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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80768 times)

MathijsBuster

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Re: Zombie Mod: version 0.6b
« Reply #90 on: December 03, 2008, 04:59:01 pm »

just not enough ammo.

And this is exactly what causes me to lose every time.
The zombies take a hell of a beating, won't bleed to death... but worse, they WILL drop to the ground and crawl, which makes most of the bolts miss too.

During a siege you need such a huge supply of ammo that you'll eventually run out, and your soldiers will have to fight and in hand.
The second they do that they get bitten and paralyzed forever. <.<;
« Last Edit: December 03, 2008, 05:01:04 pm by MathijsBuster »
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Neoadept

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Re: Zombie Mod: version 0.6b
« Reply #91 on: December 03, 2008, 06:55:30 pm »

Are you still playing soldiers?  I haven't had time to test anybody but the survivors on firearms, except in adventure mode.  While I can't change the standard amount, I could put in a smelter reaction for them that should work.

Sorry this is taking longer than expected, I'm having trouble getting ceramics to work right in the smelter.

1. Infected dogs: like zombie versions of the goblin beak dogs, or just roaming packs (6-10). most good zombie flicks have rotting rotties.
I've actually just implemented feral cats and dogs.  I wasn't so sure about making animals infected (I don't want to do it for every creature in the game), so this seems to be a fair halfway point.
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2. Straycat:  your Megabeast ideas scare the crap out of me.  the zombie whale/jellyfish thing is genius.
I'll get around to Megabeasts...  Eventually.
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3.  If you had a creature that dropped huge stacks of bones you could have minigun style weapons.  dont know if its possible but it would be damn cool. (maybe something you could make in the smelter? the stacks, not the creature)
Ha, I still hate that I can't stop the use of bone and wooden bullets, they just don't work.  I could potentially take them off the entity list and make them smelter only, but that would limit the materials you could use and prevent buying from embark.
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4. I think it has been mentioned but renaming stonefalls landmines would be in keeping with things (weapon traps are for elves).
If you know a raw file that can change those, balista, or catapult names I could really use it.
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5. infected birds, small, weak and with the paralyzing bite.  Terror should come from all angles.  (pet hawks as a counter maybe?)
Fliers in general are bugged right now, but I might look into it.
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6. Rotten fruit could be one of the things that you find while sorting garbage, inedible but you can make prison style 'shine with them.  (If its too dangerous to farm outside due to the birds)
Hm, I do like adding stuff to the garbage.
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7. you could "infect" the worlds water by making it all seawater so it needs to go through a water purifier (screw pump).
Once again, I don't think it's in the raws.
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8. If you give a ranged weapon bludgeon damage can it get the same knockback as hammers etc? rifles to kill and shotguns to keep at bay maybe.
Hm, I could up the damage.  It's not like it would make close quarters combat easier.
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9. A sniper rifle with really long range and low damage as a training weapon, send the recruits to the roof to plug away at the shambling horde. 
There are actually three unused weapons in the raws, one of which is a sniper rifle.  I had to drop them because things like distance and price can't be changed in the raws, making it easier to buy high end weapons than it should.  Mabey something at the smelter...  (It's the answer to everything!  And nothing!)

And now that I've dangled updates in front of you, I must leave before you realize I'm running late.

And there it goes.
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jester

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Re: Zombie Mod: version 0.6b
« Reply #92 on: December 03, 2008, 09:29:50 pm »

Ive been trawling through the forums for a while looking for any mods for the seige weapons but the consesus seems to be that they are hardcoded.  Im fairly sure that fliers are ok if they are not civs, every mod ive played with with a flying civ had issues but normal animals are ok.  The first time harpies flew strait over my moat and gutted my fortress will stick in my mind for a while.  Its probably time I got off my arse and learnt to mod for myself anyway. 
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StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #93 on: December 03, 2008, 10:44:30 pm »

Thank you kindly jester! I've had a thing for zombies since I was but a wee one, which only grew as I became more intelligent. And boyish. "Guilt-free mook-slaying? Gore abounding, a vehicle to study human reaction to absurd, deadly, and horrific situations, removing law from society and letting humanity run amok, possibilities for freeing the imagination for creature creation?!! And how!" I always liked zombies. And legos. Lots of legos. DF with a zombie mod is two childhood favorites brought home to roost! But I grew up on Resident Evil, the good ol' Howard Phillips Lovecraft,  and my own zombie stories (godawful, I'm the first to admit), and I've let myself get lost in some scary parts of my id before. You find interesting things out about yourself when you sit in a silent, dark, enclosed space for some time with no extra stimulation. It's a literal think-tank. I'm sure you can come up with some nasties too, my good Feste!

Ayup. I've had plenty peeks about in the raws, and the only siege related thing I've seen is the mention of siegeammo: for the ballista. You can change the name of the ballista bolts, I believe, but otherwise there'll be nothing doing, good Neoadept. I've made a thread about it myself, and I'm thinking of PM'ing toady, crossing my fingers, and hoping for A) a response, and B) an answer that works for us!

