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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80753 times)

Neoadept

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #345 on: June 14, 2009, 08:08:11 pm »

I've actually had thoughts about implementing a few mechanical creatures.  Before 1.0 I definitely want to replace the pack animals with motorcycles or the like and rename the wagons trucks if it's possible.

I've also given some thought to mechanized mega beasts, but would prefer not to make them autonomous.  I was thinking more along the lines of stolen military vehicles being used by marauders.

I like the asphalt suggestion, it would definitely add flavor, but the gun metal isn't meant to be used, really, it's just a metal with a space for a name so I can have an output material for the reactions and keep the longer names readable with limited screen space.  And more things to put in garbage is always welcome.  I can just give it a chance to drop stone with a low fixed temperature and a lower boiling point, which should cool down survivors enough to cause mild injury.
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Byakugan01

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #346 on: June 14, 2009, 08:52:39 pm »

Well then...typically, electronics have trace ammounts of gold in their circuitry (VERY little though), and I think you could make a justifiable case for having it drop plastic bars upon being processed. There should also be iron/steel, and maybe aluminium; you'd have to get someone who knows alot more about vehicles than i do (if nuclear powered though, you could also give them the potential to drop pitchblende/uranium bars-or have the processing of the corpse a chance to cause an explosion).

One big issue though is the idea of adamantium still being in the game. I would like to suggest replacing it with something else-i recommend a "unkown alloy" (the idea being it was a secret alloy developed either by the governments before their downfall, or the military shortly thereafter). This wouldn;t be as strong as adamantium is nor as light (though still light compared to say, iron), but it would beat anything else you have to work with. Now, what could be sealed in the vaults? Gold bars? A seed bank for emergencies? Everything in fort Knox?
And the answer should not be the HFS we all know and love. They're too frail and sheltered for this world-well, the japanese hentai monsters might not mind it. Regardless...HFS, revamped! No raws yet, but I might be able to make them *some* time... really busy atm though.
Spoiler (click to show/hide)
« Last Edit: June 14, 2009, 08:56:40 pm by Byakugan01 »
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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.

Keita

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #347 on: June 15, 2009, 02:59:15 am »

Well then...typically, electronics have trace ammounts of gold in their circuitry (VERY little though), and I think you could make a justifiable case for having it drop plastic bars upon being processed. There should also be iron/steel, and maybe aluminium; you'd have to get someone who knows alot more about vehicles than i do (if nuclear powered though, you could also give them the potential to drop pitchblende/uranium bars-or have the processing of the corpse a chance to cause an explosion).

One big issue though is the idea of adamantium still being in the game. I would like to suggest replacing it with something else-i recommend a "unkown alloy" (the idea being it was a secret alloy developed either by the governments before their downfall, or the military shortly thereafter). This wouldn;t be as strong as adamantium is nor as light (though still light compared to say, iron), but it would beat anything else you have to work with. Now, what could be sealed in the vaults? Gold bars? A seed bank for emergencies? Everything in fort Knox?
And the answer should not be the HFS we all know and love. They're too frail and sheltered for this world-well, the japanese hentai monsters might not mind it. Regardless...HFS, revamped! No raws yet, but I might be able to make them *some* time... really busy atm though.
Spoiler (click to show/hide)

I likes this
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Braingnawer

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #348 on: June 15, 2009, 03:04:14 am »

I love all these ideas. If any of them get implemented I'll do the sprites for them. Heck i've already done a car or two for fun.
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TheNewerMartianEmperor

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #349 on: June 15, 2009, 09:18:01 am »

Can survivors build a reactor if they get the reactor parts from the military or the corporates?
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Keita

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #350 on: June 15, 2009, 10:27:50 am »

FIRE UP-ENZE THA REACTOR!!!

I'm so naming my next fortress something german if they can =D
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Neoadept

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #351 on: June 15, 2009, 12:21:04 pm »

Can survivors build a reactor if they get the reactor parts from the military or the corporates?

Yes, anything done at the smelter is universal, all you have to do is get the parts.
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Shima

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #352 on: June 16, 2009, 04:18:34 am »

Been playing since earlier today.  Awesome mod!  First normal infected siege took out my fort.  Trying Adventure right now.  Got a lucky shot on a Bloater in the middle of a torso crowd.  AWESOME.  How did you make them able to do that, I've never seen any other mod have that happen.  Make them drop a whole bunch of material that boils away at any temp?
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Keita

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #353 on: June 16, 2009, 11:05:34 am »

possibly on death it generatse bolts that are invisible and already flying?
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Shima

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #354 on: June 16, 2009, 11:19:35 am »

I think the closest thing I've seen to the bloater explosion is a booze explosion.  Perhaps they drop booze that boils away instantly at all temps?
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Neoadept

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #355 on: June 16, 2009, 11:29:05 am »

They drop a very heavy stone that has a high fixed temp and a low boiling temp.  I made it red so that it looks like an explosion.
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Kittah_Khan

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #356 on: June 17, 2009, 03:49:43 am »

Pardon me, but are you certain fixed temp works on stones ?
If so, awesome, that may have some interesting consequences.
« Last Edit: June 17, 2009, 03:51:32 am by Kittah_Khan »
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Neoadept

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #357 on: June 17, 2009, 08:56:17 am »

Well, it's how I make Bloaters explode, so it either works or there is something very wrong here :P

Though it does have a few weird caveats to it.  For instance, the fixed temp works only on the stone itself, so you can't use to affect other things, like freezing water or igniting grass or other rocks.  It does affect other things when it boils though, so a boiling stone with a high fixed temp will damage anything caught in the vapor.
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koplio

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #358 on: June 17, 2009, 09:47:59 am »

Been watching this mod since some time and wished for some nice graphics for it, and shazam! Graphics were added but i find (IMHO) the military a bit not my taste (although the authors method of drawing is very nice), soo i thought... damn i could post my own idea. So here it is.



My concept was
from top left: sniper, knife-fighter(?), engieneer with a wrench, blowtorch, welder (both go as some sort of a replacement for smiths), worker, MG, trooper, recruit, red berret (?), miner, officer (replaces mayors?)

Yea, soo... what do you think?
« Last Edit: June 17, 2009, 09:52:02 am by koplio »
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Kittah_Khan

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #359 on: June 17, 2009, 09:49:45 am »

Well, it's how I make Bloaters explode, so it either works or there is something very wrong here :P

Though it does have a few weird caveats to it.  For instance, the fixed temp works only on the stone itself, so you can't use to affect other things, like freezing water or igniting grass or other rocks.  It does affect other things when it boils though, so a boiling stone with a high fixed temp will damage anything caught in the vapor.

Wouldn't just settings the boiling temp low work on its own, what are the differences between the two ?
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