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Author Topic: Zombies (hoping to improve over the current ones)  (Read 2204 times)

Morrigi

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Zombies (hoping to improve over the current ones)
« on: May 28, 2010, 03:27:53 pm »

I've decided to try my best to make a new, improved, World War Z-style zombie. This is my first real mod, so I know I screwed something up somewhere. Here's what I have so far:

Spoiler (click to show/hide)

Help.
« Last Edit: May 28, 2010, 03:29:37 pm by Morrigi »
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Naes Draw

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Re: Zombies (hoping to improve over the current ones)
« Reply #1 on: May 28, 2010, 05:19:36 pm »

I would remove the [TL_MAJOR_ARTERIES] tag as well as the [HAS_NERVES] one. Just to cover those bases.
 

Also adding [EXTRAVISION] will give the ability to seek prey even if blinded, which I recall being a factor. You have the Survival Guide as well, correct? That is a good resource to have, I keep mine next to my pocket SAS guide. :P

I'm not quite sure I'd like them for their moans, that was a major psychological effect mentioned. Perhaps terrifying moans?

I'm not thinking of anything else, although true infection is still a bit off as I recall.
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[CREATURE:CAT]
   [NAME:sena cat:sena cat:sena cat]
   [INTELLIGENT] [MISCHIEVOUS] [FEMALE]
   [PREFSTRING:craziness]
   [SHOES:ITEM_SHOES_SHOES:UNCOMMON]
   [PERMITTED_JOB:MODDER]

Morrigi

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Re: Zombies (hoping to improve over the current ones)
« Reply #2 on: May 28, 2010, 05:59:22 pm »

I would remove the [TL_MAJOR_ARTERIES] tag
1. The [MAJOR_ARTERIES] tag is broken, and they don't bleed anyway.
as well as the [HAS_NERVES] one.
2. Max Brooks zombies do have nerves, and the zombie survival guide has examples of spines being snapped by bullets causing the zombie to lose functions of its body.


Also adding [EXTRAVISION] will give the ability to seek prey even if blinded, which I recall being a factor.
3. Good idea.

I'm not quite sure I'd like them for their moans, that was a major psychological effect mentioned. Perhaps terrifying moans?
4. Added.
I'm not thinking of anything else, although true infection is still a bit off as I recall.
5. I'm thinking of adding a poison to their bite that causes massive brain necrosis after awhile, since I can't cause reanimation but a bite should be fatal somehow.
« Last Edit: May 28, 2010, 06:07:46 pm by Morrigi »
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Naes Draw

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Re: Zombies (hoping to improve over the current ones)
« Reply #3 on: May 28, 2010, 06:16:40 pm »

as well as the [HAS_NERVES] one.
2. Max Brooks zombies do have nerves, and the zombie survival guide has examples of spines being snapped by bullets causing the zombie to lose functions of its body.

Ah, forgot that. Looks like I need to study.
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[CREATURE:CAT]
   [NAME:sena cat:sena cat:sena cat]
   [INTELLIGENT] [MISCHIEVOUS] [FEMALE]
   [PREFSTRING:craziness]
   [SHOES:ITEM_SHOES_SHOES:UNCOMMON]
   [PERMITTED_JOB:MODDER]

Morrigi

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Re: Zombies (hoping to improve over the current ones)
« Reply #4 on: May 28, 2010, 06:51:01 pm »

I just read both WWZ and the zombie survival guide in the last couple days. >.>
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Re: Zombies (hoping to improve over the current ones)
« Reply #5 on: May 28, 2010, 10:08:46 pm »

Is it possible to make diseases which cause insanity? That would be perfect for the mod.
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Zangi

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Re: Zombies (hoping to improve over the current ones)
« Reply #6 on: May 29, 2010, 01:14:24 am »

Code: [Select]
[SELECT_TISSUE:BONE]
[PAIN_RECEPTORS:0]
[SELECT_TISSUE:FAT]
[PAIN_RECEPTORS:0]
[SELECT_TISSUE:MUSCLE]
[PAIN_RECEPTORS:0]
[SELECT_TISSUE:SKIN]
[PAIN_RECEPTORS:0]

Other tags you can utilize..
[HEALING_RATE:X] Determines rate of regeneration for certain parts....
[RELATIVE_THICKNESS:X]  Can make certain parts flimsy or thick.

