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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80780 times)

jester

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Re: Zombie Mod: version 0.6b
« Reply #105 on: December 07, 2008, 12:05:55 am »

10 shots? I think that the only thing keeping me alive is my massive stockpile of wood and infected bone shells.  I havent bothered with training military at all, accuracy doesnt matter if there are 50 of the buggers coming directly at you, its about thowing hundreds of rounds out there and just blowing the chuggers apart.  Ive had to retire one of my ammo smiths from the militia because with 42 kills im worried he will go elite and then there goes my stacks of 35 *bone shotgun shells*
edit: military caravan just turned up, winter of year 3.  I kind of like the randomness of caravans makes things seem a bit more desperate.
« Last Edit: December 07, 2008, 01:02:05 am by jester »
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Cles

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Re: Zombie Mod: version 0.6b
« Reply #106 on: December 07, 2008, 01:30:33 am »

10 shots, but with massive damage and Slashing damage type they'd have a much higher chance of insta-killing zombies.
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jester

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Re: Zombie Mod: version 0.6b
« Reply #107 on: December 07, 2008, 03:29:28 am »

Even with massive damage will a hit to the arms or legs make any differnce?  Even with crap bone ammo enough of my shots are blowing off limbs on zombies who simply dont give a crap.  With the paralyzing bite a zombie with no limbs is still very likely to kill anyone who comes close.
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Sappho

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Re: Zombie Mod: version 0.6b
« Reply #108 on: December 07, 2008, 04:25:26 am »

Well I finally got the mod to work and overall, I love it.  I do have one thing that's giving me trouble, though.

I have been trying to make an impenetrable fort, completely surrounded by walls and drawn bridges, to give my guys time to build up a proper defense before they all get torn to pieces by infected.  It's been working really well except for the fact that I'm being almost constantly sieged.  Starting at the end of the first year I've had them back to back, and I can't do anything outside my little compound until they're gone.  They stay for seasons at a time, then the moment I open the doors and go back out to try to gather more materials, another wave comes and stays for even longer.

The problem with this is that it has become The Waiting Game.  All the things I want to do require my guys to go outside, so they just mill around waiting for the zombies to leave.  Making this even worse is the fact that my FPS slows to 20 or so while they're there, so time passes really slowly.

Is there any way to mod the frequency and length of sieges?  I do want them eventually, of course, but I want to test a few different types of traps and defenses which take some time to build and I'm having no opportunity to do that the way it is now.

Cles

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Re: Zombie Mod: version 0.6b
« Reply #109 on: December 07, 2008, 04:42:54 am »

Try and build a catapult on your walls and blast away, or try and get your gunners close enough to pluck away at the zombie hordes if they're right at your doorstep. I don't think you can adjust seige time, but this will at least slowly kill them off. Then drag in the corpses, and use the bones for ammo.
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jester

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Re: Zombie Mod: version 0.6b
« Reply #110 on: December 07, 2008, 05:48:22 am »

The only way I survived my first year was by churning out fat stacks of wooden shottie shells.  Ammo is a bigger priority than food in this mod, if you have wood make ammo, slaughter your livestock, do whatever it takes but you need the shells.  Walls just dont cut it, you get seiged too often.  When you do manage to drive the bastards off, drag their corpses behind the walls so when you get seiged again you will have more bones sitting around.
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Neoadept

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Re: Zombie Mod: version 0.7
« Reply #111 on: December 07, 2008, 01:12:12 pm »

NEW Version 0.7
Changes:
-Zombie paralysis is no long permanent.
-Zombie torsos now sneak up on prey and are invisible until spotted.
-Added Carbon fiber material and production process.
-Added reinforced plastic.
-Added Nylon material and production process.
-Added new silk.
-Implemented new ammo production.
-Disabled old ammo production.
-Increased bludgeon damage from ranged melee.
-Added Feral cats and dogs.
-Added silk worms and moths.
-Tweaked world gen values to encourage survivor civs.

New Materials:
Carbon Fiber:  A sturdy material made using heat treated resin (abstracted by burning logs).  Can be made into cloth and used to reinforce plastic.  After producing a carbon fiber lump in the smelter, strands must be extracted at the craft workshop.  A weaving workshop is required to make it into cloth and a forge is required for clothing manufacture (I'll see if I can't find a workaround for the last one).

Reinforced Plastic:  Plastic strengthened by carbon fiber.

Nylon:  Cloth, made out of plastic?  Amazing!  Similar production method to carbon fiber.

Silk Worm Silk:  Silk that isn't from a spider?  Madness!


New production:
Ammo Molds:  Ammo is now produced at the smelter through the use of molds.  Molds may be created at the forge (filed under weapons and ammo) and are not destroyed in the production process.  Ammo is made by taking the mold and a metal bar to the smelter, and produces the same mold and roughly four times as much ammo as previous methods (though it does this in multiple stacks).  (bug:  Though you can make the mold out of any metal you can make weapons out of, it will be registered as "metallic" instead of what is was originally made of after one pass through the smelter.)


New Animals:
Feral cats and dogs:  Cats and dogs who escaped during the spread of the infection and have gone feral.  Due to scarcity of food they are quite willing to attack their former masters.

Silk Worms:  Inhabit various forests in the spring and produce silk.

Moths:  Inhabit various forests in the fall.



