Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New mod: full-scale zombie invasion
New mod: full-scale zombie invasion[message #311782]
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Sun, 04 November 2012 17:52
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Massive zombie attacks in Arulco
Hi,
I've been asked several times on how easy it would be to convert the game to a more zombie-like scenario. While I do not do any animations/quests/speech-files, I found a pretty simple way to drastically alter the game experience:
In this mod, the entire arulcan army has been replaced with zombies.
That is the basic idea. The army still behaves as usual, patrolling sectors, sending out assaults etc.. The difference is that once you enter combat, the soldiers are replaced by zombies. This makes for a bit of a survival-horror experience, as you will be facing massive hordes of undead.
Take note that zombies are also created from any dead. They attack civilians, so any civilian they threaten is potential new zombie. You should make saving civilians a top-priority. This is a bit harder here... I tweaked the game to add a lot more civilians in cities and farms. Combined with the fact that the initial garrisons in cities now consists of a zombie mod, every time you enter a city, zombies will begin a massive slaughter. You better be quick on stopping them, otherwise you will not only face the garrison, but also the zombie-turned population. Due to this, previously simple tasks like finding a head miner are much more ... delicate.
After a few turns, almost the entire population has become zombies... Red are initial zombies, pink are zombies from civilians. They tracked down Brain, whose only option is too flee or die trying..
Another important note: The balance of this mod is very much dependant on your gear. If you decide to play lame, increase your starting money to millions and then buy entire cargo-planes from Bobby Ray, this will be pretty boring. This is meant to enhance a living-off-the-land style gameplay. The only weapons you will have in the game are those you bring along, find in the maps or buy off the local merchants. While I have not yet played Arulco Revisited by JAsmine and Beka, their approach (live off the land, no early BR) would propably fit this.
Recommended ini settings:
[Tactical Zombie Settings]
;******************************************************************************************************************************
; In this section you can specify how the dead will raise from their graves.
;******************************************************************************************************************************
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
; is still room for more zombies in the sector)?
; 0 - Every corpse spawns a zombie once
; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
; 2 - It is randomly decided if a corpse can rise
; 3 - A corpse spawns a zombie once, after that it's random
ZOMBIE_RISE_BEHAVIOUR = 1
; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
; every zombie rise individually (FALSE)?
ZOMBIE_SPAWN_WAVES = FALSE
; How often are waves of zombies created? 0 means never, 100 means whenever possible
ZOMBIE_RISE_WAVE_FREQUENCY = 60
; Can zombies climb roofs?
ZOMBIE_CAN_CLIMB = TRUE
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = FALSE
; Damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
; Breath damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_BREATH_DAMAGE_RESISTANCE = 90
; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
; Zombie difficulty level, determines hitpoints, stats and skills
; 1 - Night of the Living Dead
; 2 - Dawn of the Dead
; 3 - Resident Evil
; 4 - 28 Days later
ZOMBIE_DIFFICULTY_LEVEL = 3
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
ZOMBIE_RISE_WITH_ARMOUR = TRUE
; Every enemy soldier is replaced by a zombie. WARNING! This has severe consequences on gameplay
ZOMBIE_ARMY = TRUE
; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE
ZOMBIE_ARMY is a new setting that causes the changes to the army described above, and should always be turned on.
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL is a new setting: only if kill a zombie with a headshot or melee will he stay dead, otherwise he'll rise again (if you set ZOMBIE_RISE_BEHAVIOUR to 1). This way you can mow down hordes of zombies with an MG, but only if you destroy their heads they will stay down, otherwise they will come back very soon.
I also recommend setting POISON_INFECTION_DAMAGE_MULTIPLIER to 10.0. This way poisoning (zombies do a bit off poison damage) will have much more severe effects. This simulates the effect that one bitten by a zombie, you have to see a doctor and get cured, otherwise you will surely die... and turn into a zombie.
Also I recommend
; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
MAX_NUMBER_ENEMIES_IN_TACTICAL = 64
; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
MAX_NUMBER_CREATURES_IN_TACTICAL = 40
; Rebels (i.e., militia), valid values 16 through 64, default is 32
MAX_NUMBER_MILITIA_IN_TACTICAL = 64
; Civilians, valid values 16 through 40, default is 32
MAX_NUMBER_CIVS_IN_TACTICAL = 40
to have teams as big as possible. Note that now both the enemy and the creature team will have zombies, creating truly massive battles.
The described changes are also in the ini this mod provides. One other file is a changed TableData/Map/SectorNames.xml, which has the new -tag. This simply sets how many civilians shoudl exsit in a sector on entering, if less are found, they are filled up (up to MAX_NUMBER_CIVS_IN_TACTICAL).
