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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80799 times)

Cles

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Re: Zombie Mod: version 0.7
« Reply #135 on: December 12, 2008, 09:11:52 am »

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).

Mine were still roleplaying...their characters should not have been in a zombie game. One was a martial artist.

Looking forward to that story.
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Neoadept

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Re: Zombie Mod: version 0.7
« Reply #136 on: December 12, 2008, 09:16:35 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?

Yeah, sorry about that.  In the current version molds will only take copper, lead, or iron bars.  They'll accept any metal in the next patch because I think I've found a workaround.  Unfortunately it involves a new, nameless, metal, so you might see a few "  bars" being sold by caravans.
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C0nscript

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Re: Zombie Mod: version 0.7
« Reply #137 on: December 14, 2008, 03:04:59 pm »

I have a problem. I'm playing as military and all the stone types are economic  ???
I can't build anything with them (workshops, walls, etc.) It's a bit game breaking because i can't build forges and i have to use wood for everything (can't build forges with that though D:)
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Simmura McCrea

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Re: Zombie Mod: version 0.7
« Reply #138 on: December 14, 2008, 03:14:30 pm »

I have a problem. I'm playing as military and all the stone types are economic  ???
I can't build anything with them (workshops, walls, etc.) It's a bit game breaking because i can't build forges and i have to use wood for everything (can't build forges with that though D:)
I assume you're using Mayday Mike's grapgic tileset thingy. Go to the stone menu and you'll notice that every stone is marked as an economic stone and can be toggled at will as normal.
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C0nscript

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Re: Zombie Mod: version 0.7
« Reply #139 on: December 14, 2008, 04:36:42 pm »

Thanks man  ;D
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jester

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Re: Zombie Mod: version 0.7
« Reply #140 on: December 14, 2008, 04:57:43 pm »

Ive just loaded up the new mod, Ive got a volcano that I found with reveal.exe.  I tunneled into it and built my usual setup but I cant build any magma buildings, the option just isnt there.  Im playing as the military. 
  I havent been attacked yet but Ive just got my first ammo knocked out, very impressed with the creative use of the smelter, will the ammo always be at "plain" level? 
  Hanging out for the first post of your story straycat.
  edit: potatoes dont seem to have a picture either, they are showing up as a blank space. (vanilla graphics)
« Last Edit: December 14, 2008, 05:21:09 pm by jester »
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ChazzyBurger

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Re: Zombie Mod: version 0.7
« Reply #141 on: December 14, 2008, 05:53:32 pm »

Cool mod! Must say that I'm glad that the permanent paralysis was out, nothing was more annoying than having a your prized marksman with the best weapon available running outside and getting paralysed from a dull yellow wound. And then dying from thirst

Still, keep up the modding! :D
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StrayCat

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Re: Zombie Mod: version 0.7
« Reply #142 on: December 14, 2008, 06:33:20 pm »

It's right here jester! Now that I'm in the beginnings of my third year, I think thing's've got a rather larger chance now for survival. I'll be sure to mess that right up soon enough, hehehehe. No fortress like a war-torn one.
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Neoadept

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Re: Zombie Mod: version 0.7a
« Reply #143 on: December 17, 2008, 01:57:50 pm »

NEW Version 0.7a
Changes:
-Added air rifles and pellets
-Allowed all metals to be used to make bullets
-Reduced number of different molds to three
-Changed progress triggers for Military and Corporate civs
-Loose plastic no longer occurs naturally
-Fixed error log message.


Completely forgot to get to subterranean plants again and ceramic is still giving me issues, but I fixed a few of the problems kicked up by the last release.
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StrayCat

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Re: Zombie Mod: version 0.7a
« Reply #144 on: December 18, 2008, 09:03:33 pm »

JUST in time for me to retry that sodding fortress! Etrupuc, here we come!
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YojimboUsaka

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Re: Zombie Mod: version 0.7a
« Reply #145 on: December 19, 2008, 03:21:54 pm »

Nice mod and update.  Man was I surprised in how simple changes can make drastic differences.

Sieged in first year.
Doors did not really cut the mustard.
One very dead group of survivors.

It was fun watching the last couple of guys try to defend against 20 zombies.

Yoj
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jester

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Re: Zombie Mod: version 0.7a
« Reply #146 on: December 19, 2008, 08:08:07 pm »

Love your work, keep it up.  You are getting out updates faster than I can kill fortresses.
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DJ_Muffinman

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Re: Zombie Mod: version 0.7a
« Reply #147 on: December 24, 2008, 08:21:13 pm »

Hey Neoadept,
I really enjoy your mod. It's a a very well though out project.

I noticed a few problems in the new raws:

Under plants, the potato entry has [TILE: "58"] in it.  The quotations shouldn't be there.

Also for plants, you should make your new plants in a seperate text file, such as "matgloss_plants_zombienew" or something like that, that way people who have custom plant files (i.e. ME) don't have to go back and transfer all the old stuff. =]  It also allows for a convenient easy-to-find place for the new things you may add in the future, ya know?

Under weapons, are you aware that the Bow and Blowgun entries are set to [SKILL:SWORD]? I haven't checked my vanilla version to see if it's just some weird error...or did you intentionally?  I have no idea. =3

That's all I can think of for now. I'll get back to you again if I find any other nitpicky stuff. =3


EDIT:  Hahaha, I just realized this:  This mod gives a WHOLE new meaning to "We look forward to our meeting next year." And to "Our fortunes rise and fall together."
Man, that's some depressing work there. Keep it up, Neoadept.
« Last Edit: December 24, 2008, 08:34:55 pm by DJ_Muffinman »
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Neoadept

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Re: Zombie Mod: version 0.7a
« Reply #148 on: December 24, 2008, 10:34:42 pm »

Thanks for the feedback!

Thanks for the tip on the potato, I've been meaning to track that down.

As far as plants go, I don't just want to add new plants, I want to change the existing ones to a more apocalyptic flavor.  If I had my way most of the subterranean plants would be gone, but embark freaks out if you do that so I'm limited to renaming them and messing with their grow times.  Since that means changing the original file, maybe you could save the plants you want to a separate one?

The bow and blowgun thing...  Have no idea how that happened. :P


At the moment I'm waist deep in megabeasts and coming to the realization that I still don't know very much about the various tags.  Does anyone know if [FIXED_TEMP] works on stone (I recently discovered that Bloater explosions aren't very potent and would like that to change)?  And is there a way I could juggle [FIXED_TEMP] and [HEATDAM_POINT] or [IGNITE_POINT] to make a creature permanently on fire?
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Deon

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Re: Zombie Mod: version 0.7a
« Reply #149 on: December 25, 2008, 02:58:10 am »

Note that there're [BONE_IGNITE_POINT], [LEATHER_IGNITE_POINT] and others.
Also there's a glitch: with high FIXED_TEMP and high HEATDAM_POINT the creature won't be affected, but if it wears some flammable clothing the clothing will burn and incenerate the creature.
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