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Author Topic: Zombies  (Read 2116 times)

CedricO

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Zombies
« on: February 16, 2015, 01:53:28 PM »

Quick question, but how viable would some sort of zombie adversary/danger be in this game? In essence im curious to see my colonists hold out against a massive slowass army of undead. :P And the requirements of proper burial. Any thoughts about this would be welcome. Its just an idea im throwing in the group to discuss. Cheerz
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Vexare

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Re: Zombies
« Reply #1 on: February 16, 2015, 02:48:52 PM »

I'm sorry but I will have to be the first to say I am so *bleeping* sick of zombies in every single survival game these days.

That's probably a doable mod however, you could request someone make one for you to add them to your own game but I'd like them to stay out of mine.
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Halinder

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Re: Zombies
« Reply #2 on: February 16, 2015, 02:57:57 PM »

There's already a mod out there by JustinC, however I'm not certain if it's been updated to the current alpha version.
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Coenmcj

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Re: Zombies
« Reply #3 on: February 16, 2015, 10:34:39 PM »

There's already a mod out there by JustinC, however I'm not certain if it's been updated to the current alpha version.
This.

The whole Zombies cliché doesn't fit in with the Rimworld lore, so you're more likely to see the mod revived than to see it in the base game. Sorry!
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Keymaster89

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Re: Zombies
« Reply #4 on: February 17, 2015, 04:08:11 AM »

The whole Zombies cliché doesn't fit in with the Rimworld lore, so you're more likely to see the mod revived than to see it in the base game. Sorry!

Tecnically they fits in the lore...
The lore specifies that the Ordo Historium report that any sort of biological manipulation was made in the universe, to animals, plants and especially humans... Even if not common as an atomic war, biological disaster due to a zombie virus IS a cause of catastrofic disaster... If a virus created the zombies, it's resonable to think that the virus could resist for a long time inert, maybe into animals as healthy carrier, maybe hybernated in the wait for a new hosts... the tribes may have learned how to avoid the zombies, and burn the bodies before the virus can activate... but the colonist do much more noise ^^
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BinaryBlackhole

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Re: Zombies
« Reply #5 on: February 17, 2015, 04:54:06 AM »

Keep it in the mod section some people don't want zombies some do that's why we have mods. Rather than integrating everything.
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Skissor

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Re: Zombies
« Reply #6 on: February 17, 2015, 05:58:37 AM »

Most of the comments about how they hate zombies and only one has the decency to respond to the original question and post a link to a mod....
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loc978

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Re: Zombies
« Reply #7 on: February 17, 2015, 10:25:19 AM »

I see the mod mentioned, but I don't see a link... here:

[MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)

Unfortunately, it's only been updated to Alpha 7. Probably still quite playable if you've got all your old zips lying around. Personally, I haven't tried it since Alpha 3.
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Vexare

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Re: Zombies
« Reply #8 on: February 17, 2015, 01:30:38 PM »

Most of the comments about how they hate zombies and only one has the decency to respond to the original question and post a link to a mod....

The mod forum is fairly easy to find if you already made the effort to register and post here, no?

I did respond to his question with my strong opinion against them as did most others. I offered a solution (use a mod) and others chimed in to support the mod option with the mod someone already made. I didn't want to go look it up for the person as I have no idea what mods work and what mods don't and if a player is interested in that they'll go do the research themselves to find it is my thought. I thought everyone's feedback was constructive enough, no need to bash us for disliking zombies. ;)

I actually love zombies in the right genre / game but have played too many of them recently and am very happy without them in this game. I don't think it's rude or wrong to state that as part of my response to the OP. :)
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Johnny Masters

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Re: Zombies
« Reply #9 on: February 18, 2015, 11:44:35 AM »

Zombies are those special snowflakes that fits EVERY genre, at least every genre with a physical adversary. From religious to biological to technological punishment, they easily fit into any setting, so it's more about the concept of fighting against our owns than some sort of established form.

So i'd say they could easily fit rimworld, perhaps not as a main foe (such as raiders, which are even more common than zombies), but as one of the many options that could turn up as an event.


Quote
I actually love zombies in the right genre / game but have played too many of them recently and am very happy without them in this game.

I would say there are two flaws in your reasoning (IMHO). First, there's no "right" genre for zombies, zombies have been portrayed in several fashions, from horror to comedy and a lot in between, so it's more about 'how' it's done rather than 'where'.

Secondly, naysaying based on the fact that you've played too much of something isn't that impartial of an opinion. It's a valid egocentric opinion (as in, it's good for yourself specifically), rather than thinking of something that is better for the majority of people or for the game, or even for yourself in the long run - when you miss zombies again.
 
That being said, i'd repeat that i wouldn't present zombies as a main foe such as raiders or mechas, but i'd very much like to see it in form of a rare event (such as blight or diseases), and ofc keep seeing it as a regular thing in mods or in scenarios (when we get those).
,
« Last Edit: February 18, 2015, 11:46:36 AM by Johnny Masters »
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Mattorious

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Re: Zombies
« Reply #10 on: February 18, 2015, 12:11:13 PM »

So i'd say they could easily fit rimworld...
I sense an argument on the horizon...

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I love the mindset of gamers. Given a new feature to help keep our people alive and make the game more realistic, the first thing we think of is a way to kill people with it

Johnny Masters

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Re: Zombies
« Reply #11 on: February 18, 2015, 12:20:48 PM »

poor Marty McFly :(
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Mithradates

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Re: Zombies
« Reply #12 on: February 18, 2015, 12:49:15 PM »

Eh. I think that this should be left to mods. Maybe if Ludeon is in lean times, a $5 bonus pack or something like that. I definately don't want to see Zombies in game normally - and it wouldn't really fit, even under the situation described (how would zombies get to a planet which didn't have a biological catastrophe (don't even say that the people didn't know they were infected, went into cryptosleep, died, rose again, and crash-landed on [INSERT PLANET HERE])?

I would, however, like to see the different planet types from the lore represented somewhat (maybe not ubworlds, transcendent worlds, and probably not even Glitterworlds, for obvious reasons). It would be kind of cool to land on a planet, and be assaulted by biologically engineered, sentient xenohumans. Also, I totally want Gravity dwarves/giants in the game.
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Jaysyn

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Re: Zombies
« Reply #13 on: February 18, 2015, 01:44:08 PM »

Seeing as Rimworld has taken a lot of cues from Firefly / Serenity, I'd rather have reavers than zombies.
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Jaysyn

Johnny Masters

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Re: Zombies
« Reply #14 on: February 18, 2015, 02:45:32 PM »

(how would zombies get to a planet which didn't have a biological catastrophe (don't even say that the people didn't know they were infected, went into cryptosleep, died, rose again, and crash-landed on [INSERT PLANET HERE])?

(bold is mine)
A really lot lotful of things (at least fiction-wise) are made around how/why/what if something.
improbable happens.

+1 to gravity altering biology, despite the graphics making it hard to see it


Seeing as Rimworld has taken a lot of cues from Firefly / Serenity, I'd rather have reavers than zombies.

Reavers are a good compromise, since the whole idea behind them is very akin to a zombie (i'd go as far as to say they are a variation of it). 
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