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Thread: Return of the Wood Log and Iron Spikes modlet!

  1. #16
    Colony Founder KhaineGB's Avatar
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    Buffswhenwalkedon doesn't work on zombies anymore.

    Kinda annoying.

  2. #17
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    Hi, I've installed this mod but the wood log spikes don't show up in game

  3. #18
    Colony Founder KhaineGB's Avatar
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    I'll double check it later but it was working on the server I set up last night.

  4. #19
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    Has anyone tested these on 17.1...?

    Thanks

  5. #20
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    Quote Originally Posted by Dibbler View Post
    Has anyone tested these on 17.1...?

    Thanks
    I tried it on the 17.1 version and it worked, but my problem is that it only made 3hp damage to my self on the lowest tier and it made just 4hp on the hiest (steel). I let zombie walking over it and it took ages to kill them. Is that the intetion behind this? because in my opinion they shut do more damage.

  6. #21
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by Wetsmit View Post
    I tried it on the 17.1 version and it worked, but my problem is that it only made 3hp damage to my self on the lowest tier and it made just 4hp on the hiest (steel). I let zombie walking over it and it took ages to kill them. Is that the intetion behind this? because in my opinion they shut do more damage.
    That's exactly how TFP left them in the XML.

    Willing to listen to community suggestions on what would be an appropriate number.

  7. #22
    Tracker Deeds4life's Avatar
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    If they scaled from 10 HP a second damage to 50 HP a second based on upgrade tier, it should work. Or at least be a starting point.

  8. #23
    Colony Founder Gareee's Avatar
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    Can you do another modlet that replaces the new bloody spikes with the undamaged model, and use the bloody progressive damage like we had before? I hate the new spikes are bloody when you first make them.

  9. #24
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    Quote Originally Posted by Deeds4life View Post
    If they scaled from 10 HP a second damage to 50 HP a second based on upgrade tier, it should work. Or at least be a starting point.
    I think they should start with 10hp, than on iron tier they should make 20 hp and on steel 30 hp damgae and maybe with bleeding damage. That`s what i would racomment.

  10. #25
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by Gareee View Post
    Can you do another modlet that replaces the new bloody spikes with the undamaged model, and use the bloody progressive damage like we had before? I hate the new spikes are bloody when you first make them.
    Probably not. Depends if the model still exists in the assets file or not.

    Quote Originally Posted by Wetsmit View Post
    I think they should start with 10hp, than on iron tier they should make 20 hp and on steel 30 hp damgae and maybe with bleeding damage. That`s what i would racomment.
    Sounds reasonable. The bleeding damage is gonna be a no... buffswhenwalkedon doesn't always work on zombies. I tried.

  11. #26
    Hunter iicecube's Avatar
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    10 to 30 range from upgrade is the way, and also upp the cone spike health to abit as to complete with spike in game..

  12. #27
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    Sounds reasonable. The bleeding damage is gonna be a no... buffswhenwalkedon doesn't always work on zombies. I tried. [/QUOTE]

    It`s a shame that bleeding dosen`t work. maybe you should go than a little bit higher with the damge, but in my opinion not over 60, but it`s not a musst have. like i sad 10hp on low and 50 on high sounds good to me and i would be very happie if you implemend it. Just tell me when you updated the mod and im directly dowloading the new version.

  13. #28
    Colony Founder KhaineGB's Avatar
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    Maybe 15/30/45 then... for Wood/Scrap/Steel

  14. #29
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    This sounds very good. Im fine with that

  15. #30
    Guppycurian Forum Whore Guppycur's Avatar
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    I'm of the personal opinion that spike material should dictate durability, not damage, but that's just me.

    /in the minority since 1971

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