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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80702 times)

Bloogonis

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #420 on: December 25, 2009, 02:41:54 pm »

so the place I set up at that had made me itch to know what gobbers were has thrown me a curve ball. Still haven't seen a gobber and still am wondering what they are. but I have had 2 years strait of seiges. back to back, only one infected civ survived world gen. I ran out of ammo at seige number 3 and had only just gotten the well up before it all started.

 Im sort of annoyed with myself because I usually refuse to lock myself in but it sort of has become a requirement for this run. I just cant wait till my meadows saplings can provide me with some more wood pellets and/or my horse gives me more foals.
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Nabobalis

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #421 on: January 05, 2010, 05:25:48 am »

Should I make the fortress underground or is it possible to live on the surface?
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NRN_R_Sumo1

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #422 on: January 05, 2010, 05:36:33 am »

its quite possible to live on the surface, but its also much more difficult I found.. simply because the zombies all destroy structures, so you should start by carving out a ditch, also known as "The ultimate defense"
Bonus points if you make a real defense system using pumps and magma.
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A dwarf is nothing but an alcohol powered beard.

Nabobalis

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #423 on: January 05, 2010, 05:52:56 am »

its quite possible to live on the surface, but its also much more difficult I found.. simply because the zombies all destroy structures, so you should start by carving out a ditch, also known as "The ultimate defense"
Bonus points if you make a real defense system using pumps and magma.

They destroy structures? Like Walls and Floodgates?

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Strange guy

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #424 on: January 05, 2010, 01:29:35 pm »

Gobbers are the web making zombies- their silk has no value so you can buy it at embark or from traders for free.

Regarding the destroying structures- anything made from the constructions menu (eg walls or stairs) and upright bridges (I'm not sure if they can be destroyed in other circumstances) cannot be destroyed. Floodgates, doors and the like can be destroyed by building destroying creatures.
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JagoBallium

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #425 on: January 06, 2010, 01:22:10 pm »

Even though I'm still rather new to Dwarf Fortress, I love the mod. How can it to look like the pictures that Shintaro Fago have put up?
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skaltum

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #426 on: January 07, 2010, 10:12:58 am »

its quite possible to live on the surface, but its also much more difficult I found.. simply because the zombies all destroy structures, so you should start by carving out a ditch, also known as "The ultimate defense"
Bonus points if you make a real defense system using pumps and magma.

They destroy structures? Like Walls and Floodgates?



just normal buildings and workshops. so only your walls, ramps, forts, stairs will be safe
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I just realized, after adding the new body parts to the other races, that I have an entire squad of dwarves with a shield in each hand and swinging their axes with their penises. There's nightmare fuel for those goblins, in more ways than one.

NRN_R_Sumo1

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #427 on: January 09, 2010, 05:26:26 pm »

Even though I'm still rather new to Dwarf Fortress, I love the mod. How can it to look like the pictures that Shintaro Fago have put up?
He's using one of the many visualizers available for dwarf fortress.
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A dwarf is nothing but an alcohol powered beard.

kilakan

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #428 on: March 14, 2010, 08:45:41 pm »

BTW noticed that wild undead still don't attack, give them [liKES_FIGHTING], that's what makes imps agressive even though they are smaller then dwarves.

Great mod thouygh!!
« Last Edit: March 14, 2010, 10:31:05 pm by kilakan »
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Supercharazad

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #429 on: March 15, 2010, 04:36:50 pm »

Personally, I think the mod is great but I have one problem:

FLIES!
How do I get rid of the live flies that appear when I sift through the garbage?
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kilakan

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #430 on: March 15, 2010, 07:01:43 pm »

well my guys always eat them :D
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mrbobbyg

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #431 on: March 19, 2010, 07:45:40 am »

Wow!

I really like this.  First fort where I've just hit play now and let the cards fall as they may.. Felt it made more sense.
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

mrbobbyg

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #432 on: March 19, 2010, 11:45:48 am »

Ugh....great game, I really want to play it, I'm only getting 20 fps on a brand new machine that plays 6x6 dig deeper fine....
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

kilakan

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #433 on: March 19, 2010, 06:04:26 pm »

where the heck did you embark!?!??!
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Nom nom nom

rawr359

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #434 on: March 20, 2010, 12:46:11 pm »

SO. I've noticed that in adventure mode, there are only air rifles, no guns. Is there a way to make or procure firearms without any sort of fortress mode stockpile?
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