Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 31

Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80724 times)

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #15 on: September 17, 2008, 12:53:59 pm »

NEW Version: 0.5b:
Changes:
-Gave Survivors hatchets instead of chainsaws
-Swapped out bats (hammers) for "Improvised weapons"
-Swapped out short swords for machetes
-Made wild infected more vicious
-Fixed potential problem with the Bloater's corpse
-Gave Infected Civs roads, may change back later
-Tweaked other Civs' personality traits to (hopefully) cause more in fighting during world gen

There we go.  Still have look into those problems with the tileset.

I'm not sure about giving the infected roads.  On the one hand, after world gen it looks more like they swept through a preexisting civilization that already had roads.  On the other, during world gen the build roads in a distinctly unzombie like manner.  Thoughts?
« Last Edit: September 17, 2008, 01:00:14 pm by Neoadept »
Logged

tigrex

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #16 on: September 18, 2008, 03:32:10 pm »

Awesome.
Logged

Grimreaper

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #17 on: September 18, 2008, 08:11:35 pm »

Although this seems like a good mod, in Fortress Mode, I simply can't get the Survivors to follow designation, such as mining or cutting trees, which makes it unplayable. It's possible I somehow broke something, because I've checked the raw files, and couldn't find anything wrong, but I'm no expert with modding. Does anyone else have this problem?
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #18 on: September 19, 2008, 10:07:03 am »

Apparently my fix for wild infected is responsible, removing the vermin tag from survivors fixes it, but I'm going to wait a day and see if I can find another workaround for making infected more vicious before I release a fixed version.
Logged

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Zombie Mod: version 0.5b
« Reply #19 on: September 22, 2008, 12:01:55 am »

I'm having fun with this! My survivors have just dug into the hills now! Any possibility that you can make all "humans" playable? Also, consider having everybody have the standard "human"appearance, instead of letters?

Looking forward to the next version!
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #20 on: September 22, 2008, 06:21:18 pm »

Your wish is...  Enough to get me to realize I should update.

NEW Version:
Changes:
-Fixed problem with Survivors not working.
-Undid the fix to make wild infected more vicious.
-Made Survivors have a preference for lesser metals.
-Replaced Survivor jackhammers with shovels.
-Gave Survivors improvised armor.
-Updated Subterranean plants to fit more realistic tone.
-Gave Infected Rotting Cotton instead of the regular kind.
-Gave all human races the standard fortress race token.


Unfortunately, it seems to be hardcoded that there's only one fortress race.  You can play as anything with non-rotting thumbs in adventure mode though.

Right, so I've moved past working out balance issues, though I'm still open to change if you find any, and now I'm onto more extensive changes again.  Namely:  Fresh megabeasts.

I've got the basic Uber Infected and Infected Elephant/Hippo/Other large Land Animal in mind already, but I want things to be more varied than that.  Any ideas?
Logged

Boksi

  • Bay Watcher
  • Everyone's dumb in their own special way
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #21 on: September 22, 2008, 06:28:04 pm »

The twisted ones, which are essentially zombies so twisted by their infection they're no longer humanoid anymore. There's the horrors, which are an amalgam of multiple zombies. Probably something more, too.
Logged
[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #22 on: September 22, 2008, 08:21:19 pm »

Unfortunately, it seems to be hardcoded that there's only one fortress race.  You can play as anything with non-rotting thumbs in adventure mode though.

Actually, you can have any number of fortress races.  Your race depends on the civ you select (press TAB or whatever during site selection and you'll see all sorts of screens, including a height map and a civ list).  If you want to know which civ corresponds to what race, you're best off exporting the history/legend information at the end of world gen and scanning it for the civ name(s) in question.
Logged

Hakar

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #23 on: September 23, 2008, 04:10:03 am »

Although this seems like a good mod, in Fortress Mode, I simply can't get the Survivors to follow designation, such as mining or cutting trees, which makes it unplayable. It's possible I somehow broke something, because I've checked the raw files, and couldn't find anything wrong, but I'm no expert with modding. Does anyone else have this problem?

I do, no miners or woodcutters for me either.
Logged
A dwarf's unfailing capacity to believe what he prefers to be true rather than what the evidence shows to be likely and possible has always astounded me. We long for a caring Fortress which will save us from our childish mistakes, and in the face of mountains of evidence to the contrary we will pin all our hopes on the slimmest of doubts. Gold has not been proven not to exist, therefore it must exist.
Philosopher Prokhor Zakharov,
"For I Have Tasted The Plump Helmet"

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #24 on: September 23, 2008, 06:31:15 am »

Have you downloaded version 0.6?  It should be fixed now.

Unfortunately, it seems to be hardcoded that there's only one fortress race.  You can play as anything with non-rotting thumbs in adventure mode though.

Actually, you can have any number of fortress races.  Your race depends on the civ you select (press TAB or whatever during site selection and you'll see all sorts of screens, including a height map and a civ list).  If you want to know which civ corresponds to what race, you're best off exporting the history/legend information at the end of world gen and scanning it for the civ name(s) in question.

Alright, thanks!  I'll put that in the next version.
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Zombie Mod: version 0.5b
« Reply #25 on: September 23, 2008, 08:38:52 am »

If you want to know which civ corresponds to what race, you're best off exporting the history/legend information at the end of world gen and scanning it for the civ name(s) in question.
Another useful way is to look at the blue symbol that appears on the map when you are on a civ's name on the civ list. This will show you what type of city you are playing from, and will almost always tell you what creatures you are playing as. The only real way that it will not would be if one race conquered another's place and then lost their original homes.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Poltifar

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.6
« Reply #26 on: September 24, 2008, 02:58:54 am »

cool mod, i'll have to try it sometime. I'd like to suggest allowing people to play the infected in adventure mode (if you didnt add this already). It would be nice to train alot and then assault a survivor town with your infected drunk companions (in other words, rotten meatshields :P)
Logged
Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Tsktac

  • Bay Watcher
  • Strike the fish!
    • View Profile
Re: Zombie Mod: version 0.6
« Reply #27 on: September 24, 2008, 05:59:21 pm »

[zombie_fan_mode:ON]
zombies + wooden guns + splinter bullets = PURE AWESOME!!
This mod is a better idea than +cat tallow biscuits+, mostly because I still can't get over how awesome it is to fill a zombies head with a fistfull of splinters.   This mod is great but could you add military zombies?  I mean zombies are deadly enough but zombies with guns... that will give everyone a reason to dig in with moats and walls and some sort of zombie melting machine.
[zombie_fan_mode:OFF]
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.6
« Reply #28 on: September 24, 2008, 06:18:03 pm »

Sorry, that doesn't work too well with what I think zombies are supposed to do.

I am, however, still working on making more wars in world gen.  My hope is that if I can get it right there will be a chance for either the military or corporations to be at war with your civilization when the game starts, leading to sieges from more than one race.

So far the corporate civs tend to declare war because of the tree thing, but it's hard to make sure they last 'till the end of world gen.  I've even seen a military conquered town once, though I can't tell why they did it to fine tune because the game crashed while saving.
Logged

krumlink

  • Bay Watcher
  • Minister of Apathy
    • View Profile
Re: Zombie Mod: version 0.6
« Reply #29 on: September 26, 2008, 08:51:09 pm »

In 40d when I go to embark for the first time on a map it works, but when I go to re-embark on the same map it crashes.
Logged
Pages: 1 [2] 3 4 ... 31