[Beyond the Sword] Necro Cristi

Hopefully not, Soylent Green is this awefull convenience food. The health conscience zombie of today eats his food freshly prepared.
 
0.13 available here, complete with zombies, new interface, units, etc.:

http://www.sendspace.com/file/6d6xx5

I know sendspace is not ideal, and if anyone has a better suggestion . . .

Major additions:

First unit art added! (Undead, Junkyard Dog, Punisher, Medic, Security Forces, Comrade, Red Guard, Rider, and Amazon - the latter five are faction specific). Other units added - dandy highwayman, headhunter, and dragoon guard, but no new art yet.
Zombies in (barbarians).
Doubled the number of faction musical themes so that each leader now has their own.
Started work on giving some flavour to the diplomacy_text file
Snazzy new sepia UI
Tweaked animal spawning to remove panthers and lions. Wild Dogs i.e. wolves now crop up everywhere instead (with the odd bear in forests)
Adjusted some build values and moved a few units about

Known Issues:

The crashes on water based maps remain unresolved - play only on plains, highlands, etc. Please do not post about this unless you have a solution!
The graphics for some flags and faction icons are all screwy.
Little to no balancing.


Overall there is not as much in this release as I would have liked but, given my somewhat leisurely development schedule, I decided to release anyway.

What I could use feedback on:

The usual bugs and things, I'm also looking to start filling out the tech tree which is a little bare in places. Most units I've got planned out but suggestions for buildings would be appreciated, whether a nod to something else (like the soylent green mentioned above :) ) or something entirely original. The exact gameplay mechanics aren't important, it's mainly for flavour at present, so needs to have a good post-apocalyptic/zombie/sci-fi theme.
 
Will Zombies killing units convert them to zombies?

Updated to BtS 3.13?
 
Will Zombies killing units convert them to zombies?

Updated to BtS 3.13?

At the moment zombies are just reskinned barbarians. In future versions they will do more fun things and become much more central to the gameplay.

I'm working with BTS 3.13 so this is what the mod is designed to work with. It may work with earlier versions, I'm not sure.
 
Can I suggest the Drown from FfH2 as a possible unit for your mod? Everytime I see them I think of this mod.
 
I'm assuming you mean the new improved drown? If so I was having similar thoughts :)

The challenge I have is how to make the undead a persistant threat throughout the game (like the native life in SMAC) rather than an early game irritation only (like vanilla barbarians). One solution is to have the undead 'evolve' over time Resident Evil style, from typical shambling zombies initally, to much nastier Lovecraftian monstrosities later on. The Drown model from FFH2 is certainly a direction I might take later game undead.
 
When I try to load the mod I'm getting a "GFC Error: failure to initialize primary control theme" It appears to be during the init fonts stage.

I have logging enabled which logs do you want?
 
Hmmm. It's working fine for me, so can anyone else confirm if this is happening to them?

I'll just double check the obvious too - you do have BTS installed, patched, and the mod installed in the right place don't you?
 
Have you read the Walking Dead comics? You can get cool tips from it:)
BTW I am also getting the same error. Maybe you forgot some file when you uploaded it.
 
The comics passed me by I'm afraid, but I will certainly look out for them
;)

The primary control theme error has got me stumped. I tried downloading, unzipping and installing and ran into no problems at all. The only thing I can think of (and apologies if this is stating the obvious) is that by default unzipping into the mods folder (with winzip anyway) creates an 'extra' folder i.e. instead of the files being in mods\necrocristi they are in mods\necrocristi\necrocristi. Beyond this, and given that I can't replicate the fault, I'm open to any suggestiosn for solving this.
 
I extracted it into the BTS (3.13) mods folder. It extracted to BTS/mods/Necro Cristi 0.13. That is correct isn't it?

Is it possible that I am missing a font or something? I have logging enabled, just tell which log you want and I'll upload it.

I'll redownload it and reinstall it, maybe it was corrupted?
 
I've re-zipped and re-uploaded on the off chance the file got corrupted somewhere along the way. Try downloading the newer upload at:

http://www.sendspace.com/file/1jxma4

I wouldn't have thought you are missing a font - the only thing I've done with fonts involves the title screen, and all needed fonts are in the resource folder. I would recommend emptying your civ4 cache as well, especially if you have had the previous version of the mod installed - this has caused me problems in the past with other mods.
 
New download works fine. It may have been because the first installed with the 0.13 at the end.
 
I have edited the first post with the new working upload. If it is simply a case of the main mod folder having the wrong name, changing the folder to 'NecroCristi' without the version number may well work too if you downloaded the first version.

Please continue to give feedback on whether 0.13 is now working for you or not (and anything else of course!).
 
I can't download the mod.
Sendspace keeps rejecting me, saying 'Please finish your current download first...'

I wonder if mine using 'NoScript' in Firefox is interfering. Is there any alternative download site?
 
I think you should make settlers more "rare". THat would make the few cities you have more imprtant, maybe you could make an event that gives you a new settler at random times instead of letting the players build settlers.
 
I agree they should be more rare, that way the barbs are more of a threat. Actually, what would be very interesting is putting in the ability for barbs to spawn inside cultural borders and visible areas. Now to avoid extreme annoyance you would have to somehow limit that to outside city crosses so they don't pop up on the city's doorstep. Also, perhaps you would have to remove their ability to pillage.

But wouldn't it be cool if you had a zombie infestation where they started popping up near your cities.

I've always found it ridiculous that there are no raiders or bandits inside cutlural borders. I know civ is abstract, but thats realistic. There are criminals everywhere and if you weren't vigilant in wiping them out they would pop up.
 
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