Search found 60 matches
- Fri Jun 29, 2012 2:06 am
- Forum: Modding
- Topic: [Mod] All Characters Recruitable
- Replies: 14
- Views: 12307
Re: [Mod] All Characters Recruitable
Updated the mod, sorry about the inactivity. You should be able to use this with future versions without overwriting any changes that are made to the game. I haven't managed to test if everything works okay still, however.
- Thu Nov 10, 2011 3:45 am
- Forum: General
- Topic: Facebook Like Pages
- Replies: 2
- Views: 1026
Re: Facebook Like Pages
Haven't found any of yet, keep us posted! 
- Wed Nov 09, 2011 8:05 pm
- Forum: Order / activation problems
- Topic: Is it possible to use a key more than once?
- Replies: 18
- Views: 11148
Re: Is it possible to use a key more than once?
If a key goes public I can deactivate it, so those people won't be able to get any more updates. I'm not trying to make the most secure game in the world, I just want it to be as little trouble as possible to people who buy the game. It will be easy to pirate, but I would lose more sales by being a...
- Mon Nov 07, 2011 2:05 am
- Forum: Modding
- Topic: Zombie Apocalypse
- Replies: 65
- Views: 62141
Re: Zombie Apocalypse
Nice stuff!! 
They're EVERYWHERE and I mean EVERYWHERE in this !
They're EVERYWHERE and I mean EVERYWHERE in this !
- Sun Nov 06, 2011 10:55 am
- Forum: General
- Topic: Can I duel wield in this game?
- Replies: 18
- Views: 11485
Re: Can I duel wield in this game?
Maybe because there are no one-handed weapons implemented that I know of?SynysterOne wrote:You cannot dual-wield as of yet. Don't know if it's intended for the future either.
It should be though, I would love to dual-wield short katana.
- Sun Nov 06, 2011 10:54 am
- Forum: General
- Topic: off topic(and off game) question
- Replies: 5
- Views: 1668
Re: off topic(and off game) question
This ^SynysterOne wrote:....Maybe you could ask in the project zomboid forums?
Or make sure you have java installed, maybe?
- Sun Nov 06, 2011 10:51 am
- Forum: Gameplay
- Topic: So what weapons do you prefer?
- Replies: 42
- Views: 14869
Re: So what weapons do you prefer?
Out of curiosity, what kind of weapons do you prefer to use? How is your character build? Is he strength oriented? Dexterity oriented? Personally, I'm rocking a heavy weapon user who currently has somewhere around 109 strength. He can take down an entire town by himself, simply because he can hit n...
- Fri Nov 04, 2011 10:57 pm
- Forum: Modding
- Topic: [Mod] All Characters Recruitable
- Replies: 14
- Views: 12307
Re: [Mod] All Characters Recruitable (Outdated)
@Syn I think after Chris releases updates to the FCS it will work ok :) @Ironfist It should work, but it just hasn't been tested with the latest version. The mod overwrites all the files to the game, so if there were any changes to the original game files in the latest update it will be overwritten ...
- Fri Nov 04, 2011 9:33 pm
- Forum: Modding
- Topic: Deciphering the Level Editor
- Replies: 11
- Views: 6227
Re: Deciphering the Level Editor
Okay, I've been poking around, And I should be able to do something with this stuff. I just need to know how to rotate structures. Graeywulf, you find anything? Chris, mind telling me how to rotate things? Or move them along the Z axis, that would be awesome! On another note, as a special treat to ...
- Fri Nov 04, 2011 8:33 pm
- Forum: Modding
- Topic: Deciphering the Level Editor
- Replies: 11
- Views: 6227
Re: Deciphering the Level Editor
Pressing shift + f12 in game brings it up, that's all I know so far.
I'll have time to experiment later on.
