Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 20 21 [22] 23 24 ... 31

Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80771 times)

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #315 on: June 08, 2009, 06:40:49 pm »

The readme is fully updated, the changelog should go on to say that I changed it back because making wild zombies attack involved making them vermin hunters and making survivors vermin, which made them attack, but also made the survivors unable to construct anything.

You can still force an attack by setting a squad right on them, but they have a tendency to run away.
Logged

jasonxfri13th

  • Bay Watcher
  • He is Jesus and Raptor combined!
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #316 on: June 09, 2009, 10:31:58 am »

Graphics!!!
That means I have yet another mod to play... thank you so much. I was just about to put down dwarf fortress for a few weeks. Also, could I add in Orcs? The more bad guys the better, but I guess the guns might destory them and if there are no old metals... they wouldn't be able to build anything.
Logged

moghopper

  • Bay Watcher
  • The not quite as great as Toady or Three toe
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #317 on: June 09, 2009, 11:44:41 am »

I'm tempted to start a succession game with this mod...
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #318 on: June 09, 2009, 11:52:35 am »

I'd love that!  I haven't had a lot of time to actually play my own mod, so a succession game would tell me a lot about balance issues that only pop up in a long game.

Graphics!!!
That means I have yet another mod to play... thank you so much. I was just about to put down dwarf fortress for a few weeks. Also, could I add in Orcs? The more bad guys the better, but I guess the guns might destory them and if there are no old metals... they wouldn't be able to build anything.

All the old metals are still the same, I just added a few new ones and the landfills on the surface.

You're free to add anything to like to your copy of the mod, But don't expect me to add it to the official version unless I think it fits the zombie setting.  Orcs don't, but again, I don't have anything against people making their own modifications to this mod as long as I get mentioned should you choose to release the modified modification.


Oh, and I forgot to mention that I fixed the ranged weapon bug.  Quivers are now produced when you make a gun, so soldiers can now carry ammo and be useful.
Logged

moghopper

  • Bay Watcher
  • The not quite as great as Toady or Three toe
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #319 on: June 09, 2009, 11:57:50 am »

In that case, Any volunteers for the succession game?
Logged

Heliman

  • Bay Watcher
  • I knew you were coming. Nonetheless, welcome.
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #320 on: June 10, 2009, 01:12:32 am »

A few ideas on this came to me while in the shower.

1. Wood bullet problem:radical solution: all trees are renamed as rubber (ie birch=tire rubber, Highwood=latex rubber(buisnessmen love their latex), etc.). your wood cages become rubber bindings, your wooden corkscrews become rubber hoses(I fear to think of a hose based weapontrap), pipes become large hose segments, barrels become rubber bags, bins become stacked rubber tires, beds become bouncey rubber beds, I'd go on but I think you get the point. the important bit is that wooden bullets are now RUBBER bullets(actual type of nonlethal bullet). The only real plothole in is explaining why rubber can grow.

2. If this game is made to be set in the future, Aluminum should no longer be so highly priced and instead should have it's name changed (possibly to palladium?)

Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #321 on: June 10, 2009, 11:35:30 am »

I'm actually pretty happy with how I solved the bullet problem.  The mold system lets me control the stack size of each type of ammo produced, essentially letting me control how many shots in a clip.  Besides, even if I did the rubber thing there would still be a possibility of making bone bullets. :P

I'm keeping it aluminum, but I have lowered the price from fifty to five.  This may still be a little much, but we'll see how it goes.
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #322 on: June 10, 2009, 12:24:05 pm »

Speaking of wooden bullets...

Given that "high quality" air rifle pellets are ridiculous (hay guise!  my pellets deal double damage when fired from the same gun!), I suggest using smelter reactions instead.  One log produces X wooden pellets with no quality modifier.  You might have to forgo bone pellets, though, since all bone stacks are treated the same by reactions AFAIK, regardless of size (as reagents, anyway).
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #323 on: June 10, 2009, 01:05:19 pm »

Well, when you think about it, a better made pellet would fit the barrel better, meaning it would have more air pressure behind it and exit the barrel at a higher speed.

Besides, I'd like to allow people at least on weapon that's easy to make and use, no matter how underpowered it is.
Logged

jasonxfri13th

  • Bay Watcher
  • He is Jesus and Raptor combined!
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #324 on: June 11, 2009, 10:09:49 pm »

I would take part in the succession game. Summer break started today for me.
Logged

Blargityblarg

  • Bay Watcher
  • rolypolyrolypolyrolypoly
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #325 on: June 12, 2009, 05:01:19 am »

Hi there, Neoadept.

Downloaded your mod a while ago, stopped playing it because I'm a pussy and dying to my first siege is no fun (did the same thing with digging deeper's supposedly nerfed orcs.. I shudder to think of the real thing)

Anyhow, I was hoping to make a Dwarven Flamethrower for my Assorted Silliness Mod, and because it's absurd to have wood and bone flamethrower ammo (well, they burn, but meh.) I'd like to know how you got your shotgun etc ammo to be no wood and no bone. I'll have a look at my copy of ZF now, to try and find out, but success is not guaranteed.
Logged
Blossom of orange
Shit, nothing rhymes with orange
Wait, haikus don't rhyme

jester

  • Bay Watcher
  • Dwarvern Survialist Nutter
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #326 on: June 12, 2009, 05:35:21 am »

Ill put my hand up for the succession
Logged
If life gives you lemons, burn them.

Keita

  • Bay Watcher
  • Easily Confused
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #327 on: June 12, 2009, 07:59:39 am »

some ones already running one, go to the community fortress board and look for 'a tale of zombies'
Logged
Gravity is a government conspiracy to keep us down

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #328 on: June 12, 2009, 11:36:57 am »

Anyhow, I was hoping to make a Dwarven Flamethrower for my Assorted Silliness Mod, and because it's absurd to have wood and bone flamethrower ammo (well, they burn, but meh.) I'd like to know how you got your shotgun etc ammo to be no wood and no bone. I'll have a look at my copy of ZF now, to try and find out, but success is not guaranteed.
What you want to do is remove the ammo from the entity file and then make a smelter reaction to produce it.  I'd recommend also making a custom threaded metal named "fuel tank" followed by a couple dozen spaces, and make it so that the reaction produces a quiver made out of one of these as well.  This adds flavor, and ammo not in the entity file requires quivers or it can't be held.

I'd considered adding a flamethrower myself, but ammo can't set things on fire at the moment so I went with incendiary rounds instead.
Logged

xaque

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #329 on: June 12, 2009, 04:49:23 pm »

Was looking through the raws and noticed shovels have a CRIT_BOOST of 2. Is this intended? Seems kinda high.
Logged
Pages: 1 ... 20 21 [22] 23 24 ... 31