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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80807 times)

MathijsBuster

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Re: Zombie Mod: version 0.85
« Reply #240 on: February 05, 2009, 06:58:06 am »

It's really annoying because it's hard to make out black enemies (and own units)
Careful there.  Your wording could be misunderstood. :-\

This is the Dwarf Fortress Forum... This is hardly the worst thing to be taken out of context.
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Dwarves: Death from Below!

darksaiyan

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Re: Zombie Mod: version 0.85
« Reply #241 on: February 07, 2009, 09:23:29 pm »

Aye, so says I. Next thing you know, the black thing symbolizes skeletal elks or elephants, or a doom lever.

This mod shall not die. It's menacing with spikes of AWESOME.
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LegoLord

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Re: Zombie Mod: version 0.85
« Reply #242 on: February 07, 2009, 10:36:02 pm »

This mod shall not die. It's menacing with spikes of AWESOME.
Dude, it's on the community mods and utilities thread.  That's been stickied for a few days now.
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Granite26

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Re: Zombie Mod: version 0.85
« Reply #243 on: February 10, 2009, 02:02:48 pm »

This mod shall not die. It's menacing with spikes of AWESOME.
Dude, it's on the community mods and utilities thread.  That's been stickied for a few days now.
and?

Earthquake Damage

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Re: Zombie Mod: version 0.85
« Reply #244 on: February 10, 2009, 03:37:22 pm »

and?

He means to say that, being listed in the stickied thread, it needn't be bumped to the first page anymore.  On the other hand, activity in the thread may get Neoadept's attention, prompting him to update the mod sooner rather than later, though PMs may be better suited to that task.
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Old-Man-Gator

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Re: Zombie Mod: version 0.85
« Reply #245 on: February 10, 2009, 09:52:46 pm »

When I'm not working on whatever stupid things I can come up with for my own version of vanilla DF, I have been playing around with some things for getting rid of the DF animls and what not and replacing them with more zombified/apocalyptical (sic) versions.

Spoiler (click to show/hide)

Also.. why does zombie DF alternate between Survivors and Military for Fortress mode? Is this random selection a feature or what?
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jester

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Re: Zombie Mod: version 0.85
« Reply #246 on: February 11, 2009, 02:12:11 am »

you choose which civ you want to be when you choose your capital, you can be the corperates as well.
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If life gives you lemons, burn them.

Old-Man-Gator

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Re: Zombie Mod: version 0.85
« Reply #247 on: February 18, 2009, 06:21:35 am »

I kind of like having the choice of civs really.

I am working on pushing some raws around and making things a bit different, namely by trying to think what would happen to ecosystems after a zombie plague ravaged the human race.

I'm also borrowing on Deon's idea about having specific item files for each playable race.
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LegoLord

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Re: Zombie Mod: version 0.85
« Reply #248 on: February 18, 2009, 07:59:43 am »

Hey Neoadept, I noticed that you made a reaction with a chance of producing fly remains.  Would you happen to know how to make a reaction to produce shells or tanned leather as well?
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Moron

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Re: Zombie Mod: version 0.85
« Reply #249 on: March 03, 2009, 09:53:42 am »

I have found what I think is a bug in the raws for this mod:

You need to add the token [ANY_USE] to the 'nylon' metal type, otherwise the cloth made from nylon cannot be used for anything.

The same applies for carbon fiber, if it's intended that carbon fiber cloth can be used for making clothes etc.

Note also that because these materials are treated as metals, clothing can only be made from the cloth at the metalsmith's forge, not the clothier's shop, the same as
Spoiler (click to show/hide)
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¿

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Re: Zombie Mod: version 0.85
« Reply #250 on: March 03, 2009, 11:01:32 pm »

I'm really liking this mod. It works surprisingly well in the DF engine.

Can anyone recommend me an embark profile? This is much more difficult than vanilla DF.
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jester

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Re: Zombie Mod: version 0.85
« Reply #251 on: March 04, 2009, 01:07:28 am »

Embark profile? do you mean stuff to take with you? (bullet mould and the stuff for the reactor if you have no magma)
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If life gives you lemons, burn them.

Slitka

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Re: Zombie Mod: version 0.85
« Reply #252 on: March 11, 2009, 10:29:20 pm »

Hello! I just learned how to play Dwarf Fortress the other day and I am really enjoying it. I would like to play this mod, but when I try to launch it a error sign pops up saying "One of the compressed files on disk has errors in it. Restore from backup if you are able." At first I though I was getting this because I was using a tile set (don't know which one). So, I created a new folder with a clean install of Dwarf Fortress in it, and tried playing it again. It still gives me the same message. I would like to use a tile set. I have tried using the Mayday tile set, but it still give me the same error. I think I am installing the files correctly. It should be  in the data ----> Objects folder right? Thanks for the help!
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Vucar Fikodastesh

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Re: Zombie Mod: version 0.85
« Reply #253 on: March 12, 2009, 08:54:06 am »

Hello! I just learned how to play Dwarf Fortress the other day and I am really enjoying it. I would like to play this mod, but when I try to launch it a error sign pops up saying "One of the compressed files on disk has errors in it. Restore from backup if you are able." At first I though I was getting this because I was using a tile set (don't know which one). So, I created a new folder with a clean install of Dwarf Fortress in it, and tried playing it again. It still gives me the same message. I would like to use a tile set. I have tried using the Mayday tile set, but it still give me the same error. I think I am installing the files correctly. It should be  in the data ----> Objects folder right? Thanks for the help!

You should be installing it into the raw/objects folder.
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

Slitka

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Re: Zombie Mod: version 0.85
« Reply #254 on: March 12, 2009, 12:52:58 pm »

Hello! I just learned how to play Dwarf Fortress the other day and I am really enjoying it. I would like to play this mod, but when I try to launch it a error sign pops up saying "One of the compressed files on disk has errors in it. Restore from backup if you are able." At first I though I was getting this because I was using a tile set (don't know which one). So, I created a new folder with a clean install of Dwarf Fortress in it, and tried playing it again. It still gives me the same message. I would like to use a tile set. I have tried using the Mayday tile set, but it still give me the same error. I think I am installing the files correctly. It should be  in the data ----> Objects folder right? Thanks for the help!

You should be installing it into the raw/objects folder.

Oh, wow. Thanks! I feel like a huge idiot lol.
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