
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    *Update*
    Added a Frenzy version of the 24hr Zombie Cycle.

    [The 'Clean' Version]: No Rage Mechanic, since it controls the Zombies speeds 24 hours a day.
    [The 'Frenzy' Version]: Has a different type of rage. Zombies can only 'Frenzy' (rage), if they successfully land a strike against the player.

  11. #11
    Survivor doughphunghus's Avatar
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    I'm loading in "Frenzy" in a game with about 80 other mods. I've got it at "permanent nighttime mode" so it will be nice to slow them down a bit when they chase

  12. #12
    Leader Tin's Avatar
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    Haha, nice!
    Hope it plays well with your mod emporium you have going on lol.
    Last edited by Tin; 2 Weeks Ago at 02:28 AM.

  13. #13
    Guppycurian Forum Whore Guppycur's Avatar
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    I can attest that the pull in is a bitch...

    The changes are subtle enough to not know how to game them but powerful enough to change the feel of melee combat.

  14. #14
    Refugee Bubbeenator's Avatar
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    I like the 'pull' feature when they 'grab' you. Caught me by surprise on Day 1 when I wasn't expecting it and almost killed me. Now, I pay more attention.
    Just curious if this is offset by higher player skills similar to the stun offset?
    Or will every zombie always have a chance to pull you in if they hit you?

  15. #15
    Refugee Bubbeenator's Avatar
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    The description states, "From Noon to Midnight, Humanoid Zombies get progressively stronger and faster every hour."

    I'm trying to figure out if their fastest speed is equal to the game options setting or will zombies eventually run at Nightmare speed even if I set them to Walk?

    In other words, if we set Zombies Sprint during daytime and Walk at night... will their top speed with this mod be Walk at Midnight and Sprint at Noon?

    Oh, and Thanks for making combat more dynamic.

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