Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 16 17 [18] 19 20 ... 31

Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80791 times)

ChazzyBurger

  • Bay Watcher
  • Urist cancels return kill:Interrupted by zombie
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #255 on: March 13, 2009, 01:49:52 pm »

Hello! I just learned how to play Dwarf Fortress the other day and I am really enjoying it. I would like to play this mod, but when I try to launch it a error sign pops up saying "One of the compressed files on disk has errors in it. Restore from backup if you are able." At first I though I was getting this because I was using a tile set (don't know which one). So, I created a new folder with a clean install of Dwarf Fortress in it, and tried playing it again. It still gives me the same message. I would like to use a tile set. I have tried using the Mayday tile set, but it still give me the same error. I think I am installing the files correctly. It should be  in the data ----> Objects folder right? Thanks for the help!

You should be installing it into the raw/objects folder.

Oh, wow. Thanks! I feel like a huge idiot lol.

Don't worry, I bet we've all done stuff like that
Logged
Perpeptual Motion Machines

Dwarf Fortress' way of saying "Up Yours!" to physics

highholyme

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #256 on: March 13, 2009, 04:12:15 pm »

A Zombie Apocalypse mod?

You are my new god.
Logged

StrayCat

  • Bay Watcher
  • Living gateway for the demonic Laggabeast
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #257 on: March 14, 2009, 04:11:35 am »

Alright, so's I take a hiatus to straighten out some college applications (I've gotten one acceptance and scholarship so far, hooray!), and you've already gone and built nuclear reactors into the game? And sniper rifles aren't borked anymore? I need to spend months away at a time from my interneting more often!
Logged
It takes a dwarf to use magma for snow shoveling

short_dwarf

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #258 on: March 15, 2009, 12:47:25 am »

Here's and example on how hopeless 7 unarmed dwarves are against a zombie siege. Plus the tactic used was horrible as well..... other than that it was slaughter :o

Infected vs dwarves

wished the friendlies woulda helped to though >_>

My second attempt using humans instead of dwarves. Which I should was kinda stupid since they don't embark with an anvil and I chose a map with magma lol...

Infected vs Human

I think it glitched up before the end though. I thought infected could destroy buildings? and that last infected didn't even move when the metalsmith passed him or while being shot/pummled by the marksman.

Same fortress as last one, except this is the 3/4 siege of infected now. Still couldn't destroy doors for some reason.....

Infected vs Humans 2

Yes I recruited them all.... only 4~6 paralyzed out of 18 ^_^



This is something different then what the rest of this post is but, look what I find while trading with the buisness men.

Spoiler (click to show/hide)

.....I believe the buiness men are in league with the infected. This is just proof  :-X
« Last Edit: March 16, 2009, 12:12:17 am by short_dwarf »
Logged
Courage. Do one brave thing today, then run like H#ll.
Insanity: What others call geniuses when they are jealous and/or unable to comprehend the ideas/inventions of amazing/epic proportions of the one being called insane.

short_dwarf

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #259 on: March 17, 2009, 11:38:22 am »

I just wish to add that Zombiephants eat 7 dwarves for breakfast ^_^

Sacrafice to Zombiephant

P.S. turns out sacraficing those dwarves was not a very smart idea  :-X
one had a pet that kept going back and forth between the corpse and my fortress. The Zombiephant decided the cow looked tasty. Also Zombiephants walk over traps as if they were grass.  :-X You may be happy to find out that Zombiephants don't need to stop in order to kill a dwarf, it took 20 seconds to eradicate 20 dwarves. 20 seconds to walk to them that is.
« Last Edit: March 17, 2009, 11:51:45 am by short_dwarf »
Logged
Courage. Do one brave thing today, then run like H#ll.
Insanity: What others call geniuses when they are jealous and/or unable to comprehend the ideas/inventions of amazing/epic proportions of the one being called insane.

StrayCat

  • Bay Watcher
  • Living gateway for the demonic Laggabeast
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #260 on: March 17, 2009, 10:10:45 pm »

Hm. Are the magical beasties meant to be utterly gone, or stay there WITH the zombies? Should I have gotten rid of some files in the raws and put in others? Because having Unicorns and whatnot traipsing about is probably going to look awful weird.

Edit:

Does anyone have growth information on Mold, fungus, Hydroponic Wheat, and new plants?
« Last Edit: March 19, 2009, 09:11:54 pm by StrayCat »
Logged
It takes a dwarf to use magma for snow shoveling

tsen

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #261 on: March 28, 2009, 02:18:50 am »

Curious, is adamantine staying, being replaced or being removed?

Edit: Also, I think concrete would be a good addition. I was building a military compound and realized that my bunker was made from quarried stone rather than concrete. I felt a little silly.

