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Author Topic: A Tale of Zombies (Community Fortress)  (Read 15087 times)

WorkerDrone

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Re: A Tale of Zombies (Community Fortress)
« Reply #45 on: June 11, 2009, 04:35:55 pm »

Seriously man. Just wait until you can make some bullets and shells to work with, and some battlements to shoot from. That or make or buy some real armour and train a squad to legendary wrestler. Though at this point, instant paralyzing sounds like...erm...BAD BAD BAD. So Melee combat isn't a very good idea.

Shooting AWAY from their grasp. There's a good idea.

BOOM HEADSHOT.

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Labs

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Re: A Tale of Zombies (Community Fortress)
« Reply #46 on: June 11, 2009, 05:09:51 pm »

Question about the mod; if bitten and you survive, will you eventually become a zombie?
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I like to slip into bear caves around midnight and gently caress the carnivore inside before leaving a small cut of fresh fish and sneaking out.

Okenido

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Re: A Tale of Zombies (Community Fortress)
« Reply #47 on: June 11, 2009, 05:25:52 pm »

The RAWs don't allow that yet.
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Bloogonis

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Re: A Tale of Zombies (Community Fortress)
« Reply #48 on: June 11, 2009, 06:13:01 pm »

you can mod their corps to drop an infected instead of a corpse i think, like Cap. Mayday did to get a tame Titan.
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Byakugan01

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Re: A Tale of Zombies (Community Fortress)
« Reply #49 on: June 11, 2009, 06:22:13 pm »

Wait, did psych's corpse really spawn an infected then? Going to go check this mod...sounds like ultimate fun can be had. Out of curiosity, how long do zombies stick around?
« Last Edit: June 11, 2009, 07:08:13 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.

xaque

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Re: A Tale of Zombies (Community Fortress)
« Reply #50 on: June 11, 2009, 08:37:41 pm »

Question about the mod; if bitten and you survive, will you eventually become a zombie?

Not in this version of the mod. In the world the story is set in, corpses become Infected after a week or two of being dead.

From a purely game mechanics standpoint, I think the only way to turn survivors, living or dead, into infected is through memory editing. I'm pretty sure that's what Mayday did with the titan, only in reverse. Basically I'm going to assume that all survivor corpses get torn apart too badly to become zombies or the survivors retrieve them and destroy them before they become zombies. If I get to a point in the story where I think it would be interesting to have a former character become zombified, I might decide to use a memory editor.
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Neoadept

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Re: A Tale of Zombies (Community Fortress)
« Reply #51 on: June 11, 2009, 10:07:36 pm »

Someone actually made this, fantastic!  Everything seems to be about par for the course so far (except for you descriptions, those are much better than a golf metaphor), but I look forward to seeing how things go as the fort progresses.  Come to think of it, I don't think I've ever even heard of someone making it to the stage where they could start producing their own weaponry beyond air rifles, but I have a good feeling about this one.

Incidentally, you should be able to make air rifles and ammo for them out of wood and bone at a craft and bower's building.  They don't pack a lot of punch, but once in awhile you get a lucky shot through the brain, which should be able to at least do better than untrained melee.  And it never hurts to level up some marksmen before letting them handle the actual guns :P.

Anyways, keep up the great work!  In addition to being a fun read, it's invaluable in helping me balance the mod for 1.0 release.
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xaque

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Re: A Tale of Zombies (Community Fortress)
« Reply #52 on: June 11, 2009, 11:55:14 pm »

Incidentally, you should be able to make air rifles and ammo for them out of wood and bone at a craft and bower's building.  They don't pack a lot of punch, but once in awhile you get a lucky shot through the brain, which should be able to at least do better than untrained melee.  And it never hurts to level up some marksmen before letting them handle the actual guns :P.

Hey, thanks for the post! Glad to hear you like the story. I added a couple of my own modifications, but I neglected to test them before starting this story. As a result, I inadvertently removed air rifles from the game. I'm going to try mucking around in the raws and see if I can get them back in without having to regen the world. They would certainly come in handy right now.

I've got a couple bits of hopefully useful feedback so far. First is that I had a hard time figuring out a base design that fit in with the zombie "feel". I don't think of survivors as being the type to live in hollowed-out mountainhomes, so I'm trying to do as little digging as possible. At the same time, stone block castles don't feel very post-apocalyptic. I modded in reinforced concrete using a simplified version of something someone posting in your zombie mod thread, and the initial camp is made out of wood logs. I'm trying to think of other materials that would fit into a survivor camp as well. Plastic tarp tents come to mind.

The second thing is that it would be nice to have small-scale attacks in between the invasions, to keep the tension up. I guess that's sort of related to the problems with wild zombie populations being friendly though.
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WorkerDrone

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Re: A Tale of Zombies (Community Fortress)
« Reply #53 on: June 12, 2009, 12:09:02 am »

Zombies want my delicious flesh.

But Its not so easy to get to in this Power Armour.
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Keilden

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Re: A Tale of Zombies (Community Fortress)
« Reply #54 on: June 12, 2009, 01:23:20 am »

The second thing is that it would be nice to have small-scale attacks in between the invasions, to keep the tension up. I guess that's sort of related to the problems with wild zombie populations being friendly though.
Friendly zombies? What do their traders trade?
Zombie Trader: Give Braaains we give Graaaaains
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The Endcat will end you and everything you love.

ein

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Re: A Tale of Zombies (Community Fortress)
« Reply #55 on: June 12, 2009, 02:41:09 am »

Zombies want my delicious flesh.

But Its not so easy to get to in this Power Armour.

You are like a tin can.
But the zombies have no can openers.

WorkerDrone

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Re: A Tale of Zombies (Community Fortress)
« Reply #56 on: June 12, 2009, 03:54:08 am »

So they merely jostle the can and scratch at the exterior, while the delicious meats waits on the inside, safe.

On the other hand, outside is a Bolter and a Powersword, wielded on said exterior. So its rather the opposite of safe for the zombies.
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ein

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Re: A Tale of Zombies (Community Fortress)
« Reply #57 on: June 12, 2009, 03:55:33 am »

You need a cement saw.
It cuts through cement fine.
It cuts through zombies even finer.

Labs

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Re: A Tale of Zombies (Community Fortress)
« Reply #58 on: June 12, 2009, 07:01:04 am »

Oh no. Don't start the 40K stuff again.
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I like to slip into bear caves around midnight and gently caress the carnivore inside before leaving a small cut of fresh fish and sneaking out.

Byakugan01

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Re: A Tale of Zombies (Community Fortress)
« Reply #59 on: June 12, 2009, 07:52:13 am »

Yup. The 21st century is no place for the 41st millenium to come and play. Anyway, I think that survivors *would* eventually build large stone structures, for the simple purposes of greater safety. Stone block castle-like structures, which would have easily defended entrances trhough the use of "murder holes (Those arrow slits you see in the side of castles)", would probably be the order of the day after enough time had passed.
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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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