I recommend playing this on higher difficulties, so that you meet more zombies (INSANE is fun ). Also set item progression and BR settings to lowest possible, so you don't get good gear until very late in the game.
You can find an archive with the exe and the data on https://skydrive.live.com/redir?resid=8D263A268B5809FA!204 (newest version is r5746. Be warned, this breaks savegame compatibility). Note that a GameDir revision >= 1578 is required.Downlaod link below...
Note that this is just a few hours of work. Don't expect anything else than described above, because it won't be there. Also: please note that the exe linked above is required for this. This stuff is not in the trunk, but in a separate branch, so it wont work with normal exes (even though savegames should be compatible).
Happy surviving! :axe:
Edit 1: I've updated this mod to the current exe (r6417). You can get it here.. As usual, install the latest SCI from DepressivesBrot and then this on top.
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New mod: full-scale zombie invasion
By: Flugente on Sun, 04 November 2012 17:52
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Slax on Sun, 04 November 2012 19:15
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Re: New mod: full-scale zombie invasion
By: Flugente on Sun, 04 November 2012 19:17
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Flugente on Tue, 06 November 2012 02:11
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Re: New mod: full-scale zombie invasion
By: Slax on Tue, 06 November 2012 10:32
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Re: New mod: full-scale zombie invasion
By: okashii on Tue, 06 November 2012 15:54
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Flugente on Tue, 06 November 2012 20:41
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Re: New mod: full-scale zombie invasion
By: Hawkeye on Wed, 07 November 2012 02:19
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Re: New mod: full-scale zombie invasion
By: Machete on Sat, 10 November 2012 21:20
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Re: New mod: full-scale zombie invasion
By: Flugente on Sat, 10 November 2012 21:31
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Re: New mod: full-scale zombie invasion
By: Machete on Sat, 10 November 2012 21:47
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Re: New mod: full-scale zombie invasion
By: Flugente on Sat, 10 November 2012 22:02
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Re: New mod: full-scale zombie invasion
By: Machete on Sun, 11 November 2012 00:07
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Re: New mod: full-scale zombie invasion
By: Flugente on Sun, 11 November 2012 08:23
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Flugente on Mon, 12 November 2012 21:55
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: lockie on Thu, 15 November 2012 17:38
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: pyg on Thu, 22 November 2012 18:10
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: hsif42 on Sun, 16 December 2012 00:24
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Flugente on Sun, 16 December 2012 00:40
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Re: New mod: full-scale zombie invasion
By: hsif42 on Sun, 16 December 2012 00:47
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Re: New mod: full-scale zombie invasion
By: Flugente on Thu, 20 December 2012 23:06
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Re: New mod: full-scale zombie invasion
By: Monolito on Wed, 30 January 2013 13:32
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Flugente on Wed, 30 January 2013 21:30
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Re: New mod: full-scale zombie invasion
By: Monolito on Sat, 02 February 2013 16:44
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Re: New mod: full-scale zombie invasion
By: lockie on Sat, 02 February 2013 17:33
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Re: New mod: full-scale zombie invasion
By: Flugente on Sat, 02 February 2013 18:37
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Re: New mod: full-scale zombie invasion
By: Monolito on Sun, 03 February 2013 00:07
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Flugente on Thu, 28 February 2013 03:18
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Re: New mod: full-scale zombie invasion
By: Deleted. on Thu, 28 February 2013 03:43
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Re: New mod: full-scale zombie invasion
By: Flugente on Thu, 28 February 2013 03:52
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: yado222 on Fri, 08 March 2013 20:45
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Re: New mod: full-scale zombie invasion
By: Flugente on Fri, 08 March 2013 20:52
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Flugente on Sat, 09 March 2013 04:03
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Re: New mod: full-scale zombie invasion
By: Hayha on Mon, 11 March 2013 21:38
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Re: New mod: full-scale zombie invasion
By: Flugente on Mon, 11 March 2013 21:47
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Re: New mod: full-scale zombie invasion
By: Hayha on Mon, 11 March 2013 22:01
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Re: New mod: full-scale zombie invasion
By: Flugente on Wed, 18 September 2013 23:41
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Slax on Wed, 13 November 2013 17:55
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Re: New mod: full-scale zombie invasion
By: Deleted. on Mon, 20 January 2014 23:20
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Re: New mod: full-scale zombie invasion
By: Flugente on Tue, 21 January 2014 23:15
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Deleted. on Wed, 22 January 2014 03:21
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Re: New mod: full-scale zombie invasion
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Re: New mod: full-scale zombie invasion
By: Deleted. on Thu, 11 September 2014 11:34
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Re: New mod: full-scale zombie invasion
By: Flugente on Thu, 11 September 2014 13:27
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