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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80762 times)

xaque

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #330 on: June 12, 2009, 06:11:57 pm »

I came up with a few zombie-themed melee weapons. It's probably overkill, but I had fun thinking them up. I figured I'd share them with the rest of the community in case anyone wants to use them.

The list includes: pitchforks, plank + nails, sledgehammers, scythes, sickles, bowie knives, crowbars, brass knuckles, baseball bats, nightsticks, golf clubs, samurai swords, wrenches, nailguns, tasers, defibrillators, bullwhips, blowtorches, arc welders, meat cleavers, ice picks, waffle irons, tire irons, broom handles, pool cues, frying pans, rakes, and chainlocks.

Spoiler (click to show/hide)

And ammo for the nailgun and taser:

Spoiler (click to show/hide)

Also, most of these items wouldn't be manufacturable anymore after the zombies attacked, so I was thinking about making a new race called scavengers or something like that, who trade these items with the survivors. I'll probably start working on that once I get the courage to mess around with entities.
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Blargityblarg

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #331 on: June 12, 2009, 07:45:43 pm »

According to the wiki, a crit with either HEAT or FLAME weapons will ignite the target. Can't remember which, though.

Cheers for the explanation.
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Elvang

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #332 on: June 12, 2009, 08:21:27 pm »

Its HEAT, listed as Special Creature Tokens(Attack)  though so I'm guessing we can't stick it on a weapon. Would've been cool to have a taser that occasionally ignites the target.
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The Practicalities of Fire Imp Defense
Tileset fonts for dfterm/telnet
Win 0.34.11 SDL with 7 binary patched bugfixes
Quote from: They Dig
I have come here to drink booze and breach HFS... and I'm all out of booze.

jasonxfri13th

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #333 on: June 13, 2009, 05:39:00 am »

Was looking through the raws and noticed shovels have a CRIT_BOOST of 2. Is this intended? Seems kinda high.
Play Postal 2 and you will know why.

Also, I keep making worlds but for some reason the zombies seem to keep dieing out. I look in the civilizations and it says they have no settlements and no leaders. I also looked all over the map and only found ONE, on a huge map. I also used a pocket map to make sure there was a starting settlement for the zombies and there was.
« Last Edit: June 13, 2009, 05:43:17 am by jasonxfri13th »
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Blargityblarg

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #334 on: June 13, 2009, 05:50:59 am »

Elvang: I have to disagree with you: It's not a special attack like an extract injection, it's a damage type like PIERCE or GORE. Nothing stopping you from chucking on a weapon.
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Neoadept

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #335 on: June 13, 2009, 08:48:02 am »

I've done extensive testing with both the heat and the burn tags on weapons for just that purpose.  If they have a chance of setting things on fire, it's so rare it's impractical.

Was looking through the raws and noticed shovels have a CRIT_BOOST of 2. Is this intended? Seems kinda high.
Play Postal 2 and you will know why.

Also, I keep making worlds but for some reason the zombies seem to keep dieing out. I look in the civilizations and it says they have no settlements and no leaders. I also looked all over the map and only found ONE, on a huge map. I also used a pocket map to make sure there was a starting settlement for the zombies and there was.

Actually, I got the shovel thing from World War Z.  Little old blind man kills hundreds of zombies with a shovel and invents an anti zombie martial arts technique.  If this ever happens in the mod, I'll know I've done something right.  :D

As for the map gen problems, I just ran a test on the latest version I haven't seen anything like that for any map size.  The closest thing I saw was on the large world, which was too large for the zombies to take over in a few hundred years, but still occupied a large portion of the map.  Are you sure you haven't altered the raws from the version you downloaded?


