File Listing: Zombie Mod | ||||||||||||||||||||||||
Last Updated: Jun 08, 2009, 03:59:38 pm First Created: Sep 14, 2008, 02:34:49 pm Author: neoadept
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Description
This is the first release of what I hope to work up to a total conversion mod, this version is to help me fine tune the central issues, namely the zombies and their interactions with the other races. It also has a few tweaks to help things feel nice and post-apocalyptic. NEW Version 0.9 -Graphics, courtesy of Braingnawer. -Added Aluminum and Glass to the things you can find in garbage. -Lowered value of aluminum. Version 0.85 Changes: Weapons are now forged in parts and put together at the smelter Pistols added Sniper rifles added Hunting rifles added Multirifle bug fixed New clothes added, courtesy of Fleeb and Deon Quick start guide and credits added in Read Me file Version 0.8 Changes: -Changed incendiary rifles into multi rifles -Added standard multi rifle rounds -Added explosive multi rifle rounds -Added nuclear reactors -Added reactor parts -Added uranium -Added Gobber special zombie -Added giant versions of special zombies as Megabeasts -Added Zombiephants (infected elephants) -Fixed Bloater explosions -Fixed problem with zombies not attacking in the wild -Removed most animal men and magical creatures Version 0.7a Changes: -Added air rifles and pellets -Allowed all metals to be used to make bullets -Reduced number of different molds to three -Changed progress triggers for Military and Corporate civs -Loose plastic no longer occurs naturally -Fixed error log message. NEW Version 0.7 Changes: -Zombie paralysis is no long permanent. -Zombie torsos now sneak up on prey and are invisible until spotted. -Added Carbon fiber material and production process. -Added Nylon material and production process. -Added new silk. -Implemented new ammo production. -Disabled old ammo production. -Increased bludgeon damage from ranged melee. -Added Feral cats and dogs. -Added silk worms and moths. -Tweaked world gen values to encourage survivor civs. Version 0.6b Changes: -Fixed embark crash problem. -Changed subterranean plants back to their original form. -Added new Plastic "metal" and garbage stone type. Version 0.6: Changes: -Fixed problem with Survivors not working. -Undid the fix to make wild infected more vicious. -Made Survivors have a preference for lesser metals. -Replaced Survivor jackhammers with shovels. -Gave Survivors improvised armor. -Updated Subterranean plants to fit more realistic tone. -Gave Infected Rotting Cotton instead of the regular kind. -Gave all human races the standard fortress race token. Version: 0.5b: Changes: -Gave Survivors hatchets instead of chainsaws -Swapped out bats (hammers) for "Improvised weapons" -Swapped out short swords for machetes -Made wild infected more vicious -Fixed potential problem with the Bloater's corpse -Gave Infected Civs roads, may change back later -Tweaked other Civs' personality traits to (hopefully) cause more in fighting during world gen New Civs: Infected: The reason for the whole thing, the infected are ruthless, numerous, and have a tendency to eat the enemy. They start with just two sites (isolated outbreaks among many other civs), but will usually force the other civs into the far corners of the world within two hundred years unless geography gets in the way. Sometimes you'll even get a few decades of Golden Age before it shifts into The Plague Ridden Age. They'll start sieging very early on, so have defenses ready. Preferably long range defenses, because one bite and the victim will be paralyzed for the rest of what will be a very short life. Because they don't bleed or breathe, they can take a lot of punishment before death. They can also tear down doors and won't leave just because you've killed half the squad, so don't take them lightly. Survivors: The Fortress race for this mod, these are the last vestiges of human civilization, hounded across the globe until only a few cities hold strong. They can only grow surface crops and their weapons aren't very impressive. You can manage with just them as contact, but it would be a good idea to get in good with the other civs. The Military: When the infected rose, the world's military forces retreated to their mountain bunkers for safety. They have underground crops and better weaponry, but they're not as useful as I'd like at the moment. Future updates will make them more interesting. Business Men: Capitalism at it's finest, the worlds corporate power ran to the hills when the infection started. Or rather, the forests. A CEO can't have drab scenery, now can they? Towering over the trees in their sky scrapers, the business men hold their ground against most infected hordes with the incendiary weapons they can afford to produce. Once again, they need to be more interesting, but those incendiary rifles are worth making nice, even if you do have to comply with their ridiculous insistence that you leave the "pretty trees" alone. Raiders: Not everyone decided to stay civilized when the world ended, a lot of people