0.33 now available!
EDIT (10/5/10):Get 0.33 here:
http://www.4shared.com/file/V4avhtLT/NecroCristi33.html
This is a complete do-over, removing stability issues, adding cool new maps and python events for zombies, but it is in the early stages still. 0.33 is a new version not a patch, so prior versions should be deleted first. See latest posts for more info.
EDIT (13/4/10): Below is a list of the python/sdk features I need to implement. Some are simple, some complex. Some I know how to do, some already have modcomps, some I don't even know where to begin! If you are in a position to offer coding help, please start with these features. Italicised are already implemented.
With 0.2 hoperfully appearing in the next few days I thought it was probably about time to jazz up the first posts in the thread to be more current and informative.
What is this mod?
It began with a dream. A dream of Communists versus Zombies, with a script jointly written by Anthony Burgess and HP Lovecraft and a soundtrack by Iggy Pop - in short everything I think is cool. Sadly I may never get to make that film so I tried to turn my idea into a mod instead.
Necro Cristi is a mod set after an apocalyptic event has come close to wiping out the human race. The Dead have risen and mankind exists only in small isolated pockets, fighting for its very survival. Against this backdrop the player takes control of one of eight distinct factions and aims to rebuild civilization in their own image.
Necro Cristi is strongly influenced by: Zombie flicks (obviously), science fiction of both a utopian and dystopian flavour, but especially HG Wells and George Orwell, Sid Meir's Alpha Centauri, and Mad Max. I have spent a lot of time creating a fictional world complete with backstory, complex characters, and secondary literature. Flavour is everything.
What are some current gameplay features?
Eight factions, each with two leaders, and unique art, units, buildings, music, and dialogue. Reclaim humanities former imperial glory with the Zanzibar Dynasty, or prowl the highways and listen to New Wave Music with Eve's Forgotten Children.
Completely redone tech tree. All new quotes, pedia entries, icons, etc. immerse you in a bleak dystopian future.
Five new religions.
Lots of new units.
New buildings and wonders.
New civics system.
Lots of apocalyptic sounds, graphics, etc.
What will be added in the future?
Hopefully a lot.
Zombies are in and as of 0.2 replenishing their ranks with every kill they make, however there is a lot more I want to do with this side of the game, for instance implementing an infection model for units and settlements, and allowing some form of communication with the undead.
I have recently started learning python which will obviously open up new areas for the mod, and will in the future be doing things with quests and events. Ongoing things like adding new graphics and improving stability are also planned.
Screenshots:
New religions
http://i24.photobucket.com/albums/c38/molari/ver2_02.jpg
A Zanzibar Friedenskampfer takes on the undead!
http://i24.photobucket.com/albums/c38/molari/ver2_03.jpg
New civics
http://i24.photobucket.com/albums/c38/molari/ver2_04.jpg
New units have new art and text
http://i24.photobucket.com/albums/c38/molari/ver2_05.jpg
New tech tree
http://i24.photobucket.com/albums/c38/molari/ver2_06.jpg
New city art (and more units)
http://i24.photobucket.com/albums/c38/molari/screenshot_015.jpg
New leaders
http://i24.photobucket.com/albums/c38/molari/screenshot4.jpg
New factions
http://i24.photobucket.com/albums/c38/molari/ver2_07.jpg
See the next post if you think you might like to contribute!
EDIT (10/5/10):Get 0.33 here:
http://www.4shared.com/file/V4avhtLT/NecroCristi33.html
This is a complete do-over, removing stability issues, adding cool new maps and python events for zombies, but it is in the early stages still. 0.33 is a new version not a patch, so prior versions should be deleted first. See latest posts for more info.
EDIT (13/4/10): Below is a list of the python/sdk features I need to implement. Some are simple, some complex. Some I know how to do, some already have modcomps, some I don't even know where to begin! If you are in a position to offer coding help, please start with these features. Italicised are already implemented.
Spoiler :
Mapscript with appropriate starting features and zombies
Spawning zombies
Force zombies to raze all cities
Civic that gives peace with barbarians
Civic that lowers/raises zombie spawn rate based on total no. of players eg with 3 players if one player has this civic the spawn rate is adjusted 33%
Trait that changes yields from features
Python check to spawn zombies and decrease city population based on health eg for each +1 unhealthy, 10% chance per turn.
