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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80734 times)

Byakugan01

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #375 on: June 20, 2009, 07:15:59 pm »

Hmm, seized (with an anvil) some cave moss seeds from a military trading delegation (sounds better than caravan to me), but I can't plant them. Are they linked to the underground pools/rivers like towercaps are?

Edit: They became planatable, but there seemed to be no trigger for it-it happened out of the blue.
« Last Edit: June 21, 2009, 10:19:33 am 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.

Shima

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  • Time to go fishing, lads.
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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #376 on: June 23, 2009, 05:46:41 pm »

I did this with the graphics set, if you or anyone else wants 'em.  Posted 'em up on the Tale of Zombies game, folks seem to like it.

Spoiler (click to show/hide)
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(giant worm leather coat)
Weight: 718238Γ
Owner: Udil Evonudil, Planter

Oh Armok, the spice.

Jim94

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #377 on: July 19, 2009, 05:39:29 pm »

Great graphics set Shima, I am using them right now.
The only problem is that all the soliders besides the marksmen look the same even when they pick up their weapons.
Now, I need a graphics set for everything else.
Would the next release have a full graphics set?
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Deon

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #378 on: July 21, 2009, 03:07:48 am »

Actually there's no need to re-save it in bmp. New versions support png as well.

Quote
The only problem is that all the soliders besides the marksmen look the same even when they pick up their weapons.
They look the same in any case when they pick up their weapons. It's their proficiency, not weapon, which determines their look.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Cles

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #379 on: July 21, 2009, 06:59:45 am »

Ah, time to give this another try.

Edit: Has anyone suggested a fast infected yet? I think that would be quite frightening, even if they appears is small numbers or are solitary. Possibly with a megabeast version that can break stuff.
Maybe even a rare, mutated breed which have retained/developed some intelligence, are very sneaky but cowardly? Probably a 'ghoul', can open doors and pull levers, steal shiny stuff, can eat bones...
« Last Edit: July 21, 2009, 07:06:20 am by Cles »
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Jim94

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #380 on: July 21, 2009, 08:32:28 pm »

Actually there's no need to re-save it in bmp. New versions support png as well.

Quote
The only problem is that all the soliders besides the marksmen look the same even when they pick up their weapons.
They look the same in any case when they pick up their weapons. It's their proficiency, not weapon, which determines their look.

thanks Deon.
im on my way to creating a fortress. (If I do not get invaded by infected)
so far, i already made stairs to underground and dug some tunnels and put everything inside.
I also made a little farm outside near the entrance and now I am in the process of making a wall surrounding the entrace so I have an early defense.
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Cles

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #381 on: July 22, 2009, 02:13:16 am »

Actually there's no need to re-save it in bmp. New versions support png as well.

Quote
The only problem is that all the soliders besides the marksmen look the same even when they pick up their weapons.
They look the same in any case when they pick up their weapons. It's their proficiency, not weapon, which determines their look.
Actually, I started out with the soldiers by accident. All migrants had a very generic look to them even with skills trained up to Competent and above.
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Braingnawer

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #382 on: August 12, 2009, 04:31:12 am »

More people must enjoy this mans excellent mod. To the front page with you!
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Cody1750

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #383 on: August 12, 2009, 03:23:32 pm »

Im having trouble with getting it to work.
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Dieing is easy, living is the hard part.
Cacame Awemedinade, Elven Dwarf King, the universes awesomest elf ever.  Follower of The Way of Axe, Blood and Coal
If your armor was 50% as good as two other civs and 30% as good as a third, do you really think you'd do well in war? That'd be like trying to engage a rocket-launcher mounted Humvee with a pistol riding a tricycle.

Cody1750

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #384 on: August 12, 2009, 04:11:41 pm »

Nevermind, I figured it out.
« Last Edit: August 14, 2009, 02:54:40 am by Cody1750 »
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Dieing is easy, living is the hard part.
Cacame Awemedinade, Elven Dwarf King, the universes awesomest elf ever.  Follower of The Way of Axe, Blood and Coal
If your armor was 50% as good as two other civs and 30% as good as a third, do you really think you'd do well in war? That'd be like trying to engage a rocket-launcher mounted Humvee with a pistol riding a tricycle.

Dante`

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #385 on: August 17, 2009, 08:01:59 pm »

Ah, time to give this another try.

Edit: Has anyone suggested a fast infected yet? I think that would be quite frightening, even if they appears is small numbers or are solitary. Possibly with a megabeast version that can break stuff.
Maybe even a rare, mutated breed which have retained/developed some intelligence, are very sneaky but cowardly? Probably a 'ghoul', can open doors and pull levers, steal shiny stuff, can eat bones...

You mean a REsident Evil mod? (note: evolutions)
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Bloogonis

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #386 on: August 17, 2009, 11:17:39 pm »

Is there a way to do ranged natural weapons? a spiting zombie would be a major boost to this mod. if not, how about a few custom weapons only available to the zombie entity called mutations.
Bow = Projectile salivary Glands/ Damage type Gore(this prevents organ penetration, but adds lots of blood and pain)
These infected have inflamed salivary glands that produce mass amounts of highly acidic sputum.
Spoiler (click to show/hide)

Hammer = Club Fist
These infecteds fingers have grown together reducing their dexterousness.
Spoiler (click to show/hide)

Spear = Barbs
These infected have grown protrusions of cartilage which they impale their pray upon twisting them until the victim loses consciousness.
Spoiler (click to show/hide)

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Grax

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #387 on: October 15, 2009, 05:50:58 am »

Just a zombie deer. You know what can be running about your fortress in the night. ;-)

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Finis sanctificat media.

Zargen

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #388 on: October 19, 2009, 02:34:44 pm »

Wait. Zombies can be worshipped now? lolwut.

Erawi recieved the worship of the survivor bla bla bla


it goes on like that for quite awhile. Sprinkled in with a lot of said zombie killing people and destroying settlements.

It's a female giant brute and has survived for 200 years. Is this normal? :P


Edit - is it also normal for entire towns to be comprised of friendly, hardworking zombies?  ;D

Zitter Stuttervulture the infected crossbowman! Who shoots at animal-type infected

Edit edit - started an adventure mode and it gave me a wooden sword :<
« Last Edit: October 19, 2009, 02:42:19 pm by Zargen »
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Bloogonis

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #389 on: October 27, 2009, 03:55:17 pm »

The game suffers the same issue with embarking on enemy civs makes them friendly. and I think Giant Brutes are megabeasts or at least semi mega, so ya that's normal.
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