Ludeon Forums

RimWorld => Mods => Unfinished => Topic started by: ItchyFlea on February 19, 2014, 08:23:54 AM

Title: [Project] Zombie Defence Core Replacement Mod [Discontinued]
Post by: ItchyFlea on February 19, 2014, 08:23:54 AM
This project has been shelved.
I highly recommend grabbing and playing this mod: Rimworld Zombie Apocalypse (http://ludeon.com/forums/index.php?topic=3635.0)
It's pretty much what I wanted to make here, and much more. :D



Previous contents of this post:
Code: [Select]
[center][u][b][size=18pt]Zombie Defence Core Replacement Mod[/size][/b][/u][/center]

[b][u]Preamble:[/u][/b]
Instead of relying on specific maps for the Zombie Defence Scenario, I would much rather make a mod so that the scenario is not limited to one single world. There are a few other features I want to add, which should now be possible with .xml and .dll mods.

[b][u]Project Goal:[/u][/b]
Create a mod that replaces the RimWorld Core content with my own for the purpose of creating zombie survival scenarios. The zombies will behave like raiders, so that dealing with/to them is controlled by a "fair" storyteller rather than the unfair rules I set out in the CustomScenario's.

[u][b]Differences between this mod and the RimWorld Core:[/b][/u]
Quite a lot.
All the factions are made up of zombies, and all of them will hate you.
I haven't really been keeping track of the changes.  :-\

[b][u]Expected Release Date/Time:[/u][/b]
[url=http://www.wowwiki.com/Soon]Soon.[/url]
To be serious: I don't know.

[b][u]Development Version Download:[/u][/b]
[url=http://www.mediafire.com/download/r56kr8kk0lsqn92/Zombie_Core_v0.11.7z]Zombie Core[/url]
Highly unfinished. All this basically has done is replaced the factions with "zombie" factions that really hate you. (They have no tabs, so if you capture one, you'll never be able to recruit it.)

[b][u]Things to note:[/u][/b]
Because this replaces the RimWorld Core Mod, the vast majority of mods will [b][u]not[/u][/b] work when you are running this mod. At best they work as intended, at worst they'll crash the game as soon as you start it. The most likely outcome will be a huge number of errors when you activate the mod.

Previous contents of this post:
[center][u][b][size=18pt]Zombie Defence Storyteller[/size][/b][/u][/center]

[b][u]Preamble:[/u][/b]
Instead of relying on specific maps for the Zombie Defence scenario, I would much rather make a Storyteller to control them so that the scenario is not limited to one single world. There are quite a few other features I've been wanting to add, that might be possible in RimWorld Alpha 2.

[b][u]Project Goal:[/u][/b]
Create a new Storyteller that periodically spawns zombie hordes to attack your colonists with ever increasing numbers, perhaps with a chance to "infect" colonists so that they must either be quarantined or killed.
I would like the zombies to behave similar to zombies from the Walking Dead TV series.

[u][b]Changes from traditional Storytellers:[/b][/u]
� No psychotic animal events.

[b][u]Other changes:[/u][/b]
� Turret-like stationary weapons that need to be manned to work.
� Dead zombie incinerators. (Maybe as a form of power generation?)
� Travellers bring knowledge of weapons/tactics that are effective against the zombies.

[b][u]Project Phases:[/u][/b]
� Planning.
� Programming.
� Testing.
� Balancing.
� Release.
� Feedback Improvements/Balancing.

[b][u]Current Phase:[/u][/b]
[color=yellow]On Hold.[/color]

[b][u]Expected Release Date/Time:[/u][/b]
Impossible to determine until after the release of Alpha 2.

[u][b]Notes:[/b][/u]
� The focus of balancing will be from the standpoint that you are not using this mod in conjunction with other mods.

[center]Got any features you'd like to see? Tell me below.[/center]

[center][size=18pt][color=yellow]Project Status: On Hold[/color][/size][/center]
[center]This project isn't possible in Alpha 2, at least not in the way I want to do it.
This project will remain on hold until Alpha 3.[/center]
Title: Re: [Project] Zombie Defence Storyteller
Post by: TimMartland on February 19, 2014, 12:11:51 PM
In order to stop the player being overwhelmed, you should probably give them +1 extra starting colonist and some more guns (An extra lee enfield, or a pump shotgun maybe?). Good luck with creating this, although you will probably need to wait for Alpha 2 to do this.
Title: Re: [Project] Zombie Defence Storyteller
Post by: TronPrime1 on February 21, 2014, 03:13:39 PM
If you need someone to help with texturing custom items, PM me, I'd love to be a part of this.
Title: Re: [Project] Zombie Defence Storyteller
Post by: ItchyFlea on February 22, 2014, 06:21:02 AM
I'll definitely take you up on that offer TronPrime1. I can't draw to save myself, and have a few mod ideas that will require quite a few textures.
Title: Re: [Project] Zombie Defence Storyteller
Post by: Entityofsin on February 28, 2014, 10:32:08 PM
I suspect that without any sort of funneling of zombies into a choke point, bases are going to get over run pretty quickly. Weapons like UZI is going to be pretty essential and it will make the Pistol and Shotgun completely useless cause of their bad accuracy and lack of area they spray into.