So I couldn't get ceramic to work, probably something to do with the smelter not recognizing glass.  I didn't have time to clean it from the raws, so you'll still be able to get it from traders and at embark, but you can't make it yourself.

And please, keep the stories coming!  It tells me what I'm doing right and what should be changed.  And they're fun to read.
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Bolter

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Re: Zombie Mod: version 0.7
« Reply #112 on: December 07, 2008, 01:21:57 pm »

Nice, now we would just need some modern siege-machines though I heard those were quite impossible to make.
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StrayCat

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Re: Zombie Mod: version 0.7
« Reply #113 on: December 07, 2008, 03:16:42 pm »

Awesome.

An edit because I should've typed more. Apologies, but I was overwhelmed by the sheer awesome of this. At first I was like- fuck, the paralysis isn't permanent. Wish the bite would be lethal eventually though. Then I thought, Wait a tick, it doesn't -have- to be permanent paralysis, if they're bitten, there's good odds they're going to not be moving for days. And sixteen zombies swarming a corpse don't -need- days.

I also know that the ammo supply thing is going to be a right bitch for surviving, and that alone might just correct for the whole "zombie bites aren't permanent incapacitation" anymore thing. ... Still wish there was a zombification or at least death from a bite, but hey, only so much one can do with what they've got!

Siege machines, unfortunately, are hardcoded. It'll take hacking, and I mean real hacking, not fucking with a word file, to change that.

So I assume the stuff for a non-mac computer is inside the folder labeled "Zombies"? Heck with it, I'll just shove it in and see what happens!

Oi! And my last map went smashingly. I may do a short story of the ending and link it (with some artistic license and editing and whatnot) about what went wrong with my stupidity and how things went horribly, horribly awry. Oddly enough, only one of them ever got ate by a zombie. The rest killed each other. Except for one.

Yeah. Try not to have nightmares after your legendary miner goes berserk with a jackhammer in hand. There's not a single fun thing to imagine coming from that...


Once again, fantastic job! I'll be playing right after I remod in the blade barrier Trapcomp and the FUBAR III I've put in for the macemen.
...

By the by, the macemen don't have any weapons, so I gave'em one. Fits quite nicely, I think. Look up FUBAR III if anyone wants to see what they do.
« Last Edit: December 07, 2008, 03:51:09 pm by StrayCat »
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Cles

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Re: Zombie Mod: version 0.7
« Reply #114 on: December 07, 2008, 04:10:47 pm »

Sweet! New edition. I still really wish I could get my grabby hands on that graphics mod...all of my survivors look like dwarf corpses  :-[
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YojimboUsaka

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Re: Zombie Mod: version 0.7
« Reply #115 on: December 08, 2008, 01:05:47 am »

I may have missed something simple but where do i get the anvil from?  No option on embark (No big deal, not enough points for the thing anyway) but no caravan has brought any and I cant even find the option to request one from the Liason.

Yoj
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Keilden

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Re: Zombie Mod: version 0.6b
« Reply #116 on: December 08, 2008, 02:58:06 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.

I didn't meant he should copy them direct from the game, but make his own special zombies to use as leaders for the packs.
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Neoadept

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Re: Zombie Mod: version 0.7
« Reply #117 on: December 08, 2008, 07:35:19 am »

I may have missed something simple but where do i get the anvil from?  No option on embark (No big deal, not enough points for the thing anyway) but no caravan has brought any and I cant even find the option to request one from the Liason.

Yoj

The survivor civilization has no access to anvils due to having a preference for weak metal, you have to buy one off the other civs when they show up.  I recommend taking a shell mold with you from embark because it makes bullets without the need for a forge.
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jester

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Re: Zombie Mod: version 0.7
« Reply #118 on: December 08, 2008, 08:32:52 am »

can I still make bone and wood ammo?  with no anvil and an aquifier it is almost impossible to get stone for the smelter, took me 2 years before a caravan brought me a tin bar.  being seiged in the first 6 months or so meant that this sort of waiting would have been my death knell.  cloaked torsos are an excellent idea. but you might want to make the wandering infected a bit more agressive again, I had a pair of wood haulers wander right through a pack of them and they just kept shambling on, not even interested in the fine plump snacks in their midst.  Having hunters blaze away at them wakes them up a bit though.

edit:  On another note, do the Corperates incindiary rifles set things on fire?  they keep turning up with these things but no ammo in their caravans ($24000 steel shield once as well, my best artifact item is a table called "the raising of status" made from 3 hunks of raw garbage $4800. it must be art).  Then they tell me to stop cutting down trees and I tell them to get stuffed.  All of my defences are wood and im wondering if this would be a good way to end things, 80 shotgun armed survivors trapped on the roofs of burning buildings blazing away at a horde of hippies with flamethowers, piles of rotting zombie limbs still strewn about the place. 
« Last Edit: December 08, 2008, 09:33:49 am by jester »
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Sappho

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Re: Zombie Mod: version 0.7
« Reply #119 on: December 09, 2008, 03:37:51 am »

I'm confused - if there's no way to change siege frequency and duration, why is it that I would always go 3 or 4 years before getting my first goblin siege, but I get zombie sieges starting in the first year which go pretty much back-to-back until my computer cripples under the lag?  I have an idea for what I think will be the best zombie trap ever, but I need some time to tweak it and play with it until I figure out the best way to do it.  Once I have it set I can build it fast with new settlements, but figuring it out to begin with is getting really frustrating...
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