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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80783 times)

Neoadept

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Re: Zombie Mod: version 0.7a
« Reply #150 on: December 25, 2008, 10:27:10 am »

Wait, is it possible to give Megabeasts and other non-civ creatures clothes?  'Cus that would make a lot of things easier.
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DJ_Muffinman

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Re: Zombie Mod: version 0.7a
« Reply #151 on: December 26, 2008, 02:28:29 am »

Wait, is it possible to give Megabeasts and other non-civ creatures clothes?  'Cus that would make a lot of things easier.
I don't believe so...
I think that's because of the fact that non-civ creatures have none of the tags necessary to know how to wear clothes or make them, etc. That's just a guess, though.


Thanks for the feedback!

Thanks for the tip on the potato, I've been meaning to track that down.

As far as plants go, I don't just want to add new plants, I want to change the existing ones to a more apocalyptic flavor.  If I had my way most of the subterranean plants would be gone, but embark freaks out if you do that so I'm limited to renaming them and messing with their grow times.  Since that means changing the original file, maybe you could save the plants you want to a separate one?
I see what you mean about the plants now. I put them in a separate file because of my own preference, but I'll probably change it back once you add some undead spice to the existing plants. =3

It sounds like someone has played Left4Dead a few too many times. =3 I got it for Christmas and I'm loving it.

Question: Why is Bloated Infected Corpse a stone? I was making a stone stockpile for my mason's shop and I was going to turn off the plastics and stuff and it's down there at the bottom. No lie, I just finished The Zombie Survival Guide, and seeing that made me cringe a little. =3

Seriously loving this mod, but I haven't been sieged yet... ='( I'm a little sad.
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Neoadept

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Re: Zombie Mod: version 0.7a
« Reply #152 on: December 26, 2008, 09:40:51 am »

Heh, making the Bloater drop a custom made stone on death was the only way to make it explode at the time (though I might mess around with exploding vermin since that's not working right anyway).  It's a stone with a boiling temperature below the any natural temperature, so it bursts into a cloud of "Boiling Bloated Infected Corpse" as soon as it spawns, and it spawns automatically upon a Bloater dying.  Now that I think of it, and since the steam doesn't do much damage anyway, I might make it something found in garbage...

As for the siege, how many seasons are you into it?  Usually they attack within two years if they're going to.  Maybe you accidentally settled in an area cut off from the infected?  Sometimes in world gen they're trapped behind a mountain range or ocean and can't attack anything that's not behind it with them.
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DJ_Muffinman

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Re: Zombie Mod: version 0.7a
« Reply #153 on: December 26, 2008, 12:58:56 pm »

I just got a siege today. It was a small force of 11 Infected Wrestlers.
I think I know what the problem was. I pretty much made myself a fortress upon outstart.
First thing I did was wall everyone in next to the wagon and dug down into a temporary bunker. (Playing as military, I thought I had chosen Survivor, but oh well.) So anyway I walled us in, and the only way out was a small 3x1 channel that had mechanized grates over it. Pull the lever and we're cut off from the outside world.
With everyone safe in the bunker I dug a couple of places to store food and ammo, then I moved to ammo production and crude housing. Pretty much lived in absolute fear for the first year.
All this work was done with absolutely no access to the outside world, and I think since there was no possible path into the bunker, the sieges wouldn't come. During Summer of the second year, the grates were down and I encountered my first raider. Didn't see one after that at all. Spring of third year I got that small siege force, also as soon as the grates went down. (I used the grates as a way to let traders and liaisons in, and for EMERGENCY outside foraging, etc.)

Scariest moment of my life was when that siege came.  I made this network of tunnels right under the surface leading to the 4 corners of my area and the midway points between those witha  single staircase leading up to the surfaec, covered by a hatch, and underground they were blocked by multiple floodgates. I thought this would be a good way to let migrants in (just open the hatch nearest and raise the floodgate =3 It seemed like it would work) but as soon as that siege came, the Zombies just smashed open the nearest hatch and crushed the floodgate and ran straight for my bunker. MY GOD. The founding 7 donned their armor, grabbed their weapons and quickly dispatched them. I've had them on a rigorous sparring/target practice/pump-gym regimen, so they were definitely ready for this crisis.
Two were bitten, but recovered afterwards. The only death was the outpost liaison who must've thought those rotting-gentleman were simply opening the door so that he may conduct his business quickly. (Stupid Corporates)
Hahaha, you should have seen the other 25 or so immigrants huddling in fear down in the dining room. i had locked them in so they wouldn't get in the way, and there were question marks galore.
I'm considering writing a story based on this rather successful little venture. =3
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Neoadept

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Re: Zombie Mod: version 0.7a
« Reply #154 on: December 26, 2008, 02:17:34 pm »

Ha, wonderful, I wasn't aware that sieges waited for open doors.  If you want a fool proof defense the only thing I can suggest is a bridge over a channel, they'll bash through anything else.


The more I work on these things, the more I realize that everything I'm working on will be greatly simplified by the Caste system.  I'm going to hammer out megabeasts and a few more kinds of infected (I have also been playing too much Left 4 Dead :P), but after that it's going to be bug fixes and balancing until the new version of DF hits, with the occasional fresh addition if I'm struck by inspiration.

On the bright side, that means that the next update should be the last one to break save compatibility for awhile.
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DJ_Muffinman

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Re: Zombie Mod: version 0.7a
« Reply #155 on: December 26, 2008, 10:11:50 pm »

I'll be looking forward to your next updates. This is one of the most exciting mods I've played ever. Really looking forward to blowing up Boomers "Bloaters" and taking down some Undead Megabeasts.

