[Beyond the Sword] Necro Cristi

Keilden - all the pics are from scanned covers of The Walking Dead which I've played around with a little. Music by Akira Yamaoka. It's just a shame I can't justify making the download for the mod so much bigger by including it as an intro movie - fewer people would download it and I have little enough feedback as it is!

jimkirk - check it's in bts/mods/necrocristi and not bts/mods/necrocristi/necrocristi. Other than this I'm not sure what to suggest as I've not heard of anyone else having this problem.
 
0.14 now available here:

http://www.sendspace.com/file/9agdj0

Here is the changelist:

Spoiler :

0.14

Additions

Units: Ubermensch, Ute, Warrior, Panzerfaust, War Bastard, Mistress of Silence, Pariah, Friedenskampfer, Staffelfuhrer, Cenobite, Rassaphore, Daughter of Light, Firestarter, Rainbow Knight, Houngan, Special Ops, Gunman (Infantry is now a special unit for Homeland Security), Red Guard (existing red guard is now 'volunteer'), Alpha, Beta, Gamma, Delta
Buildings: Crow's Cage, Observation post
Civilization buttons added
Civilization flags added (although I still can't get the colours right on a lot of
them)
Buildings now have original or more appropriate buttons


Changes

New art for following units: Archer, Scout, Dandy Highwayman, Dragoon Guard (now renamed 'rosenritter')
New art for One Winged Angel wonder
Worker model changed to modernworker
The undead are now strength 3
Diplomacy modification: tech trading now enabled (with education), maps visible (with satelittes), open borders (now psychology), defensive pacts (co-operative philosophy) and permananent alliances (humanism)
Undead civics are now in the correct place in the tech tree, although they don't do anything yet (needs some serious python!)
Barbarian cities renamed to be more appropriate
Flamethrowers renamed to Total War and now require Will to Power to research
War civic now high cost
Removed access to some units for Atlanteans and Garden
Worker actions made more expensive
Amazon now replaces Archer and has had stats tweaked accordingly
Dandy Highwayman now replaces Beta
Headhunter and Pariah lose 100% vs animals
Minor balance changes to the early game - unit costs etc. (mid-late still untouched)
Minor modification to some text - Great People names, city names, etc.


Fixes

Most civilization unit art style types removed so new units show up properly for all factions
Tidied up the religion screen - non-founded religions now get the correct greyed out icon rather than a pink box, and the religions are spaced better so the text doesn't run together
Tidied up the civics screen a little to account for the extra options (my first
foray into python!)


Known issues

Some unique units don't show up when choosing a faction/viewing the pedia (although they are in the correct place and can be built as normal)
CTDs on water maps still unresolved


More units, more graphical improvements/fixes, even some very rudimentary balancing!

Unfortunately Zebra 9's unit enslavement mod is not yet BTS 3.13 compatible, this was going to be my first basic infection model (basically any unit defeated by an undead unit becomes an undead) but is on ice for now :sad:. Also, given that I still can't get the movie files to a manageable size, introduction and wonder movies are out for the moment.

Playtesters please! Yes, this is the final release to just chuck stuff in randomly, and I think there is now enough in the mod to begin making a serious attempt to balance it for gameplay. Costs for units or technologies, suggestions for unique unit abilities or building uses, anything and everything that would improve gameplay or add flavour.

keep it dead,
Colin
 
Here's some real early (~50 turns) feedback:

1 - Combat 1 shouldn't have a prereq. Right now the units are gaining xp and have nothing to do with it.
2 - Need more things buildable early on. I created a datalinks and have since made 7 survivors since nothing else was available. I know my tech path decides this, but basic structures with no tech prereq would be a good addition.

I like the sounds, tech tree, and work you've put into this. Great start. I'll try to think about cost balance as I progress.

I won't comment on the obvious graphical needs since I'm sure you will add stuff as it becomes available.

Does this mod have a need for basic robots? I have 2-3 primitive ones that I keep forgetting to upload that might be of use.
 
Nice will test it as soon as my internet works. BTW FFH has a working enslavement system. Maybe if you ask them they might help you:)
 
An FfH-style optional media pack for music and movies might be a good idea - it does a good job of keeping the download size down for people with slower connections while allowing anyone with the bandwidth or time to get it to get the full experience.

Looking good, btw - haven't tried it yet, since I only just bothered to read the subscription notifications I was getting. Then again, the first release with actual zombies sounds like a good time to join in to me :)

Have you seen Kael's modding tutorials? The pinned guide in the FfH section has some good links to other Python introductions and XML tips. MagisterCullum might also be willing to help you with modding questions too - he's spent a lot of time teaching himself to mod(-mod), including a substantial amount of Python, and seems to be very willing to help people out with questions.
 
