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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80747 times)

moghopper

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Re: Zombie Mod: version 0.6b
« Reply #60 on: November 24, 2008, 07:24:48 pm »

Not to make demands or anything, but could someone provide that graphics set one of ya was using? The one with the soldiers with guns instead of swords and the such.

Also, I used that new graphics text so i could use the mayday set, but the zombies just appear as black boxes. Any idea how to fix? It really ruins the atmosphere :P


Nobody cares :'( How Dwarf-ish of you all

Dude, you posted this during this very -day-. Don't expect immediate satisfaction. I use regular old smiley dwarf faces. And FUCK ME, my fortress is gone. My saves are in the saves folder under region two, but I can't embark on my old worldmap again and there's no CONTINUE PLAYING option! Poop on a stick!

I'll just have to embark on a military square for right now until I get my fortress back... :(

Dude, I was just being dramatic.
I didn't really expect a quick response :-\
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StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #61 on: November 24, 2008, 08:00:54 pm »

Not to make demands or anything, but could someone provide that graphics set one of ya was using? The one with the soldiers with guns instead of swords and the such.

Also, I used that new graphics text so i could use the mayday set, but the zombies just appear as black boxes. Any idea how to fix? It really ruins the atmosphere :P


Nobody cares :'( How Dwarf-ish of you all

Dude, you posted this during this very -day-. Don't expect immediate satisfaction. I use regular old smiley dwarf faces. And FUCK ME, my fortress is gone. My saves are in the saves folder under region two, but I can't embark on my old worldmap again and there's no CONTINUE PLAYING option! Poop on a stick!

I'll just have to embark on a military square for right now until I get my fortress back... :(

Dude, I was just being dramatic.
I didn't really expect a quick response :-\
Internet Sarcasm: Almost as bad as two stray cats.
* StrayCat crosses his fingers, hoping that
A) his save returns and
B) Neoadept returns

Edit for update: Building a wood wall as fast as possible while twenty zombies come crawling closer, then setting up a one tile path in full of traps is awesome when done to this stuff right here. Oh, evil zombies getting annihilated by traps go so well to this. So very much awesome.
« Last Edit: November 24, 2008, 08:49:56 pm by StrayCat »
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moghopper

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Re: Zombie Mod: version 0.6b
« Reply #62 on: November 24, 2008, 08:58:54 pm »

Walls are a total necessity in this mod... WHICH IS AWESOME!
I love the added difficulty
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MathijsBuster

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Re: Zombie Mod: version 0.6b
« Reply #63 on: November 25, 2008, 07:40:38 am »

Heya! I uploaded the files for my graphics mod thingy. These are the new files and *should* work normally now. x3

Have fun, and if there are any problems let me know.

Clicky here!
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moghopper

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Re: Zombie Mod: version 0.6b
« Reply #64 on: November 25, 2008, 10:08:37 am »

Heya! I uploaded the files for my graphics mod thingy. These are the new files and *should* work normally now. x3

Have fun, and if there are any problems let me know.

Clicky here!

You are my hero
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Deon

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Re: Zombie Mod: version 0.6b
« Reply #65 on: November 25, 2008, 12:26:40 pm »

About "friendly zombies" issues. Replace "Intelligent" with "CAN_CIV" and "CAN_LEARN", and voila. Without "CAN_SPEAK" they won't be friendly anymore.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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moghopper

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Re: Zombie Mod: version 0.6b
« Reply #66 on: November 25, 2008, 05:29:17 pm »

What would make this mode even more awesome is if anyone infected by the zombies died, then their corpse would come back as an infected. Could this be done though...

but it might cause "infection spirals" where one guy gets bitten and dies, become a zombie and bites 3 others, then they die and so on and so on :-\
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Deon

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Re: Zombie Mod: version 0.6b
« Reply #67 on: November 25, 2008, 07:53:06 pm »

Sadly the key word in your post is "if/would".
There's no Disease Arc yet as you should know. We're in the beginning/middle of the Army Arc.
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StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #68 on: November 25, 2008, 08:14:45 pm »

What would make this mode even more awesome is if anyone infected by the zombies died, then their corpse would come back as an infected. Could this be done though...

but it might cause "infection spirals" where one guy gets bitten and dies, become a zombie and bites 3 others, then they die and so on and so on :-\

Oh, people used to complain about tantrum spirals- but now, they don't seem so bad compared to these things! Must build all hospital beds in small rooms, then WALL IN THE INFECTED once they're brought in! The fortress of the damned! Tomb of the undead! Catacomb of the forbidden doors! BWAHAHAHAHAHAHAA!