Edit2: After a night of tinkering, I got something workable. The only problem I've had is that for some reason I can't make it create reinforced concrete as blocks, just stones. 1 steel bar makes 3 rebar, 1 rebar + 4 bags of concrete makes 20 reinforced concrete. 5 stones of any type makes 1 bag of concrete. Bags are considered large gems to avoid having them re-used to make more concrete.

Gem matgloss entry
Spoiler (click to show/hide)

Metal matgloss entry
Spoiler (click to show/hide)

Stone matgloss entries
Spoiler (click to show/hide)

Reactions
Spoiler (click to show/hide)
« Last Edit: March 29, 2009, 04:51:57 pm by tsen »
Logged
...Unless your message is "drvn 2 hsptl 4 snak bite" or something, you seriously DO have the time to spell it out.

Vorbicon

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #262 on: April 13, 2009, 01:19:04 pm »

What, if any, stockpile do the weapons go into? I notice my smg's don't seem to go into my weapons stockpile.
Also, any update on that graphics set?

EDIT: Okay, first invasion. I activate my military guys, select crossbows. They grab smg's and go to grab rounds from the stockpile. And they sit there and endlessly bounce around doing nothing.

Another EDIT: The only military guy who gets anything done is the one equipped with an axe. The rest are frozen up.

EDIT again: And I solved it by making quivers for them. Would be a nice bit of information to let people know that quivers are necessary, not just handy for extra ammo.
« Last Edit: April 13, 2009, 05:08:42 pm by Vorbicon »
Logged

koplio

  • Escaped Lunatic
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #263 on: April 14, 2009, 06:15:38 am »

Mmmm been enjoying this sweet piece since yesterday and as much as a fan of the zombies i love it.

The only thing bugs me about playing it is the Mayday's graphics (yea, its nothing wrong with the mod :))

Same as above, black infected wrestler problem (does that sound RACIST~!)
I'd be glad if someone would pull a helping hand, since i tried to work it out in the code but ofcourse i know squat...

Anyhoo, great mod.
Logged

Vorbicon

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #264 on: April 14, 2009, 05:08:45 pm »

      Any answer on how to stockpile the guns? I can't get my shotguns into a stockpile, which means I can't lock them up to force my guys to use the airguns for training.
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #265 on: April 15, 2009, 07:17:20 am »

And I solved it by making quivers for them. Would be a nice bit of information to let people know that quivers are necessary, not just handy for extra ammo.

That's how you fix it?

*A speeding palm strikes Neoadept's face*
*It explodes in gore!*

I've been agonizing over that for weeks because the bug is apparently caused by having guns that are assembled at the smelter and not forged (something about the entity not recognizing them, I think).  On the one hand, I really like the tiered gun system.  On the other they don't work.  I'll add that to the read me and update the download today.

While I'm at it, does anyone know the reaction for a quiver?  I'd feel better about leaving things as is if I could make it so that the quivers are created along with the guns.


Oh, and guns go in the weapons stockpile.  Is the problem that you can't pick which guns go into which stockpile?  That may be down to the same problem with entities not recognizing that the guns exist, but I'll look into it to see if there's a good workaround.
Logged

Vorbicon

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #266 on: April 15, 2009, 12:42:24 pm »

    It's as if the game won't recognize the weapons at all. I have two weapons stockpiles with all weapons allowed, but my men refuse to bring guns to either of them. Makes it a pain, especially when one of your guys dies outside your base. His gun drops to the ground and won't get picked up unless it's the only choice one of your military humans has for a gun.
   Also, if you do continue with the method of using the quivers, could you perhaps double the stack value of produced ammo. 50 shotgun shells in one stack instead of 25 for instance. To make up for the fact you can only carry one stack instead of two you would normally be able to.

EDIT: Also, perhaps renaming (if possible) the quiver to something else, like ammo belt.
« Last Edit: April 15, 2009, 12:46:35 pm by Vorbicon »
Logged

koplio

  • Escaped Lunatic
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #267 on: April 15, 2009, 04:39:07 pm »

Maybe rather a bandollier or a tactical vest. The ammo belt sounds soo... cheesy :)
Logged

Vorbicon

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #268 on: April 15, 2009, 06:08:24 pm »

I really wish you could restation ranged men in combat, or an option for ranged combatants to back off when an enemy gets too close. As it is, your men get overrun in the field because they simply refuse to stay out of melee range.
Logged

scuba

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #269 on: April 20, 2009, 09:34:02 pm »

i cant get the mod to work ??? alittle help?
Logged
Pages: 1 ... 16 17 [18] 19 20 ... 31