Quote from: Rannzou on September 18, 2014, 08:01:26 AMSpecifically what kind of penalty are they getting to happiness when they kill the zombies?
I hope the awesome mod maker will fix the colonists actually gets sad killing zombiesWhat is wrong with them!
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#256
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
September 18, 2014, 02:49:34 PM #257
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
September 17, 2014, 04:48:30 AMQuote from: BetaSpectre on September 17, 2014, 01:41:32 AMThe Great War seems to work with Zombie Apocalypse without creating any problems. I just tested it to be sure.
That is a good point, the WW1 Mod changes the factions, or should. I heard there was no conflict though, maybe there is one.
#258
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
September 16, 2014, 05:49:55 PMQuote from: xXChrizzelXx on September 16, 2014, 12:00:26 AMIf it doesn't say "Zombie Virus Active" then you did something wrong when setting up the mod.Quote from: Justin C on September 15, 2014, 04:35:35 PMQuote from: xXChrizzelXx on September 15, 2014, 01:38:59 PMWhen you look at the bottom right of the screen does it say "Zombie Virus Active"?
Hello everybody,
This mod sounds wonderfull.. but not for me.. I dont know why i cant play it. Not a single Zombie in 20 Days
I created tons of new WORLDS and Colos... I deactivated all other mods too.. still dont work for me![]()
This is how I play:
Language: German (btw sorry for my bad english..)
Cassandra Classic
Highest Difficult
Aktiv Mods:
Blast Charges
Core
I need help pls.. I really wanna try this mod out..
Play it for another couple weeks and see if they show up. The maximum time between raids on the highest difficulties should be 21 days.
No nothing like that show uphave to Work now coming back later.
Edit: Still not showing up any idears ?
How this mod works? I see another "outlander" faction tht shouldnt be there i think.. playing for 30 days now.. do they get infected first and raid me ? Im confused and running out of Idears....
Make sure the mod is in the Mods folder. Then make sure it has been enabled in the "Mods" menu.
After you enable the mod, go and create a new world. Then start a new colony on the new world. In the beginning the colonists will fall from the sky. As soon as they appear "Zombie Virus Active" should show up right where it tells you the weather. That means the mod is properly working.
#259
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
September 15, 2014, 04:35:35 PMQuote from: xXChrizzelXx on September 15, 2014, 01:38:59 PMWhen you look at the bottom right of the screen does it say "Zombie Virus Active"?
Hello everybody,
This mod sounds wonderfull.. but not for me.. I dont know why i cant play it. Not a single Zombie in 20 Days
I created tons of new WORLDS and Colos... I deactivated all other mods too.. still dont work for me![]()
This is how I play:
Language: German (btw sorry for my bad english..)
Cassandra Classic
Highest Difficult
Aktiv Mods:
Blast Charges
Core
I need help pls.. I really wanna try this mod out..
Play it for another couple weeks and see if they show up. The maximum time between raids on the highest difficulties should be 21 days.
#260
Off-Topic / Re: Kerbal Space Program
September 14, 2014, 11:54:22 AM
Robbaz has a lot of good KSP videos:
https://www.youtube.com/watch?v=NEnw6hk_YZI
https://www.youtube.com/watch?v=NEnw6hk_YZI
#261
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
September 14, 2014, 11:51:00 AMQuote from: thefinn on September 12, 2014, 02:22:07 PMI don't see storyline as being all that important right now. I'll have some basic storyline and some special storyline events later on, but they are low on my list. Configuration is another thing that will happen in the future, but it's also pretty low on the list right now. Once I have configuration in the mod I will definitely have some basic difficulty settings and stuff like that.
Suggestion:
Now you have the mod working pretty well, it could probably do with some fine tuning, like more configurability, but the basics work well.
I think you need a premise for the mod, like a story component
Like, right now you just kinda go "Zombies, yes have some zombies".
What I mean is something like..
Have no zombies and no infection at the start, add a new faction to the game alongside the other factions.
Some time after the player builds the radio transmitter, they get a call from this faction saying there's been an outbreak in their camp. Then a while after that they go off the air never to be heard of again. Then the infection starts.
I'm sure yourself and others could come up with a lot of other ideas too.
It could still be premature too, I realise you're in 0.7 of the mod and the game itself might not be far enough along to rely on rimworld not changing certain aspects and thus breaking the mod too much in the future.
Edit: I'd also like an option to not get notified someone is bitten and is infected - more fun.
Every single new release breaks my mod quite a bit. I pretty much plan on needing at least 20-30 hours to prepare the mod for each new Alpha release, so I am not really worried about which parts of the mod will be broken by future updates. It's going to happen regardless.
I intend to keep updating the mod every single month until it is released, which means I am in this for the long haul. For now I'm just taking things slow and making sure everyone is happy with the current iteration before I go making any major changes.
