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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Re: New mod: full-scale zombie invasion[message #311785]
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Sun, 04 November 2012 19:17 
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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@SWAT_ASSASSIN: there's an exe in the archive I linked to. This exe is based on the current one and is required for this.
Edit: the linked seemed to be whacky, corrected that.
[Updated on: Sun, 04 November 2012 19:19] by Moderator Report message to a moderator
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Re: New mod: full-scale zombie invasion[message #311831]
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Tue, 06 November 2012 16:41 
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winehouse |
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Messages:84
Registered:October 2012 |
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Do zombies open doors? If they can't, I thought it would be cool if they could use the jumping through windows command, but I don't think even enemy AI can do that.
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Corporal 1st Class
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Re: New mod: full-scale zombie invasion[message #311838]
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Tue, 06 November 2012 20:41 
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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@okashii: Apparently it takes a few seconds until the downlaod dialogue popped up (at least in my browser).
@winehouse: Yep, zombie do open doors.
@SWAT_ASSASSIN: The green health bar means that you are poisoned, and will lose further health points every hour unless you cure your poisoning. you can either use antidotes (it takes a few turns, but with default values, one antidote erases about 50 poison points). Or you can simply use the doctor assignment or a hospital. Poison is healed after normal healing. You need at least POISON_BASE_MEDICAL_SKILL_TO_CURE (ini value) medical points to cure it, and, if you play with new traits, also at least the paramedic skill).
The error in the woods is now corrected 
@All: SWAT_ASSASSIN discovered a serious bug. I fixed it in r5676. please use the exe from this archive: http://sdrv.ms/SL5KdG (fully savegame compatible, so no worries).
Even newer version with antother fix is r5677 on http://sdrv.ms/WwsnH2 (fully savegame compatible, so no worries).
[Updated on: Tue, 06 November 2012 23:32] by Moderator Report message to a moderator
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Re: New mod: full-scale zombie invasion[message #312105]
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Thu, 15 November 2012 17:05 
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winehouse |
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Messages:84
Registered:October 2012 |
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I would like to see someone expand on this and make a full scale mod. The queen has some dialogue lines referring to the creatures. Maybe this could be used.
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Corporal 1st Class
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Re: New mod: full-scale zombie invasion[message #313123]
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Sun, 16 December 2012 00:24 
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hsif42 |
Messages:3
Registered:August 2009 |
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Wow, haven't been on here in a while...
Found my old CD, installed, everything works fine. Installed 1.13 revision 5718 from the link described: http://www.bears-pit.com/board/ubbthreads.php/topics/311288/Depri_s_Builds_and_Packages_Ge.html#Post311288
So far, so good. Game works great, good to get back into the game after so many years... 1.13's a lot different than it was back in 2010!
The problem arises when I try install this (or indeed, virtually any other mod). I extract the 7z file in the download section of this thread, overwrite it in the ja2 install directory as per usual, then try run the .exe... but it doesn't work. I get a runtime error for
"File XML_FacilityTypes.cpp
Line 831
Function facilitytypeEndElementHandle
Facility Types XML Error: Assignment type for Facility 3 is unrecognized!
File Init.cpp
Line 1174
Function InitializeJA2
Loading external data failed"
Thought it might be an issue with Windows 7's UAC, so ran as admin in compatibility mode, then disabled UAC. No difference. Tried renaming the zombie .exe to ja2.exe, same result.
Still kind of a noob at this after all these years (been playing the game ever since release in '99), so any help getting this running would be appreciated
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Civilian
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Re: New mod: full-scale zombie invasion[message #313126]
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Sun, 16 December 2012 00:47 
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hsif42 |
Messages:3
Registered:August 2009 |
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Thanks for the speedy replies! Am downloading the version mentioned, and will report back with how it works 
Yup, it all works. Thanks guys!
[Updated on: Sun, 16 December 2012 01:54] by Moderator Report message to a moderator
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Civilian
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Re: New mod: full-scale zombie invasion[message #315086]
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Sat, 02 February 2013 17:33 
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lockie |
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Messages:3717
Registered:February 2006 Location: Scotland |
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Soooo , you aim at a zombie lurching towards you and suddenly , just before you pull the trigger , a worrying thought appears , 'my god , this is Tony's bestest buddy , if I kill him , will he hate me forever ?'
By now you have been bitten and the virus is raging through your system , bet your ass Tony will put one right into your head , without a second thought !
Shoot all undead !
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Re: New mod: full-scale zombie invasion[message #315733]
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Mon, 25 February 2013 17:29 
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S3rialThrill3r |
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Messages:26
Registered:January 2012 |
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I'm no expert on modding, so don't shoot me if my ideas aren't feasible. I'm just throwing some ideas out there. Someone mentioned before the need for this to be a full-scale mod. I agree, but perhaps the aim of the game may have to be changed a little. Maybe some inspiration could be taken from DayZ, so it's not about the Alruco campaign anymore, just plain old survival.
Here are some suggestions:
-Lots of zombies, never enough ammo: Stealth is key and gives the player more reason to travel in the night. Think twice before you pull that trigger. It might only draw unnecessary attention.
-Various factions consisting of survivors of the zombie apocalypse: Caught in a tough battle with no end in sight? Perhaps the arrival of some strangers in the sector may prove to be a useful distraction. It could also make the world seem more alive as you watch the survivors duke it out with each other over food and medical supplies. It was interesting to see this in S.T.A.L.K.E.R, would be nice to see here as well.
-Gore and dismemberment: Probably extremely difficult to create such animations. I always liked the head explosions in the original. Maybe a zombie torso dragging itself with the arms would top that.
-Barricading system: As mentioned above, night activity becomes a necessity, but what to do during the day? You might have little choice but to have your party wait it out in some hidey hole. Could be an abandoned house. Wooden planks can be used to board up the windows and doorways. Traps such as explosives could be placed strategically to create killzones. Perhaps tunnels could provide safe havens (or traps set by other survivors protecting their stashes)?
-Dramatic heli evacs: The streets are filled with zombies. You need to escape so you call for Skyrider. He's too freaked to land anywhere near the ground. So what do you do? Climb to the roof of a building and fight it out from there until he arrives at the sector. What if some of your men are still at ground level? Fuel's running low - better leave 'em (a few well placed shoots could put them out of their misery).
Rampant diseases: Since this is the zombie apocalypse, living conditions are probably unsanitary. Too much exposure to rotting corpses, drinking dirty water and being exposed to unfavorable weather could lead to contraction of various illnesses. In addition, it can spread from person to person, resulting in situations, where you may have to place someone under quarantine until the necessary cure is found. Gas masks or other such protective gear may become a necessity when wandering the densely populated towns and coming into contact with the filthy masses. Severe damage to such gear could also pose a threat to survival.
Like I said, most of these ideas are probably too difficult or impossible to code. But if anyone ever wanted to make a fully-fledged zombie apocalypse mod, these features and mechanics could make things interesting.
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Private 1st Class
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