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Unfortunately, you cannot do any of this with the current tools. You can make new weapons (firearms) and alarms though, but nothing outstanding.
The gang joining mod I think is not suitable for the game, you are trying to survive, I know it may be boring for people who likes action but it's the opposite to the game itself, although it would be interesting to have the gang as a means of protection to your shelter and also as a trading center inside the game, where you can negotiate with the gang members.
That's one possibility, the other idea I have is to use gangs as a multiplayer; i.e you are surviving day 15 (the day should be around early or mid walkthorugh so the gang is actually useful) and while scavenging you meet a random gang leader that will offer you the chance of joining his/her gang and some benefits you gain from joining (protection, specific loot bonus on certain map areas) and after joining the group, during daytime, you can see the players that joined in and if they have requested something to the gang (food, water, materials, bandages ,etc) and while in daytime you can send a survivor with the items they need, but your survivor would return the next day.
I agree with you in the part of the gang demanding ites for protection or other benefits. And about lacking action topic I just thought of a total diferent campaing where your goal is to make a stand and not just survive, for example, some kind of day a gang leader will go to your house and will ask for your help to take down a military convoy with items, or the military attacking the shelters of your gangs and go and defend them, even little events while scavenging like the time when you fin the port ant he offers you to leave, you could also scavenge a house with a lot of injured people and a rebel medic asking you to protect the "rebel hospital" when needed and later in the game the same person appears and ask your help to defend the hospital during the night, of couse you could not go scavenging and your survivors should stay in the shelter either sleeping of guarding, while you play as a sniper inside the hospital or smt like that. Of couse all this is way more than just a mod, but it would be interesting material for a DLC.
It would be even better to experience the travel, like leading the group back to the shelter through the city, getting to experience the fear and thrill of passing through different areas where you can be ambushed and have to run because you are outnumbered.
I'd like to see a mod that allows you (or forces you) to relocate shelter. I believe there are 2 different starting shelters in the game (there could be 3 if the one used in console versions was transported to pc version). Maybe some of the current locations you have to scavenge from could function well as repurposed shelters (cottages, hotel, church..etc).
If all the possible starting shelters were shown on the map it could create a situation where you could choose one based on the size of your team or your manufacturing needs.. The ability to relocate shelter after some kind of in-game event would be good, e.g, having to recover and rebuild after a mortar shelling, or from being overrun by bandits (area became too war torn).
You could scavenge the ruins of your old base or perhaps encounter and join new survivors at a different shelter (rather than have them visit your current shelter, you actively find them). Perhaps sometimes these alternative shelters could be inaccessible for large parts of the game.
If the NPCs were replaced with zombies we would have ourselves a decent survival horror game.. the crafting and inventory managment stuff is already in place, now throw zombie killing and zombie dodging in to the mix.. it would add a lot more combat.. Unfortunately I don't think bandages and meds would be able to heal zombie inflicted wounds :)
The key would be to get the right blend of human NPC's and Zombie NPC's at locations, some areas would require packs of zombies, others just an isolated few. Zombies probably wouldn't be able to open doors or climb ladders. Add new craftable weapon - Molotovs (for crowd control).
I dont really know what kind of mods already exist for TWOM (there may even already be a zombie mod!), what few I have seen look to be a bit game breaking, the base game is delicately balanced for a reason. I'm sure there's a lot of cool balanced things that could be added though.
Also what Max is thinking is the same thing I told developers and the Molotov is impossible to mod as of now due not even making a duplicate handgun works, but in theory I guess Alcohol bottle as Weapon, Cloth/Lighter as Ammo, Club Animation for Throwing and Fire/Explosion from background for Bullet Hit.
Also Max I like that you thought about the Horde of Zombies and the Few of Zombies...diverse situations same way I would have done it with different set off like Alert 1 Zombie alerts all in building, all in room or none and diverse Levelled Zombies too.