Since I learned the hard way that zombies don't give a damn about my metal floodgates, I'm going to make some emergency grated-over channels inside my compound and have an emergency isolated staircase that leads only from housing to the foodpiles. It's going to take a lot of designing to get it near foolproof, but that's the fun of trying to survive World War Z, isn't it?

One thing I might suggest: Having a special job at the smelter that burns Infected corpses to ash. You and I both know that it's the only way to ensure the safety of the surrounding area after an attack.
I know yo're knee-deep in creature-creation, so i'm going to fool around with it myself. It shouldn't be too hard. =]

Edit:
I just made it through my last siege. Not bad. Two Elite Wrestlers with a band of 10 regulars apiece. I found out something neat. If I keep the grates down over my channel, the zombies walk up to that point and proceed to break them down. So they lock themselves out of the compound, and all the while my guys are raining some serious hurt onto them. =3
Also, my grates were up when this siege came, so the pathing into the fortress doesn't affect the siege arriving, only where they go once they get here. I had to keep the grates down in order for them to come to the compound.
« Last Edit: December 27, 2008, 04:09:34 am by DJ_Muffinman »
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vins

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Re: Zombie Mod: version 0.7a
« Reply #156 on: January 03, 2009, 02:57:00 pm »

Can zombies attack you in adventure mode?
It would be funny.

You are in small village... one of the last one. Every week some zombies are attacking....And there is more and more zombies. You know that you are all going to die... but how long are you going to survive?

And the goal is to survive the most time possible... if you go outside the village you would be attacked too....

*re-download the mod and install it*
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #157 on: January 04, 2009, 02:35:56 pm »

NEW Version 0.8

Changes:
-Changed incendiary rifles into multi rifles
-Added standard multi rifle rounds
-Added explosive multi rifle rounds
-Added nuclear reactors
-Added reactor parts
-Added uranium
-Added Gobber special zombie
-Added giant versions of special zombies as Megabeasts
-Added Zombiephants (infected elephants)
-Fixed Bloater explosions
-Fixed problem with zombies not attacking in the wild
-Removed most animal men and magical creatures


Well, I figured that if I was going to break save compatibility I should do it big.  This will require a fresh install due to me moving files around, meaning you can't just install it over a previous version of Zombie Mod, you have to install it over vanilla DF (or modded DF if you have your own things in their own text files).

I decided that incendiary rifles don't pack enough kick to justify putting up with the corporate civ's tree embargoes, so I gave them Multi Rifles, which can fire three types of rounds.  Standard rounds are essentially SMG rounds, incendiary rounds are the same, and explosive rounds...  Do I need to say it?

In addition, I thought, just because I can, I'd add reactors.  These are expensive to make (ten reactor parts, each of which costs as much as a weapon, not to mention fuel cost(five pieces of pitchblende to make one of Uranium)), but can produce a lot of fuel.  They can also explode violently so, you know, careful about that.  Oh, and the nuclear waste, it doesn't do anything yet but I plan on messing with temperature values for it until prolonged exposure causes damage.  That'll be fun.

Gobbers are a new type of zombie that L4D inspired.  There's no way to get the Smoker's tongue thing to come across properly, but the Gobbers work fine as a workaround.  Technically, they shoot web, but I'd like to think that they vomit across the screen and that it's sticky enough to hold humans for awhile.  Ha.

I couldn't be bothered to write up new body structures for this, so I decided to just make giant versions of the other zombies, plus a zombified elephant.

Bloaters work just fine now, as do the rest of the wild zombies.  As it turns out the special file I put them in was formatted wrong, but I put them back into Standard anyway since the animal man clean out freed up plenty of space anyway.
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woose1

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Re: Zombie Mod: version 0.8
« Reply #158 on: January 04, 2009, 05:58:45 pm »

Zomberphants?
My god... what have you done?
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JagoBallium

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Re: Zombie Mod: version 0.8
« Reply #159 on: January 04, 2009, 06:32:20 pm »

Love this mod. I just updated to the latest version and am about to start up. While the world was being created the latest age was the age of the infected  :-\ so i might be in for a rough time.
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DJ_Muffinman

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Re: Zombie Mod: version 0.8
« Reply #160 on: January 04, 2009, 10:24:49 pm »

Good Show, old boy!
An exuberant round of applause for yo, Good Sir.
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jester

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Re: Zombie Mod: version 0.8
« Reply #161 on: January 05, 2009, 06:19:07 am »

New version? excuse me while I do the shotgun weilding survivalist nutters happy dance
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Fleeb

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Re: Zombie Mod: version 0.8
« Reply #162 on: January 05, 2009, 10:53:55 am »

Very cool. In the future I'd suggest moving your creatures to their own file for ease of use.

Also, looks like most animal-men and magical creatures are still there (dragons, ogres, etc).

::edit:: looks like I managed to get the old version, so nevermind!

I've added in "drowned dead" for water enviornments, you may use if you choose. Basically just copied the zombies, removed the civ tags, and added water biomes.

Here they are if you'd like :

Spoiler (click to show/hide)

Also, logs from world gen show a proper distribution of creatures I think:

Total civilized creature populations
  558 business men
  6789 infecteds
  807 soldiers
  2594 survivors
« Last Edit: January 05, 2009, 12:15:44 pm by Fleeb »
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Himmelhand

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Re: Zombie Mod: version 0.8
« Reply #163 on: January 05, 2009, 03:01:22 pm »

So.. There wouldn't be any chance of me getting that graphics set from way back there?

This mod is great though.
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #164 on: January 05, 2009, 03:55:31 pm »

If Mathis ever sends me a copy you can count on it.  If that doesn't happen, that's what I plan to put in for version 1.0.  0.9 will be all about cleaning the DF stuff out of the raws and replacing it with modern versions where appropriate.

Thanks for the Drowned Dead, they'll be in the next version, which will include a credits file with your name in it.
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