Thelo
-
Posts
10 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by Thelo
-
-
That was probably because you ran out of stamina, which is a different case. Anyway, I agree the needs are too demanding now.
-
Or giving more than one piece of meat from an animal... you kill a sheep and just get one leg!
-
Well, I do think it's clear: it's not about anyone moving the structures but about they moving themselves after a restart. Try putting some floors using snapping and watch what happens after a restart. They don't keep their exact position.
-
There's really no one with info about this? >_<
-
After a good amount of time looking for information on this subject and finding none, I open this post to ask for your opinions.
My friends and I have built a base in the middle of the lake Almyra so the ground is as flat as it can be: all walls stand up with no effort. My friends, however, have found that after a restart all the structures they built, wether with snapping or free mode, moved a bit and ruined the symetry, making it impossible to fit ceilings and opening gaps between walls. They think that happens if there is no Frequency Jammer built, as it was the case. We had a base in the same place that was built around a Frequency Jammer and it did not suffer from this.
Is it just our paranoia or it's really moving? Did you find any similar issue before?
-
I've seen a base in Kavala's Hospital...
-
The curious thing is that this 'building radius' seems to be irregular and its reach is longer towards the north-east and shorter towards the south-west, but again, there are inconsistencies and hot spots where we can either build or are jammed. So maybe it has to do with a special protection around the military base. Nothing clear here! -.-
-
Mmm... The military complex we are settled in is not too big, it's the one located in Athira, and there are certain hot spots where we can't build. I'm still trying to figure out the reason.
-
Ok. I've been playing Epoch for around 20 days now and I have been looking for some information about the characteristics of Frequency Jammers. So far, using Google and this Forums I found the basics and started building a base with some friends.
Our first base was located in CPC Hardcore server. We placed the jammer before the 0.2.5 patch, so I was actually able to place it inside the second story of a military tower. We then started building walls, floors, stairs, garage gates and such all around the military encampment, maybe reaching as far as 50 meters diagonally away from the jammer and we had no problems at all.
Now, after the server files release, we moved to another server where we used to play Arma 2 Epoch (www.dayzspain.com - sorry if this is considered as spam, delete it in that case) and started anew choosing another military tower as our base. Now, with the new patch came the physx building mode for the jammers, so we were unable to place the jammer inside the tower and had to place it on top of it. Surrounding the tower, at ground level, there's a sandbag perimeter that allows us to close it with very few walls, but if we try to build in certain places we get 'frequency jammed', so we have deduced there is a range limit for building.
The thing is, I already knew there was a limit. It's like the plot pole from Arma 2, in the end, but before starting the first base I read the forums and found some info that is maybe wrong. This info stated that the range for a frequency jammer is 300m.
So the question is: is 300m the protection radius around the jammer? If so, what's the building radius? Also, is it a cylinder, a sphere or what? I'm quite confused about all this.
Finally, this is my first post and I'm really enjoying the mod. The community I linked above has been devoted to Epoch for more than a year and the put a lot of effort in giving us Spanish players a good host to play. We all support and love your work and I will tell them to endorse Epoch in ModDB competition.
Cheers and thanks! :)
Food/Thirst & Rolling Changelog Question
in Discussion
Posted
The current situation is:
- you don't/can't die of starvation or dehydration. Having 0 hunger/thirst just slows you down and makes combat less efficient for you.
- Drinks are common enough and having infinite water sources makes sodas less useful. I often carry loads of cans in my inventory.
- Food is less common and I find it less immersive. I would like to have a real feeling of hunting with its rewards.
My two cents are: make the survival part more elaborate. Prepared and hot meals take time but they nurture more than cold meals. Maybe less animals but more food drops, or even no animals at all but just one or two herds by restart, making hunting a reasonable idea