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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 244379 times)

Abregado

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1395 on: February 22, 2012, 06:29:57 pm »

Hey IT000 I'm just doing a 1-2 year video lets play with a bit of tutorial style stuff for newer players. How have you got the zombie virus set up? Is it fast/slow acting, is there any warning signs (fever, aggression, ect) before they "pop"?

I've just finished the first year of gameplay and haven't had any zombie attacks yet. All the new stuff since I played age ago is tops!

Perhaps what we need is a diagram or description of the virus's effects.

IT 000

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1396 on: February 22, 2012, 06:41:57 pm »

Well so much for that idea, looks like Ravenmist is coming sooner then later.

Basically I got a group of migrants, two of them happened to be zombies! Legitimate rotting zombies! I couldn't assign labors or put them in the military. However I could trap them in cages. So I was going to trap them in a cage and then ask what I should do with them.

However they suffocated because I made everything rot. Including lungs, heart, brain, etc.

I consider this a bug, the zombies were supposed to be humans and gradually turn into zombies, not arrive as zombies. Oh well.
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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

IT 000

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1397 on: February 22, 2012, 06:50:59 pm »

Hey IT000 I'm just doing a 1-2 year video lets play with a bit of tutorial style stuff for newer players. How have you got the zombie virus set up? Is it fast/slow acting, is there any warning signs (fever, aggression, ect) before they "pop"?

I've just finished the first year of gameplay and haven't had any zombie attacks yet. All the new stuff since I played age ago is tops!

Perhaps what we need is a diagram or description of the virus's effects.

Well right now they will get infected as soon as someone whose infected bites them. After a fourth of a year, they won't age and a few other tags. After a year they'll flip out and go all zombie (in theory) attacking random humans. I haven't managed to test it first hand though. So get back to me if you have a few unlucky guys!

Unfortunately (or fortunately) They'll suffocate due to necrosis applying to all tissues, including lungs. I'll have this fixed soon.

I'll be expanding on it soon, perhaps nothing obvious like blinking Fever tiles, but aggression, increase in sleep, perhaps a short blood cough would be enough.
« Last Edit: February 22, 2012, 07:06:54 pm by IT 000 »
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***CORROSION v2.14***
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Abregado

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1398 on: February 22, 2012, 07:09:56 pm »

the blood cough would be a good one (and one i'm using in the next necromunda mod release). When you see some random tile of bloody vomit in your base you go to HIGH ALERT and check every military dude you can find for bloody vomit coverings on their armor.

Also i was hoping to put in an extra contact syndrome with the blood so that dwarves walking around in the vomit have a tiny chance of catching the virus as well. A good reason to keep some office workers on permanent clean up duty.

Feel free to use anything I suggest in Corrosion. Zombie are only a side part of my mod, and I'd like to see Corrosion retain its "Top Zombie mod" title. :D

Abregado

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1399 on: February 24, 2012, 12:41:50 am »

Ok i finished uploading the first 2 parts of a new Lets Play for the current version. Will continue when the zombies are fixed.

http://youtu.be/taB65YnnUaw Part 1
http://youtu.be/JI64Fmq3xB0 Part 2

Available in HD... but WHYY!?

Abregado

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1400 on: February 25, 2012, 12:11:27 am »

Also here is the fort for download. If you wanted to check out this mod without going through the first year.

http://www.mediafire.com/?cuew4q365b6x3d3

IT 000

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1401 on: February 25, 2012, 09:39:39 pm »

Just watched your let's plays Abregado. Fantastic job! Keep up the good work! I linked them to the first post.

And I don't know what's stranger. That you can cook spent cigars, or no one thought it was weird enough to report as a bug  :o

By the way, I'm kind of curious to why all those Land Carp are getting enraged.

Ravenmist is up! Reserve your slot today!
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Abregado

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1402 on: February 26, 2012, 04:01:29 am »

At first i thought that landcarp would be a dangerous animal.

The spent cigars are good! it lets you get a little extra food once your done with them. I guess the cigars are another type of plant and thats the seed? (I could just go look in the raws but I enjoy the surprise!)

Ill keep playing now that the zombies are fixed. Just did a 2 hour playtest on the necromunda mod so im DF'd out for the day.

kerlc

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1403 on: February 26, 2012, 08:15:59 am »

seems logical that cigar stubs are used in a famine situation. During WW2,Yugoslavian partisans ate soup made from old shoes.
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Abregado

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1404 on: February 26, 2012, 09:30:58 am »

IT000 you should definitely put in a recipe that incorporates old shoes.

So far my only gripe is that Stone Sickness is waaay too deadly. You could make the necrosis a fair bit weaker, and take longer to set in. Precede it with some vomiting and nausea and your in for fun times. The severity will increase over time as the miner gets exposed to more and more stone gas... Right now miners will 100% die in one or two seasons after digging just one tile of rock, and instantly if they dig three in a row.

bombzero

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1405 on: February 27, 2012, 12:12:39 am »

seems some very limited mining should be possible...
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tilly

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1406 on: February 27, 2012, 10:54:09 pm »

I havent seen any standard undead in 3 different forts. Just wondering if it may be a bug?
« Last Edit: February 28, 2012, 12:58:28 pm by tilly »
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IT 000

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1407 on: February 28, 2012, 05:23:49 pm »

seems some very limited mining should be possible...

It's a tad tricky. Ores, gems, and rigid rock are safe to mine, just not layers of stone such as shallow stone, meta stone, hard rock, and volcano stone. Limited mining is possible, you need to go to the last layer of soil, and dig down stairs to find a vein, then just follow it.

There's also a safe stone mod that removed dangerous stone if you want easier mining.

I havent seen any standard undead in 3 different forts. Just wondering if it may be a bug?

I've had a few sieges from these guys already. Try making a new world, because they probably died somewhere through history. If you're still having problems try making a world with more civilizations.

-----

So, my fort has gone two years without any drinks, and with no alcohol deprivation. Simply because I made a batch of 200 cigars when I embarked. Cigars are to easy to make, one thing of Tobacco turns into 5 leaves which turns into 10 cigars. One batch from the traders can make 125 cigars capable of staving off hunger and thirst.

So I'll be cutting it down somehow.

Also Spent Cigars are no longer cookable.
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Abregado

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1408 on: February 28, 2012, 06:08:35 pm »

Yeah the tobacco was notacibly OP. Maybe you need to make papers somehow. Ive added in a few [AUTOMATIC] tags as well. My general mod philosophy is that if the player has no choice, aka Tobacco leaves->cigars, and just has to queue them up, make it [AUTOMATIC]. Cuts down on the players wasted time, but still costs them labour.

I've kept the stone sickness, but added [UNDIGGABLE] to all the dangerous rock types for now. I just take it out when I want to do exploratory mining, and put it on when digging ores out.

Umm, also during my training run the zombies arrived with war lions and were riding camels... is that intended? My hunter might yet get his giraffe!

Abregado

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Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
« Reply #1409 on: February 28, 2012, 06:27:54 pm »

I also added [AUTOMATIC] and [SKILL:HERBALISM] to the "process junk plants and rock" reactions, and to "charge battery". It seems like you would never choose NOT to do those reactions, and the skill benefit helps to train up your herbalists (profession change name to Scavengers/Looters perhaps?)

Also added [STRUCTURAL_PLANT_MAT] back on the junk_plant_template to facilitate stockpiling.

going to try some of the new reactions you put in for Part 3 of the LP. Looks Great!
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