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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80790 times)

jester

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Re: Zombie Mod: version 0.7
« Reply #120 on: December 09, 2008, 03:54:17 am »

Without the babysnatcher tag on the goblins they will seige like the zombies, it can be a fun challenge.  As for your trap, I got through fine with 5 shotguns and ammo stockpiles on the roofs of buildings only accessable through underground tunnels.  the zombies have no ranged attack so as long as there is enough ammo you just make them walk as far as possible while under fire, use channels rather than walls unless your are carving fortifications all the way along them.  just make sure there is at least I survivor gaurding the entrance to your tunnels to pick of stagglers.  I blew away all but 2 zombeis easily in one seige and then those 2 got into the tunnels and paralyzed 3 survivors, killed 2 more as well as 2 dogs.   I dont know how well traps would work, I think weapon traps would gunk up to much and you would need at least 60 cage traps before mid autum of your first year.  (and 60 more cages before mid winter)  2500 rounds of ammo is less work.   can these zombies be drowned?  they seem to function fine with 2 red lungs so water traps are probably out too. 
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Keilden

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Re: Zombie Mod: version 0.7
« Reply #121 on: December 09, 2008, 04:44:26 am »

If all else fails use fire.
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jester

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Re: Zombie Mod: version 0.7
« Reply #122 on: December 09, 2008, 10:27:56 am »

If all else fails use fire.
Bit of a bastard to aim though.  And it takes the fun out of blowing the arms and legs off zombies, and at the end of the day isnt that what its all about?
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MathijsBuster

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Re: Zombie Mod: version 0.7
« Reply #123 on: December 09, 2008, 12:08:47 pm »

If all else fails use fire.
Bit of a bastard to aim though.  And it takes the fun out of blowing the arms and legs off zombies, and at the end of the day isnt that what its all about?

I'm not happy until I've found 17 different ways to kill a zombie.
There must be some dwarf blood in my veins... I should stop thinking as a dwarf and start acting like a survivor instead.
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Simmura McCrea

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Re: Zombie Mod: version 0.7
« Reply #124 on: December 09, 2008, 12:39:42 pm »

This might sound stupid, but which workshop do I need to make ammo? I can't seem to find it.
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Neoadept

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Re: Zombie Mod: version 0.7
« Reply #125 on: December 09, 2008, 12:55:57 pm »

The smelter, you 'll need a metal bar and a bullet mold (which is produced at the forge and is defined as a wepon).

At the moment it only takes Lead, copper and iron, but the next patch will allow it to take all metals.  It will also help people who can't get metal by adding air rifles, which fire pellets that I'm ok with being made out of wood and bone.
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Simmura McCrea

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Re: Zombie Mod: version 0.7
« Reply #126 on: December 09, 2008, 01:03:05 pm »

Ah, thank you. Now I need to find some metal.
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Cles

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Re: Zombie Mod: version 0.7
« Reply #127 on: December 09, 2008, 08:01:25 pm »

The smelter, you 'll need a metal bar and a bullet mold (which is produced at the forge and is defined as a wepon).

At the moment it only takes Lead, copper and iron, but the next patch will allow it to take all metals.  It will also help people who can't get metal by adding air rifles, which fire pellets that I'm ok with being made out of wood and bone.

Might I suggest the blowgun, but with non-piercing damage?
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woose1

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Re: Zombie Mod: version 0.7
« Reply #128 on: December 09, 2008, 08:15:15 pm »

Forgot to bring an anvil, lived in MORTAL FEAR for about 4 years, until I noticed that I had 50 dwarves and they wer'nt seiging.

Possibly settled in a goddamn good area.

Stupid hippies.
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StrayCat

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Re: Zombie Mod: version 0.7
« Reply #129 on: December 09, 2008, 09:08:43 pm »

If I make it through this winter, I'm going to start posting my story for my military outpost. It's so beautiful right now. Just downright amazing what these guys've lived through, in one year, and what they (I've) thought up to save their asses. I've got plans for this settlement. Just about every major DF idea I've ever had yet, coming home to roost. Oh, please survive, baby.
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Cles

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Re: Zombie Mod: version 0.7
« Reply #130 on: December 09, 2008, 11:58:32 pm »

Why do my All Flesh Must Be Eaten and d20 Modern zombie games never work out this great? >: Oh yes. My players are dicks and would rather walk around pistol whipping zombies until they finally catch the plague themselves and die, then blame me for not holding their hands and retconning fucking everything when they try to gun their way down the infested streets for three sessions.
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StrayCat

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Re: Zombie Mod: version 0.7
« Reply #131 on: December 10, 2008, 09:01:18 pm »

Dude... Your mates suck. Are they all that bad? Come on, they can't be. My mates don't play like that, and they can be pretty dickish and munchkiny at times.

Oh, and the fortress survived. It's a year in. Expect a story this weekend at the latest, in the community section. I'll be modifying a few things, but otherwise stay true-blue to the most current version of the mod (0.7).
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moghopper

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Re: Zombie Mod: version 0.7
« Reply #132 on: December 11, 2008, 03:32:18 pm »

Dude... Your mates suck. Are they all that bad? Come on, they can't be. My mates don't play like that, and they can be pretty dickish and munchkiny at times.

You think that those guys are bad?! you ain't seen nothing.

My players minmaxed their characters to a ridiculous point. One somehow managed to break the game and was capable of killing upwards of 10 zombies a turn with almost no chance of missing! I stopped making him actually role to hit, and instead just said the zombies all died. Suffice to say we never played again.
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Granite26

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Re: Zombie Mod: version 0.7
« Reply #133 on: December 11, 2008, 03:53:10 pm »

Dude... Your mates suck. Are they all that bad? Come on, they can't be. My mates don't play like that, and they can be pretty dickish and munchkiny at times.
You think that those guys are bad?! you ain't seen nothing.

My players minmaxed their characters to a ridiculous point. One somehow managed to break the game and was capable of killing upwards of 10 zombies a turn with almost no chance of missing! I stopped making him actually role to hit, and instead just said the zombies all died. Suffice to say we never played again.

Trick there is to throw bikers at them, or a nuklear nuclear meltdown or ammo restrictions ;)

Edit : is 8-bit REALLY ending?

Sappho

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Re: Zombie Mod: version 0.7
« Reply #134 on: December 12, 2008, 08:25:31 am »

I'm having a problem with the new version.  I can't make ammo.  I can make the molds at the forge, but there is no option to make ammo at the smelter.  Is there a certain material I need to make them from?
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