You'd also have to do the same for the organs and the like.   So you can also make certain organs or parts... super painful...

If you are keeping the nerves... O.o
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nuker w

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Re: Zombies (hoping to improve over the current ones)
« Reply #7 on: May 29, 2010, 02:58:43 am »

http://www.bay12forums.com/smf/index.php?topic=24878.0,

Heres a very old zombie mod which i used to love. The raws probaly have changed alot, but it could help you.
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Maxxeh

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Re: Zombies (hoping to improve over the current ones)
« Reply #8 on: May 29, 2010, 10:47:20 am »

I am COMPLETELY new to modding, but here's my only personal attempt. Made from copy/pasting other creatures, and my own learning!

Spoiler (click to show/hide)
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Morrigi

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Re: Zombies (hoping to improve over the current ones)
« Reply #9 on: May 29, 2010, 03:31:08 pm »

Is it possible to make diseases which cause insanity? That would be perfect for the mod.
No, unfortunately. :(

Code: [Select]
[SELECT_TISSUE:BONE]
[PAIN_RECEPTORS:0]
[SELECT_TISSUE:FAT]
[PAIN_RECEPTORS:0]
[SELECT_TISSUE:MUSCLE]
[PAIN_RECEPTORS:0]
[SELECT_TISSUE:SKIN]
[PAIN_RECEPTORS:0]

Other tags you can utilize..
[HEALING_RATE:X] Determines rate of regeneration for certain parts....
[RELATIVE_THICKNESS:X]  Can make certain parts flimsy or thick.

You'd also have to do the same for the organs and the like.   So you can also make certain organs or parts... super painful...

If you are keeping the nerves... O.o
The only reason I'm keeping nerves is so they can be physically severed, preventing movement, these zombies don't feel pain. I should probably set the healing rate of everything to 0, but I'm lazy.
 
http://www.bay12forums.com/smf/index.php?topic=24878.0,

Heres a very old zombie mod which i used to love. The raws probaly have changed alot, but it could help you.
Shiny.
I am COMPLETELY new to modding, but here's my only personal attempt. Made from copy/pasting other creatures, and my own learning!

Spoiler (click to show/hide)
The syndrome will be helpful, since I'm not entirely sure how it works. Thanks :D
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Deon

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Re: Zombies (hoping to improve over the current ones)
« Reply #10 on: May 30, 2010, 09:25:04 am »

Quote
1. The [MAJOR_ARTERIES] tag is broken, and they don't bleed anyway.
It's not broken, you just removed their blood.

Quote
The only reason I'm keeping nerves is so they can be physically severed, preventing movement
I think nerves and pain receptors are different. It needs testing.

Also I am not sure if [DIURNAL] and [NOCTURNAL] cen be placed together. There's an [ALL_ACTIVE] token for that.
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Maxxeh

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Re: Zombies (hoping to improve over the current ones)
« Reply #11 on: May 30, 2010, 11:30:06 am »

yeah the syndrome is nice, it does a bit of everything on the point they're bitten, with lots of blood sick and necrosis! the idea was, instead of insanity, the blood and sick would hopefully help to spread the infection, '28 days later' style. Try it out in the arena!


in my code, I couldnt seem to get a decent population going at gen.. I don't know how you can check how many are around though. :(
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Morrigi

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Re: Zombies (hoping to improve over the current ones)
« Reply #12 on: May 30, 2010, 02:49:42 pm »

Quote
1. The [MAJOR_ARTERIES] tag is broken, and they don't bleed anyway.
It's not broken, you just removed their blood.

I know I removed their blood, the tag is broken in humans anyway. I believe the throat has the tag, and having an axe embedded in it does practically nothing with them.

Also I am not sure if [DIURNAL] and [NOCTURNAL] cen be placed together. There's an [ALL_ACTIVE] token for that.

Oooh, thanks. :D
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Deon

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Re: Zombies (hoping to improve over the current ones)
« Reply #13 on: May 30, 2010, 08:44:09 pm »

As I said it's not broken. A throatcut causes more bloodloss than a fingercut. You probably encountered some tough humans, that's all.
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Josephus

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Re: Zombies (hoping to improve over the current ones)
« Reply #14 on: May 30, 2010, 08:46:21 pm »

How about a syndrome that causes rapid necrosis?
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