Here's some real early (~50 turns) feedback:

1 - Combat 1 shouldn't have a prereq. Right now the units are gaining xp and have nothing to do with it.
2 - Need more things buildable early on. I created a datalinks and have since made 7 survivors since nothing else was available. I know my tech path decides this, but basic structures with no tech prereq would be a good addition.

I like the sounds, tech tree, and work you've put into this. Great start. I'll try to think about cost balance as I progress.

I won't comment on the obvious graphical needs since I'm sure you will add stuff as it becomes available.

Does this mod have a need for basic robots? I have 2-3 primitive ones that I keep forgetting to upload that might be of use.

1. Mmmm. This might be another one of those 'good on paper' ones - I wanted players to have to make an investment in order to get combat promotions, but of course if this results in frustration rather than strategic decision making . . . I'll see what other people think before deciding.

2. This is true. The problem is what to put in. I could easily think up a couple of 'in theme' buildings, but am less sure what uses to give them (given that I'm strictly xml only at this stage). I'm wary about going down the road of having loads of buildings giving a science boost, loads a culture boost, etc. If there are any obvious gaps for building types please someone let me know.

Yep, graphics are ongoing. Robots? Depends on the robot. I could use some sort of mobile spy cam type deal as long as it's fairly contemporary rather than futuristic. I imagine the Atlanteans using such devices to monitor undead activity. Also, any robots that just look like weird post-apocalyptic people could of course be used (as people I mean).

Keilden/Beefonthebone - I will poke around in the python section of the FFH forum and see if I can't get over the vapors I get whenever I open a python file.
 
I'd have to agree with 'woodelf' on two points. First I've had "warriors" running around with loads of experience and staying at level 1 due to lack of early promotions. Frustrating? yes.
Second my cities ran out of different things to build early on. One interesting building could be a "recovered" supermarket that would act like a granary with minor food storage. Another could be a stockade fence for early fortification bonuses.
 
1. Mmmm. This might be another one of those 'good on paper' ones - I wanted players to have to make an investment in order to get combat promotions, but of course if this results in frustration rather than strategic decision making . . . I'll see what other people think before deciding.

Adding in some extra promotions is an option as well. Combat 1, anti-undead 1, ect can have lesser effects than now, but the player would feel like they were doing something to their troops. The bonuses aren't important, but the levelling up is. ;)

2. This is true. The problem is what to put in. I could easily think up a couple of 'in theme' buildings, but am less sure what uses to give them (given that I'm strictly xml only at this stage). I'm wary about going down the road of having loads of buildings giving a science boost, loads a culture boost, etc. If there are any obvious gaps for building types please someone let me know.

Any early simple type can be obsoleted down the road to avoid this extra boost when it accumulates. So a basic lab could give +1 :science: now and be worthless by the time the real science building comes along. Same for all bonuses.

Yep, graphics are ongoing. Robots? Depends on the robot. I could use some sort of mobile spy cam type deal as long as it's fairly contemporary rather than futuristic. I imagine the Atlanteans using such devices to monitor undead activity. Also, any robots that just look like weird post-apocalyptic people could of course be used (as people I mean).

Well, I have a spinner/blade bot that looks cool in packs. Also a missile launcher bot with a dish on top. I could remove the attack ability and he could be a scout. His death anim is cool. :)
 
I'd have to agree with 'woodelf' on two points. First I've had "warriors" running around with loads of experience and staying at level 1 due to lack of early promotions. Frustrating? yes.
Second my cities ran out of different things to build early on. One interesting building could be a "recovered" supermarket that would act like a granary with minor food storage. Another could be a stockade fence for early fortification bonuses

I'm modding the promotions at the moment - moving some like combat I or woodsman I back, and adding in a few new ones like Pillage. I don't really want to add buildings that are 'recovered' as the cities are supposed to be new settlements purposely built away from existing urban areas, but I do like the idea of a stockade so expect that in the next version ;)

Any early simple type can be obsoleted down the road to avoid this extra boost when it accumulates. So a basic lab could give +1 now and be worthless by the time the real science building comes along. Same for all bonuses.

I take your point on this, and will certainly add in a few early buildings which obsolete later. My concern was also with maintaining player interest though - I've played mods where there are plenty of buildings but without sufficient variety, there's only so many 'culture' or 'food' buildings you can build before it gets a bit boring. I was wondering if there were any building niches unexplored that I could exploit also.

Well, I have a spinner/blade bot that looks cool in packs. Also a missile launcher bot with a dish on top. I could remove the attack ability and he could be a scout. His death anim is cool.

These sound cool and would be much appreciated. Worst case scenario is I can't find any use for them but I'm sure they'd find a home in another mod :)
 
Great stuff! This is the mod I've been hoping to see since Civ2. I hope the zombie mod works out for you.

Just some suggestions:

What this game needs is the "last of the V8 Interceptors" unit. Maybe make this a limited National unit, or bonus for first to discover the tech. The Mad Max vibe is way too strong to be missing that iconic car.

