[CustomScenario] Base Defense/Zombie Rush V2.0

Started by ItchyFlea, December 06, 2013, 12:46:34 AM

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ItchyFlea

This is a custom scenario where you must defend your colonists and base from wave after wave of zombie attacks. Each wave has twice the number of zombies that the previous wave had. (Final wave has 128 zombies.) The zombies will start attacking sometime after day 10.

No mods are required to play this scenario. Simply download, unzip and place in your RimWorld save folder.
Scenario Map: http://www.mediafire.com/download/3fx608aa11xjtf7/Zombie%20Defense%20v2.0.7z
Christmas Special: http://www.mediafire.com/download/lbx11bvo3n1cvds/Zombie%20Defense%20v2.0%20-%20Fun.7z

Outdated. Does not work in RimWorld 0.1.334
Updated version can be found here: http://ludeon.com/forums/index.php?topic=1897

Some things to note:
• The storyteller AI has been disabled. When you have defeated all the zombies, that's it, game over.
• There are 2 trade ships in orbit that should stay until sometime around day 100.
• While it is possible to capture the zombies, do NOT recruit them! (They are heavily modified raiders and will cause problems on your team.)
• The final few waves are spaced further apart than the previous waves.
• Do not enter the zombie holding area, unless you want all of them to attack at once.
• The Christmas Special includes 8 special zombies that come after the final wave.

This took a rather long time to make (Roughly 20 hours). There may be bugs in it. If you encounter a bug, let me know. Also include the save file in your bug report.

Known Issues:
• Due to the huge number of zombies present when the map loads, the game may run slowly. This is no solution to this.

Fixed Issues:
• Zombies attempt to flee after first zombie in their wave is killed.
• Issues related to the clones.
• Incorrect info in the letters at the start.

Additions:
• Added numbers to the clone names to help ID them.
• 8 Special Zombies. (Christmas Special Only)
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

JoshDOTPlay

Awsome man! I will have to video this up as soon as I get home! My ISP hasnt liked me since I found Rimworld lol :D

Redx

Quote from: ItchyFlea on December 06, 2013, 12:46:34 AM
This is a custom scenario where you must defend your colonists and base from wave after wave of zombie attacks. Each wave has twice the number of zombies that the previous wave had. (Final wave has 128 zombies.) The zombies will start attacking sometime after day 10.

No mods are required to play this scenario. Simply download, unzip and place in your RimWorld save folder.
Scenario Map: http://www.mediafire.com/download/rrw7mcy1p7nujal/Zombie%20Defense%20rev2.7z

Some things to note:
• The storyteller AI has been disabled. When you have defeated all the zombies, that's it, game over.
• There are 2 trade ships in orbit that should stay until sometime around day 100.
• While it is possible to capture the zombies, do NOT recruit them! (They are heavily modified raiders and will cause problems on your team.)
• The final few waves are spaced further apart than the previous waves.
• Do not enter the zombie holding area, unless you want all of them to attack at once.

This took a rather long time to make (Roughly 20 hours). There may be bugs in it. If you encounter a bug, let me know. Also include the save file in your bug report.

Known Issues:
• Due to the huge number of zombies present when the map loads, the game may run slowly. This is no solution to this.

Fixed Issues:
• Zombies attempt to flee after first zombie in their wave is killed.

Thank you so much ItchyFlea, your'e honestly the best :) ill be playing this constantly and let you know of any problems I find :P

Ender

playing it now, really well made, the flood of zombies, at where i am now, just overwhelmed me, getting money is the massive issue, the zombies broke down the door to my main housing where my hydroponics is, and thus my money making op since its the only way to make money. the zombies then proceeded to burn, and engage in combat with EVER single one of my poor un armed colonists.... more of the tragic story to come, but i do like the fact that turrets are actually useful in this scenario.
The voices in my head tell me to burn colonists....

Ender

#4
well, my first attempt has been done, and here is the result, and i think this is quite the well made mod, though the curve i have a feeling may just be a bit too steep... (oh and keep up the great modding work, you're doing great)

[attachment deleted by admin: too old]
The voices in my head tell me to burn colonists....

Tragic

#5
Thank you for the great mod. I enjoyed it much! 

My feeling is that it was fairly well balanced. But I did feel that it could be a bit shorter period between the waves.. I took the safe before sorry way but without any real plans how my home would turnout when I started building.
But since the zombies don´t destroy in any organised manner, divides into smaller groups in each wave trying to set walls on fire and walk back and forth in the bullet swarms I think they only destroyed one or two doors for me in total. No settler or clone got killed.

I would want it shorter and also make the zombies somewhat smarter so they attack the closest thing instead of walking in the middle of all turrets to a meaningless door.


http://imageshack.us/photo/my-images/849/4ar4.jpg/   - Show the entire base during last wave. (Except my geothermal generator)
http://imageshack.us/photo/my-images/689/uh5b.jpg/ - About as far as they got.
http://imageshack.us/photo/my-images/713/1u16.jpg/ - Burning zombies!
http://imageshack.us/photo/my-images/802/ib0o.jpg/ - The last zombie.

ItchyFlea

At the moment the zombies are controlled by the raider AI, which I suspect wasn't designed to control raiders without weapons. Technically the zombies are raiders, just heavily modified within the save file itself. These scenarios make absolutely no changes to game-code at all.

I'm personally quite impressed with just how much control can be exerted over how the game behaves from within the save file itself, something I didn't expect when I first looked inside the save files.
I'm hoping future versions will allow for much greater control.

Thank-you for the feedback guys. It is much appreciated.
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

DeltaV

So I was playing this and a boomrat went crazy near the zombies and attacked them. They killed it, but it exploded and lit them on fire. One of them ran outside the holding area, detected me from the other side of the map and suddenly I had hundreds of zombies heading my way.

Curiously, due to some weird issue in the unarmed AI the zombies actually ignored my colonists mostly, instead opting to attack the turret and the buildings instead.
Quote from: Douglas AdamsIt is a mistake to think you can solve any major problems just with potatoes.

ItchyFlea

Updated to hopefully fix a few small issues.
I've also added 8 additional zombies that will attack after the final wave. They have more health and have "fun" weapons. I'm not entirely sure what will happen when they attack, as the Raider AI might not know how to use the weapon I've given them.

Merry Christmas Everyone.  ;D
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

Tragic

I liked the new zombies alot! Finally some zombies that really caused havoc.  Should put one or two of those in the last normal waves aswell.. ^^