- Fri Nov 04, 2011 8:31 pm
- Forum: Modding
- Topic: [Mod] All Characters Recruitable
- Replies: 14
- Views: 12307
Re: [Mod] All Characters Recruitable
I thought if it was left at 0 it would default to 700 or be free. Have you tried changing it, it might be possible. Tried it a few days ago, doesn't seem to affect it, at this stage anyway. Granted if it's default, you add ANOTHER option to it, use the give gold one as well as join squad. Change th...
- Fri Nov 04, 2011 11:53 am
- Forum: Modding
- Topic: [Mod] All Characters Recruitable
- Replies: 14
- Views: 12307
Re: [Mod] All Characters Recruitable
I was thinking while reading the top bit that you should change the recruitment cost for the better guards. I mean, the balance is completely gone. <_< A character with 1 on all stats is worth 700....One of the guys full geared with 30+ to all stats.....should be much more expensive. But as you sai...
- Fri Nov 04, 2011 2:01 am
- Forum: Modding
- Topic: [Mod] All Characters Recruitable
- Replies: 14
- Views: 12307
[Mod] All Characters Recruitable
Features: - Able to recruit almost any characer currently in the game. The only exceptions to what characters can't be recruited include 'Caravan Traders', 'Outpost Boss'', other traders, and Hostile NPCs. - Cost to recruit ANY character is 700 cats. Included is an extra file. Use this one if you wo...
- Fri Nov 04, 2011 12:38 am
- Forum: General
- Topic: Recruitment guy and office?
- Replies: 12
- Views: 3486
Re: Recruitment guy and office?
My point was that bold isn't as noticeable as it should be. At least not for me, I have a hard time seeing a difference. Like if you are ranting and raving and going on and on and on, until you have something semi-long like this, like omg wtf bbq sauce why what if you are doing is an illogical sent...
- Thu Nov 03, 2011 10:10 pm
- Forum: Modding
- Topic: Quick mod guide
- Replies: 42
- Views: 175718
Re: Quick mod guide
Thanks for clearing all that up

- Thu Nov 03, 2011 7:38 pm
- Forum: Modding
- Topic: Quick mod guide
- Replies: 42
- Views: 175718
Re: Quick mod guide
Hmm, weird....I derp'd, I was doing all this in the mod that I had created from the basedata.....duhhhh. So yeah. My apologies. I will continue to find a workaround. On another note, I tried to add a trader today. I created him, created some awesome dialogue. Set him up properly as a bad ass weapon...
- Thu Nov 03, 2011 10:26 am
- Forum: Modding
- Topic: Quick mod guide
- Replies: 42
- Views: 175718
Re: Quick mod guide
There's an easier fix than that. Just change the StringID to your mod as opposed to the basedata or w.e it is currently. EXAMPLE: 136-Wanderer.gamedata.quack Replace with: 136-Wanderer.YourModHere.mod When you reload the mod into the editor it we re-create the old one. This is not a problem as the ...
- Thu Nov 03, 2011 12:15 am
- Forum: Modding
- Topic: GOD MODE mod
- Replies: 30
- Views: 14214
Re: GOD MODE mod
It's just a large metal paddle that has notches along the edges and weighs 86kg which is 190 pounds......................................................................................................................................................................YEAH...... :roll: Oh, I forgot to ...
- Wed Nov 02, 2011 11:57 pm
- Forum: General
- Topic: how big will cities be? and battles?
- Replies: 5
- Views: 1972
Re: how big will cities be? and battles?
As Graeywulf said. At this point in the game, it's too much for the game to handle. But I can vouch for massive battles and cities in the future. As for the green numbers, we'll probably develop a mod that you can activate whenever you want so that they no longer show up...I already get annoyed by ...
- Wed Nov 02, 2011 9:48 pm
- Forum: General
- Topic: how big will cities be? and battles?
- Replies: 5
- Views: 1972
Re: how big will cities be? and battles?
At this point Im imagining total war style battles :D If it gets huge, this is going to be my dream game... I've always wanted a total war type game where I can control one guy.. or a group of guys IM EXCITED TO SEE WHAT COMES NEXT :D Hi birdman, Thought about this too :) Well it would certainly wo...