For those who have been playing with v. 0.7.1, what do you guys think of the new changes? Does the ramp up of hoard sizes work well? Do you think the frequency of raids is good where it is? Is there any difficulty setting that seems to difficult/easy or where the raids happen too often or not often enough? It's really difficult for me to tell, since I can really only judge it based on my own skill level and play style.
#262
Off-Topic / Re: Favorite Alcohol
September 12, 2014, 11:20:22 PMQuote from: Clayton on September 12, 2014, 09:54:41 PMI haven't tried the Green Apple yet. The story I buy from just started carrying it instead of the Traditional Dry, so I might buy some one of these days.
Green Apple Angry Orchard is awesome!
#263
Off-Topic / Re: Favorite Alcohol
September 12, 2014, 06:42:31 PM
For shots I always love Tequila. Patron is my favorite.
I also love Disaronno on the rocks. For mixed drinks I like Captain and Coke or Disaronno and Coke. I don't really drink beer, but I've been drinking Angry Orchard a lot lately.
I also love Disaronno on the rocks. For mixed drinks I like Captain and Coke or Disaronno and Coke. I don't really drink beer, but I've been drinking Angry Orchard a lot lately.
#264
Off-Topic / Re: Worst nightmare you've ever had?
September 12, 2014, 06:36:10 PM
I don't have nightmares. I don't remember actually being scared in a dream since I was like 8, and these days when something that might be scary happens I'm still not scared, and then I usually figure out that I'm dreaming anyway.
#265
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
September 11, 2014, 10:58:10 PMQuote from: KnightsCross on September 11, 2014, 02:33:19 AMVisual Studio Express and MonoDevelop are free and will get the job done. Google will be enough to learn basically anything you need to know about C#.
@Justin C
soo uh what program should i use with C#? .net framework?
and does it have to do with the .dll?
If you have no programming experience at all, there is far more you will need to know about C# and programming in general than I can teach you here. I'd suggest learning the basics first and writing simpler applications before attempting to mod.
#266
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
September 11, 2014, 02:14:02 AMQuote from: KnightsCross on September 11, 2014, 01:30:19 AMSorry, I should have been more specific. In the XML alone you won't be able to make timed raids. At best you can turn up the chance of the raids, but that still doesn't give you any control over when they happen. What you are asking will have to be done in C#.
@Justin C
Hi! i cant seem to find the timer you're talking about
and i dont even know how to trigger them? is it in the assemblies .Dll?
im not really good with those and i dont know a thing about em'
#267
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
September 10, 2014, 09:41:23 PM
Version 0.7.1 has been uploaded to ModDB and is awaiting approval. It should hopefully be available for download in a few hours.
Change log:
Change log:
Quote- Fixed a mod compatibility issue. Now the mod should work fine with MAI.
- Made zombie raids start small early-game and ramp up over time.
- Increased the base chance of a traveler/raider being infected when it is spawned.
- The chance of a traveler or raider being infected when it enters the map now takes the difficulty setting into account.
- The frequency of zombie raids is now determined by the difficulty setting.
Quote from: Reaper on September 10, 2014, 08:25:16 PMThere's currently no way to play without the airborne incident. I will work towards having some way of playing without it in the Alpha 7 release, since there are a lot of people asking for it.
can you suggest a way to have it without the airborne stuff?
#268
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
September 10, 2014, 04:44:28 PM
Don't do that. That will break the mod.
I use a timer inside my custom MapCondition. At the end of the timer I run my zombie raid incident and reset the timer. That's really all there is to it.
Quote from: KnightsCross on September 08, 2014, 02:06:25 AMSo you want raids to happen every week without fail?
Hi Justin C uh, if you may can you tell me, how do you make the zombies to raid in huge waves? let say every week. cause i need it in my mod called "the great war" so basically i need an event that my factions mod will invade your colony. just like the zombieraid in your mod i'd appreciate it and would credit you in my mod reallythanks in advance
I use a timer inside my custom MapCondition. At the end of the timer I run my zombie raid incident and reset the timer. That's really all there is to it.
#269
Off-Topic / Re: For All The Anime Lovers
September 07, 2014, 10:10:34 PM
Everyone knows Pokemon is the best anime ever.
#270
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
September 07, 2014, 10:08:34 PMQuote from: Zeta Omega on September 07, 2014, 08:47:29 PMNormal zombies. Think Walking Dead, without any kind of melee weapons. They are slower than living colonists and pretty easy to kill on their own, but in large numbers they can overwhelm you. And if one of your colonists is bitten they can become infected, and the infection will slowly kill them and then they will turn after they die.
We are just talking about normal zombies right....Not like resident evil, left 4 dead, or state of decay stuff....right?
And if you are unlucky the virus can become airborne, and people won't even need to be bitten to be reanimated on death.
What is wrong with them!

thanks in advance