Forged Alliance Forever Forged Alliance Forever Forums 2019-09-14T23:24:09+02:00 /feed.php?f=41&t=17520 2019-09-14T23:24:09+02:00 2019-09-14T23:24:09+02:00 /viewtopic.php?t=17520&p=178206#p178206 <![CDATA[Re: New Mod: Zombies! v1.5]]> Statistics: Posted by ncc1702 — 14 Sep 2019, 23:24


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2019-07-11T22:15:46+02:00 2019-07-11T22:15:46+02:00 /viewtopic.php?t=17520&p=176275#p176275 <![CDATA[Re: New Mod: Zombies! v1.5]]> Zombies Buffs

Regeneration Option (Options)
Health Increase Option (Options)
Remove Decay Option?
Zombie AI? (Somehow idk)


I'll make sure to update this post as ideas come into my head :)

Statistics: Posted by Azraeel — 11 Jul 2019, 22:15


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2019-07-09T22:05:12+02:00 2019-07-09T22:05:12+02:00 /viewtopic.php?t=17520&p=176252#p176252 <![CDATA[Re: New Mod: Zombies! v1.4]]>
FunkOff wrote:
This mod is extremely fun. Please add as your next feature the ability to select a random player as zombie. I would like to play roanoake 6 man game with this mod selecting a random zombie.

Also, the zombie damage over time mechanic is confusing. You could remove it IMO



This is definitely on my to-do list!

The damage over time would be neat if it wouldn't flicker the strategic icons. The point of it would be to "decay" the units if they are just sitting around idle. A debuff to offset some of the Zombies buffs. In practice this makes AIs lose their shit, and doens't work very well....

Statistics: Posted by douglasg14b — 09 Jul 2019, 22:05


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2019-07-09T21:58:31+02:00 2019-07-09T21:58:31+02:00 /viewtopic.php?t=17520&p=176251#p176251 <![CDATA[Re: New Mod: Zombies! v1.4]]>
Download: https://github.com/douglasg14b/FAF-Zomb ... v1.5.0.zip

Changelog:

  • Fixes bug causing OnCreate script to fail to complete when no BuildRate buff was applied to the Zombie.

This should fix the invincible units and buildings issue.

Statistics: Posted by douglasg14b — 09 Jul 2019, 21:58


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2019-06-14T05:54:40+02:00 2019-06-14T05:54:40+02:00 /viewtopic.php?t=17520&p=175481#p175481 <![CDATA[Re: New Mod: Zombies! v1.4]]>
Also, the zombie damage over time mechanic is confusing. You could remove it IMO

Statistics: Posted by FunkOff — 14 Jun 2019, 05:54


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2019-05-14T06:51:46+02:00 2019-05-14T06:51:46+02:00 /viewtopic.php?t=17520&p=174673#p174673 <![CDATA[Re: New Mod: Zombies! v1.3]]>
Download: https://github.com/douglasg14b/FAF-Zomb ... v1.4.0.zip

Changelog:

  • Better failure handling
  • Fixes bug causing Vampire to not work correctly
  • Fixes bug causing the script to revert to vanilla damage handing when there was no damage instigator
  • Excludes insignificant and untargetable units from Zombification
  • Adds internal setting and behaviors to Zombify the Zombie players units by default
    • This means the Zombie players units are already zombies and only die once
  • All starting units will now receive Zombie player buffs/debuffs
    • Including built rate buffs that did not previously apply to starting units/commanders (May change this in the future)

Statistics: Posted by douglasg14b — 14 May 2019, 06:51


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2019-05-12T22:19:26+02:00 2019-05-12T22:19:26+02:00 /viewtopic.php?t=17520&p=174622#p174622 <![CDATA[Re: New Mod: Zombies! v1.3]]>
Anihilnine wrote:
Zombie players units are NOT zombified by default. They must be killed first.

i very much dislike this. This means the zombie player gets 3x my army (1. their normal army, 2. their resurrected army, 3. my resurrected army).
I was playing 1v1 so maybe you are thinking 1v5 or something. But for a 1v1 this is too much, the zombie doesnt need any buffs besides just resurrecting my army.


Thanks for using it and providing feedback! You have no idea how excited this makes me. :D

I agree with you, it's not a feature I'm a fan of. That behavior is leftover from the original mod, but isn't something I have aimed to fix until I finish out the rest of the Zombie buffs, and start making gamemode presets. However, I see how it can be frustrating as it can't be turned off...

There are probably enough buffs to make the Zombie player strong in a 1v3 right now with the build rate and movement speed buffs. I'll see if I can't replace that behavior today. There are some technical challenges I need to figure out, such as not zombifying Units like the Cybran build drones that are created and destroyed when engineers build something.

Statistics: Posted by douglasg14b — 12 May 2019, 22:19


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2019-05-12T14:32:35+02:00 2019-05-12T14:32:35+02:00 /viewtopic.php?t=17520&p=174605#p174605 <![CDATA[Re: New Mod: Zombies! v1.3]]>
It would be cool to be able to have multiple zombie players. Then my friend and I could team up against two AI zombies.