started looting and never stopped. The raiders are sneaky and will steal everything that isn't nailed down. Including children. Fortunately they live in caves and can't make anything too advanced, so mostly you'll just have to deal with their funny little arrows. New Creatures: Infected: Not just for civs anymore! Roving bands of the infected will wander onto your map and ambush your adventurers. Infected Torsos: Kind of hard to see something dragging itself along at just the right height bite your ankles, isn't it? Brute: With the fitness craze today, is it really that surprising that some of the infected are strong enough to bench press you? Bloaters: Of course, the opposite is also true. These flabby corpses are most dangerous when you re-kill them due to the way they release noxious gas when you do. Feral cats and dogs: Cats and dogs who escaped during the spread of the infection and have gone feral. Due to scarcity of food they are quite willing to attack their former masters. Silk Worms: Inhabit various forests in the spring and produce silk. Moths: Inhabit various forests in the fall. New Substances: Plastic and Garbage: Plastic is a light but durable material that has about the same block power as copper. Since the world's production base fell apart with the advent of the infection, the only plastic you can get at comes from garbage dug up from landfills scattered about by the previous civilization. You extract it from garbage with the "sift through garbage" task at the smelter, which produces "loose plastic" and has a chance of producing other things. Loose plastic can then be smelted into plastic bars. Among the other things found in garbage are random plastic trinkets and a very low chance of finding a gold ring accidentally thrown out. But mostly, you'll find flies and rat corpses which will disgust anyone who has to sift through garbage all day. It is not pleasant. Carbon Fiber: A sturdy material made using heat treated resin (abstracted by burning logs). Can be made into cloth and used to reinforce plastic. After producing a carbon fiber lump in the smelter, strands must be extracted at the craft workshop. A weaving workshop is required to make it into cloth and a forge is required for clothing manufacture (I'll see if I can't find a workaround for the last one). Reinforced Plastic: Plastic strengthened by carbon fiber. Nylon: Cloth, made out of plastic? Amazing! Similar production method to carbon fiber. Silk Worm Silk: Silk that isn't from a spider? Madness! New production: Ammo Molds: Ammo is now produced at the smelter through the use of molds. Molds may be created at the forge (filed under weapons and ammo) and are not destroyed in the production process. Ammo is made by taking the mold and a metal bar to the smelter, and produces the same mold and roughly four times as much ammo as previous methods (though it does this in multiple stacks). (bug: Though you can make the mold out of any metal you can make weapons out of, it will be registered as "metallic" instead of what is was originally made of after one pass through the smelter.) Plants: Welcome to plants that exist! Potatoes: Hearty, easily grown, and they make vodka. They are also not that good on their own. You can keep your survivors fed and hydrated on these, but probably not too happy. Corn: Slower to grow, but worth more. They also make Corn whiskey. Wheat: Only really worth it for the flour. Wild Strawberries: You know these. Cotton: People need clothes! Beets: Like potatoes, but instead of vodka you get red dye. Melons: Not really worth it for anything, I'll probably tweak them. Grapes: They take awhile to grow, but can be used in wine. They also make purple dye, but that would mean less wine. Weapons: Crossbows have been replaced by shotguns for survivors, sub machine guns for the military, and incendiary rifles for the business men. Picks have been replaced by jackhammers, or shovels for survivors. NOTE: Jackhammers are two-handed and fortress races use one-handed weapons by default. To prevent an endless "pickup equipment" cycle when they aren't mining, set miners to two-handed on the military screen. Axes have been replaced by hatchets for survivors and raiders, chainsaws for everyone else. Hammers have been replaced by improvised weapons. They're weaker than standard hammers, but I gave them a crit boost that should balance it out. Short swords have been replaced by Machetes. Other tweaks: Rat bites: Suddenly, cats are important. Why? Because rats are more numerous than ever and carry The Slow Death. One bite and the victim will occasionally get stunned and slow down for a little while. For the rest of his life. Zombie Mod Just drop the contents into the objects folder and gen a new world. I'm open to comments, criticism, and suggestions, so if there's a problem or you think something should be different, speak up! |
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SHA-256: bbb002f2d0302ee9a4acd64efbbe3d104f13adf72d7637fc6216bd77d2a4d485 | ||||||||||||||||||||||||
IP: logged Commands |
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