I am not sure if you're looking into changing the weapons so they fire multiple times or what but have to keep in mind how many zombies the player is going to be facing and how quickly each wave grows in size. Cause pistols, lee enfields, and shotguns aren't going to cut it at all.
Title: Re: [Project] Zombie Defence Storyteller
Post by: keylocke on March 03, 2014, 09:27:03 AM
hmm.. now that alpha 2 is released, is this mod good to go? where do i sign up?  :)
Title: Re: [Project] Zombie Defence Storyteller
Post by: ItchyFlea on March 03, 2014, 03:23:11 PM
May I suggest reading the OP? This project is on hold until alpha 3, as alpha 2 doesn't provide the level of control I require to modify the storyteller to do what I wanted to do. Alpha 3 on the other hand, should allow me to create my own storyteller from scratch. :)
Title: Re: [Project] Zombie Defence Storyteller
Post by: Ender on March 29, 2014, 07:18:17 PM
I am excited for this mod as i loved the first zombie defense map.
Title: Re: [Project] Zombie Defence Storyteller
Post by: iame6162013 on March 30, 2014, 10:05:22 AM
May I suggest reading the OP? This project is on hold until alpha 3, as alpha 2 doesn't provide the level of control I require to modify the storyteller to do what I wanted to do. Alpha 3 on the other hand, should allow me to create my own storyteller from scratch. :)

but aren't u a alpha 3 tester?
Title: Re: [Project] Zombie Defence Storyteller
Post by: ItchyFlea on April 02, 2014, 09:41:31 AM
but aren't u a alpha 3 tester?
I am. However this project will continue to remain on hold until after the official release of Alpha 3.  :)
Title: Re: [Project] Zombie Defence Storyteller
Post by: iame6162013 on April 02, 2014, 09:44:09 AM
but aren't u a alpha 3 tester?
I am. However this project will continue to remain on hold until after the official release of Alpha 3.  :)

ok let's wait for alpha 3
Title: Re: [Project] Zombie Defence Storyteller
Post by: Avis on April 19, 2014, 12:52:06 AM
I'm really excited for this! I literally check this thread daily lol. Anyways, Is alpha 3 capable of this? or is it still not open enough?
Title: Re: [Project] Zombie Defence Storyteller
Post by: ItchyFlea on April 19, 2014, 02:42:05 AM
I'm slowly putting something together. If I knew how to code in C#, I figure this would be dead simple to accomplish. Since I can't, I'm doing the next best thing, a core mod replacement.
It'll be ready soon (http://www.wowwiki.com/Soon).  :)
Title: Re: [Project] Zombie Defence Storyteller
Post by: Ender on April 19, 2014, 05:03:15 PM
I'm slowly putting something together. If I knew how to code in C#, I figure this would be dead simple to accomplish. Since I can't, I'm doing the next best thing, a core mod replacement.
It'll be ready soon (http://www.wowwiki.com/Soon).  :)

SQUEEEEE!!!!

ahem.

 I have been looking forward to this for quite a while, i'm happy that there is a slightly faster time table than the end of time.
Title: Re: [Project] Zombie Defence Core Replacement Mod
Post by: Kilroy232 on April 20, 2014, 03:09:56 PM
If you need help with turrets I will definitely help you with this one. I would also handle some basic textures
Title: Re: [Project] Zombie Defence Core Replacement Mod
Post by: ItchyFlea on April 21, 2014, 12:52:55 AM
Posted a development version. There isn't much actually in it, but it should provide a basic feel as to what I'm going for.
Updated it to be a little better. Don't bother capturing incapped zombies, they won't have a prisoner tab, so you'll never be able to recruit it.

Forgot to mention that there is a bug in Alpha 3F which reactivates the default RimWorld Core mod if you enter the Mod Menu after restarting the game. So if you do enter that menu, untick the RimWorld Core mod before you leave it. Unless of course you are deactivating this mod.  :)
Title: Re: [Project] Zombie Defence Core Replacement Mod [Discontinued]
Post by: JKTD1919 on July 06, 2014, 07:48:45 PM
Now if only ZA would update. :l
Title: Re: [Project] Zombie Defence Core Replacement Mod [Discontinued]
Post by: Bog on August 01, 2014, 01:02:20 AM
No kidding, I'd like to try it but I don't want to go back to Alpha 4 to do it.

At the rate things are going the game might go to Alpha 6 right after ZA goes to Alpha 5 :P.