Weapons traps being for elves though, my dear boy? Pit traps, punji-stick spike traps, shotgun shells hooked up to a hammer and tripwire, claymore mines, logs smashing your foes into a tree, collapsing a tree, All of those are weapon traps. Other traps as well are leading a path to a den of wild animals, flooding rooms, and heck, if we extrapolate a bit as any sort of object meant to harm an interloper, then channeled trenches, walls, floodgates, a well thought out patrol route or a marksman stationed in an area with lots of cover and concealment, those're all traps! Traps are human, my good Feste: the destruction of the enemy without putting friendlies in danger! Damn the elves, good man, they don't deserve being associated with traps- unless the association is of the terminal kind ;)


I've played soldier as well, and gotten some severe lag attack. I thought it was more embarking on a large map (with seventy soldiers, on a bottomless pit/chasm/river/underground river/HFS location. I wanted a challenge), but maybe it was soldier. Dunno. Could be both.

Keep on truckin', goodman Neoadept! It'll all come in time!
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jester

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Re: Zombie Mod: version 0.6b
« Reply #94 on: December 04, 2008, 12:51:36 am »

when I say weapon trap are for elves I mean the 8 layered hall of weapon traps chock full of steel blades that will mince any attack.  Deadfalls, watertraps, magma chutes and the like are obviously still quite respectable.  Cage traps are obviously essential to fill gaps in the entertainment roster and I quite like having a few stonefall traps about the place to slow down random snatchers etc so my haulers can catch the bastards and whale on them for a while.  I expect my military to earn their pay dammit.  I also want to get use out of the elaborate, untrained but well armed militias I spend so much time setting up.  Thats why im looking forward to running this mod so much.  Plus it has zombies.   Im planning independent towers set in fields of randomly placed stonefall traps with shotgun armed nutters blasting out the windows at the shambling horde.
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StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #95 on: December 04, 2008, 03:56:11 pm »

when I say weapon trap are for elves I mean the 8 layered hall of weapon traps chock full of steel blades that will mince any attack.  Deadfalls, watertraps, magma chutes and the like are obviously still quite respectable.  Cage traps are obviously essential to fill gaps in the entertainment roster and I quite like having a few stonefall traps about the place to slow down random snatchers etc so my haulers can catch the bastards and whale on them for a while.  I expect my military to earn their pay dammit.  I also want to get use out of the elaborate, untrained but well armed militias I spend so much time setting up.  Thats why im looking forward to running this mod so much.  Plus it has zombies.   Im planning independent towers set in fields of randomly placed stonefall traps with shotgun armed nutters blasting out the windows at the shambling horde.

Ah, I'm inkling onto what you're saying now: It's not that weapon traps themselves are measly things, but the overuse and inundation of weapon traps that are cheap and unworthy. To this, I say: I agree, on the whole. If it's a siege of 16 zombies, I mock the man who makes no use of his military. A siege of 400 zombies, however, is whence I start leaning to the other side. I would never solely use weapon traps (mainly because they wouldn't finish the bastards off), but I'd incorporate choke-points, pits, walls, channels, ballista kill-zones, patrol-routes, guard towers, and patrols on top of the walls by marksmen aided by a constructed ramp to reach their location designation. Forty military versus four hundred undead? a fraction of which are marksmen? My dear sir, fun(!) though I'll admit such games, I will also admit that I do not like to lose! When the going gets tough, the breathers roll out everything they've got. Once more, though, I shall say that the inundation of traps to fight a small menace is worthy of naught but scorn.

Also: Feral cats woo! Now I have an unmitigated excuse to perforate those pus- er, felines.
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Keilden

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Re: Zombie Mod: version 0.6b
« Reply #96 on: December 05, 2008, 01:54:51 am »

Would be cool if you added special zombies from L4D and made the normal zombies worship them. Then each zombie town would have a special zombie to act as a "pack leader"
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StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #97 on: December 05, 2008, 06:40:52 am »

He already has a tankish zombie and a bloated, hunters would just be a stealthed zombie (and I suggested something like that earlier), and there's no way to mod in either a witch or a smoker. Also, different games.

Wait, two unused weapons? ... Oh, the pistols as well, right? Yep, I've already put in the Sniper Rifle with some more damage and as soon as I get the blasted thing up I'm going to make some and put the users in my guard towers.

In addition: I've got a seven-man settlement of Military-types. There ain't no problem with just seven military. Seventy, perhaps... Except that my miners didn't come with jackhammers. or my woodcutter with an axe. Which is odd as balls, really, because my survivors came with whatever the fuck they needed to suit their jobs.
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moghopper

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Re: Zombie Mod: version 0.6b
« Reply #98 on: December 05, 2008, 10:39:53 pm »

what works best against the buggers anyways? Organ damage or dismemberment?
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KaelGotDwarves

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Re: Zombie Mod: version 0.6b
« Reply #99 on: December 05, 2008, 11:28:12 pm »

Would be cool if you added special zombies from L4D and made the normal zombies worship them. Then each zombie town would have a special zombie to act as a "pack leader"
This is easy, just make sure teh zombie civ is [POWER] worshiping and edit a power creature that's some sort of legendary zombie. Then you'd have to tweak a few things so they'd worship that zombie instead of alternating between it and demon.