Similar check but for happiness, only this time spawn rebels for a named civ (if in game and not the active player) or else barbarian
Trait that bases attitude inversely on no. of specialists. Eg After certain threshold attitude should drop -1 per 3 specialists in target empire
Trait which provides commerce from defeating certain unit types
Trait which provides yields from defeating certain unit types
Trait which provides diplomacy modifiers
Religion that slowly spreads forests and upgrades terrain in your borders
Civic that slowly removes city ruins from inside your borders
Python to make certain religions only possible to found by certain civs
Civics which affect output of individual specialists
Enslavement promotion, which only works on certain unit types
Spawning zombies
Force zombies to raze all cities
Civic that gives peace with barbarians
Civic that lowers/raises zombie spawn rate based on total no. of players eg with 3 players if one player has this civic the spawn rate is adjusted 33%
Trait that changes yields from features
Python check to spawn zombies and decrease city population based on health eg for each +1 unhealthy, 10% chance per turn.
Similar check but for happiness, only this time spawn rebels for a named civ (if in game and not the active player) or else barbarian
Trait that bases attitude inversely on no. of specialists. Eg After certain threshold attitude should drop -1 per 3 specialists in target empire
Trait which provides commerce from defeating certain unit types
Trait which provides yields from defeating certain unit types
Trait which provides diplomacy modifiers
Religion that slowly spreads forests and upgrades terrain in your borders
Civic that slowly removes city ruins from inside your borders
Python to make certain religions only possible to found by certain civs
Civics which affect output of individual specialists
Enslavement promotion, which only works on certain unit types

With 0.2 hoperfully appearing in the next few days I thought it was probably about time to jazz up the first posts in the thread to be more current and informative.
What is this mod?
It began with a dream. A dream of Communists versus Zombies, with a script jointly written by Anthony Burgess and HP Lovecraft and a soundtrack by Iggy Pop - in short everything I think is cool. Sadly I may never get to make that film so I tried to turn my idea into a mod instead.
Necro Cristi is a mod set after an apocalyptic event has come close to wiping out the human race. The Dead have risen and mankind exists only in small isolated pockets, fighting for its very survival. Against this backdrop the player takes control of one of eight distinct factions and aims to rebuild civilization in their own image.
Necro Cristi is strongly influenced by: Zombie flicks (obviously), science fiction of both a utopian and dystopian flavour, but especially HG Wells and George Orwell, Sid Meir's Alpha Centauri, and Mad Max. I have spent a lot of time creating a fictional world complete with backstory, complex characters, and secondary literature. Flavour is everything.
What are some current gameplay features?
Eight factions, each with two leaders, and unique art, units, buildings, music, and dialogue. Reclaim humanities former imperial glory with the Zanzibar Dynasty, or prowl the highways and listen to New Wave Music with Eve's Forgotten Children.
Completely redone tech tree. All new quotes, pedia entries, icons, etc. immerse you in a bleak dystopian future.
Five new religions.
Lots of new units.
New buildings and wonders.
New civics system.
Lots of apocalyptic sounds, graphics, etc.
What will be added in the future?
Hopefully a lot.
Zombies are in and as of 0.2 replenishing their ranks with every kill they make, however there is a lot more I want to do with this side of the game, for instance implementing an infection model for units and settlements, and allowing some form of communication with the undead.
I have recently started learning python which will obviously open up new areas for the mod, and will in the future be doing things with quests and events. Ongoing things like adding new graphics and improving stability are also planned.
Screenshots:
New religions
http://i24.photobucket.com/albums/c38/molari/ver2_02.jpg
A Zanzibar Friedenskampfer takes on the undead!
http://i24.photobucket.com/albums/c38/molari/ver2_03.jpg
New civics
http://i24.photobucket.com/albums/c38/molari/ver2_04.jpg
New units have new art and text
http://i24.photobucket.com/albums/c38/molari/ver2_05.jpg
New tech tree
http://i24.photobucket.com/albums/c38/molari/ver2_06.jpg
New city art (and more units)
http://i24.photobucket.com/albums/c38/molari/screenshot_015.jpg
New leaders
http://i24.photobucket.com/albums/c38/molari/screenshot4.jpg
New factions
http://i24.photobucket.com/albums/c38/molari/ver2_07.jpg
See the next post if you think you might like to contribute!