So! My last fortress succumbed to a siege because my dw- survivors wouldn't stay put in the Military settlement I designated for them to stay in while they were idled (aquifer, didn't have time to take out the aquifer, no underground safety -ahem, a bunker-, no rock, no mechanisms, no traps- just an unfinished wood wall) and they kept running back to the starting location when they were thirsty. Hate aquifers and slow miners.

Having wanted to try again on a location I may actually have a chance, I've embarked on a double mountain, double temperate freshwater swamp location, Untamed wild, Terrifying, untamed wild, haunted, chasm/bottomless pit, river, underground river, HFS location, with 16 pages of creatures, and 15.5 of those filled with skeletal: infected, antmen, giant bats, ratmen, giant rats, giant olms, giant moles, infected torsos, giant cave swallow, naked mole dogs, trogdolytes, and lizardmen. But three of the skeletal lizardmen started out dead, which is very nice.

I think I've got a better shot now. Let's get cracking! Onward, Shankplunge the Riddle of Ghouls, into tomes of time and engravings across time and space! Never stop digging!
« Last Edit: November 25, 2008, 09:08:52 pm by StrayCat »
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KaelGotDwarves

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Re: Zombie Mod: version 0.6b
« Reply #69 on: November 25, 2008, 10:12:10 pm »

do zombies "learn"? Maybe we should remove that tag.

StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #70 on: November 25, 2008, 10:51:40 pm »

Learn? What does that tag do? Maybe it has something to do with pathing or whatnot. Wait, is that Human trap memorization from caravans?
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Re: Zombie Mod: version 0.6b
« Reply #71 on: November 25, 2008, 10:56:38 pm »

DFwiki describes CAN_LEARN as "A creature with this tag can gain skill experience."  I believe this allows them to learn skills like Wrestling, and in turn makes them more formidable in battles.  Not really sure if it works on non-civ creatures.
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StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #72 on: November 25, 2008, 11:51:38 pm »

DFwiki describes CAN_LEARN as "A creature with this tag can gain skill experience."  I believe this allows them to learn skills like Wrestling, and in turn makes them more formidable in battles.  Not really sure if it works on non-civ creatures.

If there's going to be champion wrestler infected, then they need can_learn I suppose. There's the wild infected, then there's the civ. infected. Dunno why the Non-Civ. infected would have can_learn.

Anyone know how to modify a siege weapon? I think Neoadept mentioned renaming ballista and catapult. I was thinking a damage modification and a name change, something like mortar and howitzer. Can't think of any modern-horizontal firing "siege weaponry".
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Bolter

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Re: Zombie Mod: version 0.6b
« Reply #73 on: November 26, 2008, 06:50:49 am »

Is there any possibility that the ballista could be modified to be a heavy machinegun, with faster ROF and less effective ammunition?

Also, Neoadept should restart this project. Zombie mods are simply awesome.

Also also, MathijsBuster is there any chance you could upload the changes to make the paralysis temporary?
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MathijsBuster

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Re: Zombie Mod: version 0.6b
« Reply #74 on: November 26, 2008, 08:01:38 am »

Also also, MathijsBuster is there any chance you could upload the changes to make the paralysis temporary?

It's pretty easy to do yourself. ^^

Access the creature_standard file and remove the [EXTRACT_PERMANENT] tag from both the ZOMBIE and ZOMBIES creatures.

There you go! While bitten survivors will now stay paralyzed for quite a while when bitten, they will eventually recover and become succesful members of society again.
... Provided you don't let them get mauled to death in the time they are paralyzed of course.

Have fun!
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