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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80812 times)

DataCD_01

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Re: Zombie Mod: version 0.8
« Reply #195 on: January 21, 2009, 03:29:28 am »

FOR FIRST: SORRY FOR MY GRAMMAR!
Hey guys =|
I've been interested by this mod as i'm fan of zombies =D I like those frikkin' hoards of rotting walking raped meat >=D
So i got a question : dwarves\creatures\otherguys who has been killed by zombies wont stand up and eat alive creatures, wont they?I hope that torso can come in my fort and eat someone, then they'll both try to eat another survivors in my fort =p That looks like... Resident evil? And i love it, if corpses will stand up, then i'd even make a little copy of Umbrella corp. underground labs =D
P.S. Imma da king of da page >=3
« Last Edit: January 21, 2009, 03:33:12 am by DataCD_01 »
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #196 on: January 21, 2009, 09:30:19 am »

Sorry, at the moment corpses resurrecting is impossible.  Though, and this just occurred to me, didn't dwarf companion have a way to zombitize corpses?  Maybe some kind of macro that keeps track of who's been bitten for when they die...

That's just idle speculation, mind you, completely out of my league at the moment, but maybe someday.
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DataCD_01

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Re: Zombie Mod: version 0.8
« Reply #197 on: January 21, 2009, 10:37:03 am »

Damn, how sad   :-[
*dreaming of walking corpses*
Anyways gonna play this mod =p

First impressions.
Well, when i were starting new fortress i saw that i need to rechoose those items what i want to take with myself, but i forgot to rechoose... Alcohol... Yes, i could live with water in river, but there were... C-C-C-CAAAARPS!!! So i've let my dwarves just slowly die in this epic place for fortress... But when i were looking around i saw some infected =| Are they dangerous? My dwarf walked pretty close to them and they... runned away??? Wtf?

More impressions:
After a while i saw another one group of infected, but now it was biiig horde =O SO this time i wanted to completely test wtf is that. I've made my woodworker a recruit and sent him into hell. For first i've been surprised when infected started running away from him. But when my recruit started attacking one of them, he suddenly got stunned. Ang raped apart for 5 seconds. By 1 infected. WHAT.THE.FUCK. was that? Who are those infected and why the hell are they running away from dwarves, but when they're too close infected starting raping them in millions pieces? O_o

Complete impressions:
Ok... Uhh... I didn't think that they are zombies because they aren't acting like zombies... They gotta rush dwarves or something, but they're just trying to run away from them -_- and if 3 dwarves are fighting with 1 zombie, other zombies won't come for help. Why? That horde what's on my map right now can destroy everything on their way but they're just running away like sissy dumbs -_- Maybe someone will explain me wtf is going on? =c
« Last Edit: January 21, 2009, 12:30:03 pm by DataCD_01 »
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #198 on: January 21, 2009, 01:34:01 pm »

Wild infected are buggy right now, I can't get them to attack properly.  Infected bites cause paralysis, so melee is a bad idea.  If you wait a couple seasons you'll get an actual zombie attack, which behaves exactly like it should.

In other words:  It's still in development and there are some problems that the game simply can't help with.  Relax and try to play a regular fort and you'll get a siege that has all the zombie goodness I can muster.  Play around with the other features.  Don't freak out because there's one bug that I can't fix.
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ElChad

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Re: Zombie Mod: version 0.8
« Reply #199 on: January 21, 2009, 06:32:31 pm »

I got this last night, and I have to say I hate it. But in this hate is really a love for the challenge, just the fustration of trying to get my Fort ready against hordes of zombies.

I spent one of my classes fighting off a horde of zombies with only two Champion Marksmen (they were recruits when they started) while the Master Furnace Operator was churning out copper to the Expert Weaponsmith who was making air rifle pellets. (I wasn't aware on how to exactly make ammo untill I got home today.)

One question I have is about the Civlizations. On my laptop, I played as the Corperation, while on my PC I am Survivors. (I wouldn't of minded it being the other way around lol) What determines what civilization you are?

Another one is about Cave Adaptation, do any races get this?

A complement I have is of the Survivor's low amount of starting points, while screwing over any  it really emphisises [sic] the desparity they are in as opposed to the other races who seem to have major advantages over you.

In conclusion, a great mod even in the current form, I applaud how you turned one of my greatest interests into one of my greatest dreads. Keep up the good work! (And for the love of god somehow make a cheap anvil lol)

A complement is the way you amde survivors. Their low start made me have to actually think about what I should get and what is important to me
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jester

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Re: Zombie Mod: version 0.8
« Reply #200 on: January 21, 2009, 07:24:32 pm »

You can choose your civ on the embark screen when you are choosing a parent city.  Tab on the choose site screen and find the list of cities, go to the trading screen and the civ at the top is the civ you are.
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DJ_Muffinman

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Re: Zombie Mod: version 0.8
« Reply #201 on: January 21, 2009, 07:46:24 pm »

Seriously guys, I need some help here.

