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Author Topic: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)  (Read 615278 times)

Justin C

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #945 on: March 05, 2016, 06:43:51 PM »

It was a design decision to not have Zombies attack walls. I want zombies to attack in large numbers, and if a zombie horde could attack walls most bases wouldn't survive that for very long.

In the Alpha 13 release I plan on bringing back attacking doors. Zombies aren't enough of a threat when they don't kick in doors.

Kadrush

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #946 on: March 06, 2016, 12:53:19 PM »

Can you at least tell us where to code your mod to let us make zombies attack walls or doors?
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Justin C

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #947 on: March 07, 2016, 11:04:33 AM »

Can you at least tell us where to code your mod to let us make zombies attack walls or doors?
As was mentioned by others in the thread, the default behavior of attacking changed in Alpha 11. Up until then when you set a target, the unit would automatically attack all doors between itself and its target. I noticed too late during the development of the Alpha 11 release that something in the code changed and that was no longer the case, and I made a decision to keep the default attack behavior for a release since removing their ability to attack doors was something I considered doing before then anyway.

The last version I worked on was Alpha 11. I have no clue what changed in the code between Alpha 11 and Alpha 12, and it's been almost 9 months since I even looked at the code from the Alpha 11 release. The fix could be something as simple as setting a flag when attacking, but I wouldn't know without having a chance to explore Alpha 12's code.

Kadrush

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #948 on: March 08, 2016, 05:51:23 AM »

Thanks

I checked the mod files and I have one last question about zombie behavior.

When they dont see a path between a target and themselves (like a wall on the way) are their orders supposed to roam random, hunt, etc, or just stand still ("standing" order).

I ask that because I first started to notice this behavior with the zombies and now my common raids are doing the same, the attackers just stand still.
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Justin C

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #949 on: March 10, 2016, 06:23:39 PM »

Thanks

I checked the mod files and I have one last question about zombie behavior.

When they dont see a path between a target and themselves (like a wall on the way) are their orders supposed to roam random, hunt, etc, or just stand still ("standing" order).

I ask that because I first started to notice this behavior with the zombies and now my common raids are doing the same, the attackers just stand still.
They're supposed to wander around aimlessly until they find a target to attack. They shouldn't ever be sitting still without doing anything. That probably means they are getting hung up somewhere when trying to find targets.

Kadrush

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #950 on: March 10, 2016, 09:39:30 PM »

The order showing was "standing", after I remove the mod, the problem kept going. I guessed it was something with the game files on c:\user\... game folder, so I deleted, deleted the game, reinstalled everything and the problem was gonne. I guess that placing mods in and out messed up with something in the game core files.
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Grimandevil

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #951 on: March 11, 2016, 04:04:39 PM »

They're supposed to wander around aimlessly until they find a target to attack. They shouldn't ever be sitting still without doing anything. That probably means they are getting hung up somewhere when trying to find targets.
i havent investigated mod files at all, but from what i've clearly seen in the game, a horde spawns with 80% attacking zombies (roaming toward a chosen target, can get broken if no path), and 10% wandering ones (killing squirrels and unlucky bypassers)
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welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.

Justin C

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #952 on: March 11, 2016, 06:29:44 PM »

They're supposed to wander around aimlessly until they find a target to attack. They shouldn't ever be sitting still without doing anything. That probably means they are getting hung up somewhere when trying to find targets.
i havent investigated mod files at all, but from what i've clearly seen in the game, a horde spawns with 80% attacking zombies (roaming toward a chosen target, can get broken if no path), and 10% wandering ones (killing squirrels and unlucky bypassers)
Yeah, that's intended. A large portion of the horde has an unlimited targeting range, so they just rush in and attack right away. Then the rest have a randomized targeting range, and they wander around attacking things that they see, turning groups of travelers into zombies and attacking colonists who wander too far away from the base.

Chaotic Skies

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #953 on: March 14, 2016, 03:41:30 PM »

Is there anyway to get this to work with A12? Just curious, I'm not expecting it to happen if it hasn't yet :P
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Kadrush

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #954 on: March 14, 2016, 04:43:21 PM »

Hardcore SK uses this mod, probably modified and adapted to their pack.

Also if you google you can find a non-official a12 version of this mod, made by other users.
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Grimandevil

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #955 on: March 15, 2016, 09:53:15 AM »

Is there anyway to get this to work with A12? Just curious, I'm not expecting it to happen if it hasn't yet :P
this
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Larn

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #956 on: March 19, 2016, 02:41:56 PM »

hy im new in this game and played without a mod, now im downloading this mod with CCL but i cant create a new world/map, if i click on the generate button it still does nothing... bug? :(
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Grimandevil

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #957 on: March 19, 2016, 04:21:50 PM »

might be a bug with new CCL version. need others to confirm.
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welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.

Larn

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #958 on: March 20, 2016, 06:07:09 AM »

@Grimandevil

ye, last post here is 2015 and the CCL is from 2016....

edit: lol i found the fail, i activate the CCL packs in wrong succession
« Last Edit: March 20, 2016, 06:18:22 AM by Larn »
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Enginefoehammer

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Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« Reply #959 on: April 01, 2016, 09:57:07 AM »


can we get a patch for this to enable zombie bodies to be cremated

Thanks
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