Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Zombie Mod - A full game conversion  (Read 1679 times)

Lazareth

  • Bay Watcher
    • View Profile
Zombie Mod - A full game conversion
« on: July 20, 2010, 04:03:29 am »

I've had this idea for awhile, cos it's the sorta thing I really want to play.

Changes for Lazareth's Zombiemod 2010

Removes all civs, adds Survivors and Zombies.
Removes all animals, excluding a select few domestic animals. (dogs, cats, cattle, maybe some more)
Sorts combat skills into the following:
Rifles (bows)         }
Pistols (blowgun)      }All effected by Archer, renamed to Marksman
Machine guns (crossbows)   }
Melee weapons (all melee skills are compiled into one, excluding below) } Fighter
Unarmed (Striker/kicker/wrestler)

Armour shall be modernised
As in, armour must be made out of spare metal/plastic you have lying around, scavenged from buildings/pre war things.

For building purposes, masonry is replaced by scavenging, and uses crowbars.
>YOU CAN NO LONGER MINE<
All settlements must be built upwards/outwards. Not downwards.
However there will be many buildings to inhabit, AND..
Trees can be cut (still with wood cutting)
Cars are randomly placed on the map, non-respawning, when scavenged, they produce a quantity of metal (from 3-7), have a chance to produce leather (from 0-2) and produce plastic (1-4 pieces).
There will be buildings placed around the land made of:
Bricks
Cement
Wood
Metal
all of which can be deconstructed into it's basic form, and used to make buildings/weapons/armour

I intend to add more content/other stuff, and have other ideas I am yet to discuss. If you have any cool ideas/tips, please feel free to post them

I have never made a mod before, except for changing a few raws awhile back to make war eagles, and would appreciate any hints on what I should do/make first. Also examples of code etc.
Logged

Lazareth

  • Bay Watcher
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #1 on: July 20, 2010, 04:04:01 am »

-Reserved post-
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #2 on: July 20, 2010, 04:11:54 am »

Quote
Cars are randomly placed on the map, non-respawning, when scavenged, they produce a quantity of metal (from 3-7), have a chance to produce leather (from 0-2) and produce plastic (1-4 pieces).
There will be buildings placed around the land made of:
Bricks
Cement
Wood
Metal
I would like to hear your ideas how do you plan to make it? The only idea I have is to replace some trees with cars.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Lazareth

  • Bay Watcher
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #3 on: July 20, 2010, 04:21:48 am »

Quote
Cars are randomly placed on the map, non-respawning, when scavenged, they produce a quantity of metal (from 3-7), have a chance to produce leather (from 0-2) and produce plastic (1-4 pieces).
There will be buildings placed around the land made of:
Bricks
Cement
Wood
Metal
I would like to hear your ideas how do you plan to make it? The only idea I have is to replace some trees with cars.

Well for the cars I'm just going to mod in metal trees.

As for the buildings, I intend to make zombies live in towns (like humans) which have a very high rate of appearing all over the map. So when you embark, you better bring guns cos you got a hell of a fight clearing the zombies out.
Logged

kilakan

  • Bay Watcher
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #4 on: July 20, 2010, 08:16:44 am »

one problem is that if you embark on a town, then anyone at the town will be freindly to you... so freindly zombies doesn't work all that well.
Logged
Nom nom nom

Josephus

  • Bay Watcher
  • The Immortal Historian
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #5 on: July 20, 2010, 08:17:56 am »

Easily solved. Murder a few, see if they're still friendly.
Logged
Solar Rangers: Suggestion Game in SPAAAAACE
RPG Interest Check Thread
i had the elves bring me two tigermen, although i forgot to let them out of the cage and they died : ( i was sad : (

kilakan

  • Bay Watcher
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #6 on: July 20, 2010, 08:18:29 am »

Easily solved. Murder a few, see if they're still friendly.
ah right forgot targeting freindlies is allowed now, my fault.
Logged
Nom nom nom

Lazareth

  • Bay Watcher
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #7 on: July 21, 2010, 12:35:11 am »

Where are the raws located that allow me to change the buildings etc.?
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #8 on: July 21, 2010, 12:43:37 am »

The buildings are hardcoded.

What do you mean by "etc"?

All raws you can change are in /raw/objects/.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Lazareth

  • Bay Watcher
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #9 on: July 21, 2010, 01:13:01 am »

The buildings are hardcoded.

What do you mean by "etc"?

All raws you can change are in /raw/objects/.

Is it possible to change what they're made out of though?
By etc I didn't really mean anything.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #10 on: July 21, 2010, 01:55:31 am »

They are made out of the materials the entity has an access to.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Magick

  • Bay Watcher
  • [HATES_LEARN] [MAGICAL]
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #11 on: July 21, 2010, 02:00:31 am »

Deon: So if the entity isn't allowed to cut trees, would it make towns out of stone and metal?
Logged
"Alright, I'll trade you these mugs, and you'll give me those -Oh. Here. Just take this. WAIT. I DID NOT MEAN TO GIVE YOU THOSE."
http://img696.imageshack.us/img696/9079/1278257725299.jpg

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #12 on: July 21, 2010, 04:14:07 am »

Easily solved. Murder a few, see if they're still friendly.
did and so far still friendly(this is the .10), the best one could do is either 'barricade' a house and kill the few that get close to you. to widen the area with out risk try building on the roof indoors (still a chance of a archer getting infected and fire at you)


I don't know about this but you could spark a loyalty crusade(only way I know is runesmith someone off player civ then click them back on when someone fights the person) and pretend that you guys are 'non infected' survivors of the town, and if you could add a syndrome to the blood then maybe one could simulate the infection spreading if a local town member(normal ones) gets into a fight with an infectee(raging ones) just make them drowsy and vomit alot. ( the reason for it could be the infection spreads through blood and triggers by aggression and assault of an fellow zombie. when a hit lands it causes the virus to increase the rage inside the victim to the point where they will kill any one on sight.) still this will take lots of imagination on your part to believe in this.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Lazareth

  • Bay Watcher
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #13 on: July 21, 2010, 06:41:38 am »

This is all very confusing, what are my options/possibilities?
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Zombie Mod - A full game conversion
« Reply #14 on: July 21, 2010, 07:47:58 am »

Magick: I've never seen them using metal, but they use stone.

Lazareth: All your options are in /raw/objects/. You can change the stuff which is there, and you can't change the stuff which is not there.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: [1] 2