I came up with a few zombie-themed melee weapons. It's probably overkill, but I had fun thinking them up. I figured I'd share them with the rest of the community in case anyone wants to use them.
Thanks!  Melee weapons were something I've been meaning to expand upon, but never got around to it.  You'll get a place in the credits for the next update.
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Kittah_Khan

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #336 on: June 13, 2009, 05:45:04 pm »

Neo, do you have any trouble with the ammo metal showing up in trade caravans and such ?
Then use DEEP on it, this will make it non-tradeable and something you can't start with.
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Neoadept

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #337 on: June 13, 2009, 08:21:20 pm »

You'll note that the DEEP tag has been on the bullet metal since I added it :P
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Calculus

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #338 on: June 13, 2009, 08:35:14 pm »

Thank you. Thank you, for this mod.
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Kittah_Khan

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #339 on: June 14, 2009, 04:18:37 am »

You'll note that the DEEP tag has been on the bullet metal since I added it :P
I never saw a specific post to the contrary and I posted before actually downloading and checking, I should've edited it.
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TheNewerMartianEmperor

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #340 on: June 14, 2009, 12:04:29 pm »

Huh, I just noticed something while looking through legends mode: The infected's favorite method of execution is beheading. The corporates don't execute their enemies, neither do the survivors. This leads to survivors occasionally ruling towns of zombies. No word on the military yet.
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Once tried to conquer Earth, and succeeded! Too bad it got really, really boring, really, really fast.

One day, we shall all look back on this, and laugh. Sorry about the face, by the way, and the legs, and the eyes, and the arms. In fact, sorry 'bout the whole body.

Braingnawer

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #341 on: June 14, 2009, 12:57:02 pm »

I love zombies. hence my name
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Byakugan01

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #342 on: June 14, 2009, 01:01:09 pm »

An idea for the mod (yet to try it, really busy this weekend)-how about making a non-zombie megabeast along the lines of a colossus (sever on breaks, high regen, etc?) but instead of having it be a colossus, make it a mechanized vehicle/robot created by the corporation/military some time before the infection REALLY took hold-while humanity still had infrastructure, basically. If possible, give it the dragon breath (simulate a flamethrower), and ranged weaponry (grasping hands) to simulate having guns mounted on it. It makes sense to me that the military at least would try to produce such a piece of weaponry, and that it might loose control and run amok. Just an idea to add some extra variety to the mod. It should drop a fair amount of gunmetal upon its death, or it's corpse might be useable at the smelter to produce LOTS of bars of various metals upon its death.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

TheNewerMartianEmperor

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #343 on: June 14, 2009, 01:47:40 pm »

But then, for the sake of in-universe consistency; he'd have to make it a pet for the military/corporation, and that could lead to balance issues.
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Once tried to conquer Earth, and succeeded! Too bad it got really, really boring, really, really fast.

One day, we shall all look back on this, and laugh. Sorry about the face, by the way, and the legs, and the eyes, and the arms. In fact, sorry 'bout the whole body.

Byakugan01

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #344 on: June 14, 2009, 02:11:40 pm »

That's why I said created BEFORE the current state of the game (meaning wherever world gen stops at). Obviously, they would be few in number, since not too many could have been made as civilization began breaking down. And what ones they *did* have could have been lost in fights against infected/lost as the means to control them remotely was lost/broken, leaving them on a "autopilot" combat routine. That would allow them to be in without being under the control of either the military or corporation-kind of as relics of a frantic, but failed, effort to stop the infection from spreading.

Edit: This is just an idea, but perhaps add in clusters of gun metal and the like to the soil layers , to simulate some equipment getting buried over time/the remains of lost battle by the military (a whole faction of hummanity is military and there is no evidence of their battles with the enemy?). Maybe, in places, there could also be asphalt chunks in the soil/on the surface to represent degrading infrastructure, though these wouldn't serve any purpose beyond flavor.

 As an aside, landfills themselves also accumulate methane and other gases, which can accumulate to potentially explosive concentrations as long as they're trapped down there. Would make garbage sifting a bit more dangerous, but probably easier to implement once the new version comes out with gaseous poisons though.

Also, have some ideas on what to replace the HFS with, share those later.
« Last Edit: June 14, 2009, 03:28:33 pm by Byakugan01 »
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.
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