Cles

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Re: Zombie Mod: version 0.6b
« Reply #100 on: December 06, 2008, 12:42:22 am »

Hello. I love zombies, having been raised on Resident Evil (seriously, knew about the game since I was 8 and couldn't form an English sentence. Though I'm pretty sure I could say 'monkey'.)
I've read The Guide and everything.

So, pistols and sniper rifles not modded in? Damn. No way to increase speed, I take it? What about making high-powered rifles no Slashing damage to emulate the ability to shoot off limbs? Someone suggested making shotguns to bludgeoning and I'm all for that. Is there any way to control the amount of bullets in a stack when making them at the forge (as in, not bone?) if so, weapons could be made less homogenized by giving said high-powered rifles like, 10 shots, while pistols could get 40-50 per stack?
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jester

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Re: Zombie Mod: version 0.6b
« Reply #101 on: December 06, 2008, 10:59:08 am »

Just spent the day slaughtering the undead and I thought id give a bit of feedback/have a bit of a ramble.  Im on my second fortress, I lost the first (first time actully getting wiped out on DF in about 2 years, this mod is awsome).  I thought a walled courtyard with a 1 wide drawbridge leading in and stairs at the back so the survivors could get onto the walls would be enough.  Turns out it wasnt, got seiged in my first winter, my defences were up and I had plenty of shotties and ammo but I wasnt quite ready for 30 zombies that shrugged off the loss of both arms and kept coming at full speed.   I just have to say neoadept these are damn good zombies, they behave just like I would want zombies too, only decapitation or being blown in half seems to kill the buggers.  I had one get into a blindspot below one of my towers in my second fort, I wondered why it wasnt moving much, turns out all of its limbs had been blown off and its heart and both lungs were stuffed. 
  A few things Ive noticed:  sorting garbage produces live flies that sit in the smelter, I have seen a few survivors eating them, not sure what to make of that but it was damn funny the first time I saw it. 
  On my send fort I was seiged twice in the fist year, 3 times in the second and not at all in the 3rd, are more seiges possible?
  I havent seen the military at all but the corperates turned up at year 3 and asked me to agree to a tree quota.  As there is an aqifier all the way across my map (so no stone AT ALL) and I have no way of getting an anvil (suggestions?) I told them to get stuffed.  Getting a bit worried about that, my defences are set up for a horde of shamblers with out firearms, if hippies with inciniary rifles turn up I may be stuffed again.
  You might be better off making the infecteds bites one shot kills or something, having to leave the poor guys outside while they die of dehydration is a bit rough and the "failed rest" spam is a damn pain.
  All the infected that I have seen are wearing iron face masks and normal cotton clothing, I remember reading something about you trying to make it rotten but the facemasks are a good way of keeping score.  (second fort infected: 7 survivors: 205).
  The shotguns that the survivors use are some of the best weapons Ive seen in DF.  I love the way a horde leaves a trail of limbs as my suvivors blaze away from their rooftops.  pure gold.
  All in all this is a brilliant Mod and I will be looking forward to your updates with bated breath and loaded shotgun.  watching one of my hunters blaze 30 shells into a 50 zombie horde (she got 3) and then bolt when she finally ran out of ammo (zombies 3 steps away) has been the highpoint of my day.  Cannot wait for the next update.
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StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #102 on: December 06, 2008, 04:36:20 pm »

Change in Orders show Some Announcements or No Announcements for the annoying announcement mate. Uh, as for cruelty... Dude, zombies. They eat you alive.

Dunno about that no military thing. Maybe they got owned in world gen.

Also: Awesome story. I'm running a... little secret thing that I  may very well turn into a story if all goes as planned. Which is highly unlikely, but I've got my ideas, and I think that I have a shot.
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Cles

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Re: Zombie Mod: version 0.6b
« Reply #103 on: December 06, 2008, 08:07:29 pm »

I wish I could get my hands on that graphics pack earlier in the thread. D:

Anyway. The real reason I had hunted down this thread in the first place was to look at the zombie raws as a creature example. I might start a community fort soon. The critters there won't be quite zombies.

Has anyone else tried to play as a zombie in adventure mode? I don't think there's a limit to how many chunks you can have in your mouth as you bite people. The highlight of my day yesterday was caving in someone's ribcage from 9 tiles away by spitting a chunk of their friend (whom I had a polite conversation with before I ate him.)...I love this mod, and DF in general.
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Earthquake Damage

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Re: Zombie Mod: version 0.6b
« Reply #104 on: December 06, 2008, 08:13:23 pm »

Is there any way to control the amount of bullets in a stack when making them at the forge (as in, not bone?) if so, weapons could be made less homogenized by giving said high-powered rifles like, 10 shots, while pistols could get 40-50 per stack?

That is entirely possible using smelter reactions, but it will result in ammunition with no quality modifier.  This is a good thing IMO since bullets are normally mass-produced.

If the survivors were the only living civ in the mod, I would go one step further.  I'd remove ammo from the entity to prevent traders from bringing decorated masterpiece bullets.  Thus you'd have to produce all ammo yourself.
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