Does anyone with graphics-making experience know if each individual job token needs its own tile? Like Can Woodcutter, Woodworker, and Carpenter each be set to a single tile?

Any help is appreciated.
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DataCD_01

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Re: Zombie Mod: version 0.8
« Reply #202 on: January 22, 2009, 01:24:19 am »

Oh, Neoadept, i'm not saying that this is stupidly-bugged mod or something, NO! This mod is fucking AWESOME and i really want you to complete this, if you've already done those things, then you can complete it! =D Go Neo =D
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trav

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Re: Zombie Mod: version 0.8
« Reply #203 on: January 22, 2009, 06:40:24 am »

Never mind, I was extracting to the data/objects where I should have been extracting to the raw/objects folder
« Last Edit: January 22, 2009, 06:42:34 am by trav »
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Fleeb

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Re: Zombie Mod: version 0.8
« Reply #204 on: January 22, 2009, 11:57:02 am »

Seriously guys, I need some help here.

Does anyone with graphics-making experience know if each individual job token needs its own tile? Like Can Woodcutter, Woodworker, and Carpenter each be set to a single tile?

Any help is appreciated.

I'm pretty sure you have to define them as either default or per class. I had the same problem with my orc graphics but figured it out, sadly I don't have it right in front of me. I can post something a little more definitive once I get home from work.
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #205 on: January 22, 2009, 12:39:22 pm »

NEW Version 0.85
Changes:
Weapons are now forged in parts and put together at the smelter
Pistols added
Sniper rifles added
Hunting rifles added
Multirifle bug fixed
New clothes added, courtesy of Fleeb and Deon
Quick start guide and credits added in Read Me file

Bam, there you folks go.

Have fun with it.
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DataCD_01

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Re: Zombie Mod: version 0.8
« Reply #206 on: January 22, 2009, 01:58:30 pm »

HOLY. F***!!! WOoooo0o000ooOO00T!!!
Weapon parts feature OWNZ! =D There you go dude, work on zombies =D
P.S. Sniper rifles! Yaaaaay!  :D
« Last Edit: January 22, 2009, 11:02:00 pm by DataCD_01 »
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Fleeb

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Re: Zombie Mod: version 0.85
« Reply #207 on: January 23, 2009, 06:42:30 pm »

To DJ_Muffinman:

So, about the graphics. Using my vampires as an example. You first need to make sure you have a default defined.

   [DEFAULT:VAMP_DEFAULT_DEFAULT:0:0:AS_IS:DEFAULT]

This would be the generic tile all vampires will have unless the specific class is defined. Example:

   [SWORDSMAN:VAMP_DEFAULT_DEFAULT:0:1:AS_IS:DEFAULT]
   [MACEMAN:VAMP_DEFAULT_DEFAULT:0:2:AS_IS:DEFAULT]

Etc. Should be pretty easy, as long as you have the default pointing to a valid graphics tile.

I'm not sure my explaination is of much use... maybe you could post what you have so we can look for issues?
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Deon

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Re: Zombie Mod: version 0.85
« Reply #208 on: January 24, 2009, 02:09:14 am »

Seriously guys, I need some help here.

Does anyone with graphics-making experience know if each individual job token needs its own tile? Like Can Woodcutter, Woodworker, and Carpenter each be set to a single tile?

Any help is appreciated.
You should define each profession unless you want a problem with it, but you can assign any number of professions for a single tile so you can have the same tile to represent multiple talents.

P.S.

 [SWORDSMAN:VAMP_DEFAULT_DEFAULT:0:1:AS_IS:DEFAULT]

SWORDSMAN - profession name
VAMP_DEFAULT_DEFAULT - a predefined name of the graphics file you refer to
0:1  x:y coordinates
AS_IS or ADD_COLOR: AS_IS leaves the current tile as it is while ADD_COLOR paints every grayscale color into profession's color (i.e. yellow for woodcutters)
DEFAULT: is default (it can be default, skeleton or zombie).
« Last Edit: January 24, 2009, 02:12:09 am by Deon »
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LegoLord

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Re: Zombie Mod: version 0.85
« Reply #209 on: January 24, 2009, 09:00:00 am »

I've heard you've done a lot interesting things with reactions in this mod.  I'm checking it out.  It looks pretty interesting.
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