Zombie players units are NOT zombified by default. They must be killed first.

i very much dislike this. This means the zombie player gets 3x my army (1. their normal army, 2. their resurrected army, 3. my resurrected army).
I was playing 1v1 so maybe you are thinking 1v5 or something. But for a 1v1 this is too much, the zombie doesnt need any buffs besides just resurrecting my army.

Statistics: Posted by nine2 — 12 May 2019, 14:32


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2019-05-09T07:01:49+02:00 2019-05-09T07:01:49+02:00 /viewtopic.php?t=17520&p=174469#p174469 <![CDATA[Re: New Mod: Zombies! v1.3]]>
This version adds Zomblie player build rate buffs. You can select from 1.25x to 4x build rate speed for the Zomblie player.

Note that these do not apply to your commander, or any units you start with.

You can view the changelog and download this version here: https://github.com/douglasg14b/FAF-Zomb ... tag/v1.3.0

Statistics: Posted by douglasg14b — 09 May 2019, 07:01


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2019-05-08T15:34:21+02:00 2019-05-08T15:34:21+02:00 /viewtopic.php?t=17520&p=174437#p174437 <![CDATA[Re: New Mod: Zombies! v1.2]]>

Statistics: Posted by DDDX — 08 May 2019, 15:34


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2019-05-07T06:31:35+02:00 2019-05-07T06:31:35+02:00 /viewtopic.php?t=17520&p=174386#p174386 <![CDATA[Re: New Mod: Zombies! v1.2]]>

Sounds like a tonne of fun.

Statistics: Posted by Little Miss Murder — 07 May 2019, 06:31


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2019-05-07T06:21:10+02:00 2019-05-07T06:21:10+02:00 /viewtopic.php?t=17520&p=174384#p174384 <![CDATA[Re: New Mod: Zombies! v1.2]]>
Anihilnine wrote:
this sounds like heaps of fun for unneven matches like 2v1.
do zombie units die normally (after the first psuedo death)?


When playing with the original mod, 4v1 could be unfairly difficult to the 4-player side... The game dynamic changes quite a bit, and go-to tactics can often get you and your allies killed.

Zombie units do die after their first pseudo-death. This is an artifact (Though they used to straight up die then respawn on the wreck) left over from the original mod that I don't much like. But The Zombie player isn't really strong enough as a Zombie without some buffs for me to remove it yet. I imagine after I add some more buffs/modifiers, then test to sort out gamemode presets, I can remove it.

Statistics: Posted by douglasg14b — 07 May 2019, 06:21


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2019-05-07T05:35:40+02:00 2019-05-07T05:35:40+02:00 /viewtopic.php?t=17520&p=174383#p174383 <![CDATA[Re: New Mod: Zombies! v1.2]]> do zombie units die normally (after the first psuedo death)?

Statistics: Posted by nine2 — 07 May 2019, 05:35


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2019-07-09T21:59:06+02:00 2019-05-06T22:45:42+02:00 /viewtopic.php?t=17520&p=174377#p174377 <![CDATA[New Mod: Zombies! v1.5]]> Zombies v1.5.0
Modvault v7

Image
* A rewrite and update of the old Zombie mod by Zarechaun

Mod Resources:
- Source & Readme: https://github.com/douglasg14b/FAF-Zombies
- Releases: https://github.com/douglasg14b/FAF-Zombies/releases
- Download: https://github.com/douglasg14b/FAF-Zomb ... v1.5.0.zip
- Available From Vault: Yes


Basic Mechanics:

A player slot is designated as the "Zombie". Any units that die in game respawn as zombies for this player, I'll refer to this as zombification.

Zombie players units are zombified by default now. This means they only die once, instead of twice which was the previous mechanic.

New Features and Changes:

* Features marked with this color are lobby options under AI Options

  • Adds ability to chose the player slot that will be the vampire
  • Self-destructed units no longer become zombies
    • Also means DCd/kicked/assassinated players units are destroyed, not converted to zombies
  • Zombie player units no longer lose orders when first killed. Only applicable if Zombie Army Zombification is off (Internal Setting only for now). Currently on.
    • They have a pseudo-death. Where they explode and are zombified, but still live. Vampire and vet is still handled appropriately.
  • Adds built-in Mass & Energy Vampire selection
  • Adds Zombie unit speed selection
  • Adds Zombie unit decay selection
  • Adds Zombie Player build rate selection




Planned Features:

  • Infectious Zombies
    • Units that take armor damage from a zombie unit will have a temporary dynamic damage over time affect applied
  • [Done!] Zombie player build speed
  • Zombie/Normies Vampire configuration
  • Better zombie decay
    • Assisting units can get annoying with current implementation.
  • Random zombie assignment (Like Phantom)
  • Stats/Info Slideout: [Help Needed]
    • UI that shows who the zombie is
    • UI that shows vampired mass/energy
    • UI that shows zombies killed for normies
    • UI that shows units converted to the Zombie

Known Issues:

- Units decaying will still show the icon flicker in strategic view [Help Needed]

Statistics: Posted by douglasg14b — 06 May 2019, 22:45


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