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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80712 times)

magikarcher

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #405 on: December 06, 2009, 06:31:10 pm »

PILLS HERE! That will be all.
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Bloogonis

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #406 on: December 07, 2009, 03:32:31 pm »

what would pills be? I mean, there isnt a way to use them. I guess an extract (to vial) item?
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Shintaro Fago

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #407 on: December 07, 2009, 03:50:33 pm »

Some kind of plants (drugs?) turned in smelter into our delicious BEELZ. Mix with infected chunks and get the best food in the zombie world.
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Keita

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #408 on: December 07, 2009, 04:30:37 pm »

make a plant called 'herb'. processing said plant makes 'prepeard hearbs'. new reaction in alchemists makes pills.

What pills do, I'm with Shinataro.
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Deon

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #409 on: December 07, 2009, 08:51:03 pm »

Grabbing pillz!
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Keita

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #410 on: December 08, 2009, 04:04:50 am »

I hate med-kits and doctors. Lawyors too.

I love francis
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Bloogonis

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #411 on: December 11, 2009, 07:22:33 pm »

Brrrreawleferagal! another outpost lost to incompetence. this time though it was probobly all mine. I didnt get the security gates hooked up in time, so I tried to wall in my fort in an effort to save my 13 survivors. with one segment remaning the zombies got to close so I had to send out my 5 trained marksmen to draw them away. it worked the zombies chased the pellet spewing guys and I set the wall back to active and the entire civ population to masonry.

No one finished the wall... out of 8 guys 3 were on break 2 were sleeping and 2 were storing items in stockpiles. the last one just sat there in the dining room with "No Job" listed. eventualy the warriors ran out of the bolts they were carrying and returned for more (two opting for the quick death of close combat) draging the squad of zombies right into the camp. the dogs did there best, but 4 war dogs and 5 puppies simply wasn't enough to slow the shambling foes down.

that brings me to a question, is speed or strength more important against the infected? war dogs or hunting dogs?
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Hippoman

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #412 on: December 11, 2009, 08:19:05 pm »

Trying dis out. Looks really good.
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Hippoman

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #413 on: December 11, 2009, 11:24:54 pm »

Why wont any of my men dig? They sit there and do everything else but dig. They used to dig but now they refuse to. They have the tools sitting in a stockpile (which now doesn't allow jackhammers). I even tried setting it so that they use two weapons, which I think is two handed weapons. Still wont work.

Turns out...every time you enlist someone into the army, it turns off mining.
« Last Edit: December 12, 2009, 12:28:53 am by Hippoman »
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mattie2009

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #414 on: December 12, 2009, 12:52:57 pm »

Whenever my team builds a workshop of any kind the game crashes. :'(

The game works perfectly fine, I have my team digging out sleeping quarters, a firing range and my non-diggers are getting building materials from the starting position, one gets to the building site and- "Dwarfort.exe has stopped working"

I raged.
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Shintaro Fago

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #415 on: December 12, 2009, 02:00:21 pm »

Spoiler (click to show/hide)
Third winter here. Nine remaining survivors are so manly they walk half-naked, have 30+ kills each and drink vodka all day.
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NRN_R_Sumo1

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #416 on: December 12, 2009, 04:52:08 pm »

I wonder if a succession game would be possible with this..
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Hippoman

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #417 on: December 12, 2009, 05:01:07 pm »

That's pretty amazing. Is it a completely above ground city?
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Keita

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #418 on: December 12, 2009, 05:47:37 pm »

There was a community fort using this mod but it died out a while ago, so you're free to maake another one I guess.

Might start a fort in this mod again, getting bored of my uber fort in normal DF.
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Bloogonis

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #419 on: December 23, 2009, 04:01:04 pm »

What are gobbers? Ive suddenly started finding lots of gobber silk. and having not seen gober silk items or gobbers themselves except in legends, I am hardily confused.
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