The research takes too long. It's taking me a couple thousand years just to get an economy. I get that rediscovering lost technology is difficult, but some of the basics should come earlier.

More units - goes w/o saying, but I'd love to see some cars and motorcycles late in the game. Maybe a flame thrower defensive only unit (like MG) available with access to oil. But more variety is always nice.

The Era should be adjusted so you start in 2050AD instead of 4000 BC, but that's not game breaking.

I like the proposed concept of more buildings that become obsolete later. Maybe have your first building be a +1:science: "Radio Shack science kit". Made obsolete by data link. First +1:culture: could be a "broken music box" (yeah I'm partial to the Road Warrior theme). These could always be National Wonders to limit how many cities could build them too. I spent way too many turns building troops which I promptly disbanded because there was nothing else to build and my army cost too much.

A Terminator or robot civilization would be cool, but maybe too powerful to play balance.

Anyways, I like what I see so far. I can't wait until the next release
 
Here and here and 2 simple bots. Not sure if they have a use, but they're in the db now. I do have plans for more eventually.
 
Hmm if its possible you should make the world already have roads connecting place in the start. The zombies seems to hate roads more then humans since no where in the world a single road can be found:)
 
I made a reskin of a wolf from Strategyonly's Animal Civilization mod. It's a zombie wolf, if you'd like it.

zwolfmy2.jpg
 
Thanks for all the input and encouragement

What this game needs is the "last of the V8 Interceptors" unit. Maybe make this a limited National unit, or bonus for first to discover the tech. The Mad Max vibe is way too strong to be missing that iconic car.

More units - goes w/o saying, but I'd love to see some cars and motorcycles late in the game. Maybe a flame thrower defensive only unit (like MG) available with access to oil. But more variety is always nice.

I'm hearing you on the interceptor. While there has been some truly excellent unit work done by modders, cars and motorbikes are in noticeably short supply. So far I've got a ute in but everything else is somewhat futuristic, and while I may dabble in reskinning units in the future, creating and animating a model from scratch is way beyond my abilities. On a more positive note I did notice a flamethrower unit uploaded not long ago which will probably make the next version.

The research takes too long. It's taking me a couple thousand years just to get an economy. I get that rediscovering lost technology is difficult, but some of the basics should come earlier.

I like the proposed concept of more buildings that become obsolete later. Maybe have your first building be a +1 "Radio Shack science kit". Made obsolete by data link. First +1 could be a "broken music box" (yeah I'm partial to the Road Warrior theme). These could always be National Wonders to limit how many cities could build them too. I spent way too many turns building troops which I promptly disbanded because there was nothing else to build and my army cost too much.

Balance is still being worked on, but why not try a quicker game speed? As to buildings, the next release should make the early game build queue a little jazzier.

The Era should be adjusted so you start in 2050AD instead of 4000 BC, but that's not game breaking.

Actually the calender is going to start at 0 A.O. (after outbreak) when I get round to changing it.

A Terminator or robot civilization would be cool, but maybe too powerful to play balance.

Not going to happen - sorry! I'm happy to pillage from any number of steampunk/post-apocalyptic sources but it's strictly human-only (well human and zombie, and maybe Res Evil style nasties when I add in the Umbrella Corporation ;) )

Here and here and 2 simple bots. Not sure if they have a use, but they're in the db now. I do have plans for more eventually.

Thanks! I'll try to give them a home.

you should make the world already have roads connecting place in the start. The zombies seems to hate roads more then humans since no where in the world a single road can be found

Those cheeky cadavers. Actually adding in a proper map script is on my to-do list, just rather far down it so hopefully roads, ruins, etc. will crop up in the (distant) future. I know Sifaus has kindly made a number of scenarios so maybe he, or someone else, will make a nice map to play with in the mean time.

I made a reskin of a wolf from Strategyonly's Animal Civilization mod. It's a zombie wolf, if you'd like it.

I like it very much, great work, I look forward to the upload. And he's so cute!
 
Some balance stuff. Aggresive leaders start with the combat promotion. That enables them to pormote their units from the begining of the game while others need to research first. Maybe instead of Combat give them their own promotion that give +1 attack str?
 
Thanks for the quick reply. Too bad for the T-800, but understandable (just brainstorming anyways). I'm hoping someone good with meshing can step in and make some cars and motorcycles, as that Ute is so much fun. I'll try and get that z-wolf cleaned up and packaged. I have some limited skinning abilities, so I might try messing with some skins for a more suitable zombie unit. I'd love to see a Lord Humongus as a leaderhead or maybe a GG, so I'll do some browsing for a similar unit out there. Good call with the 0 AO start date. Can't wait to see the new buildings. Keep up the great work.
 
I have some limited skinning abilities, so I might try messing with some skins for a more suitable zombie unit. I'd love to see a Lord Humongus as a leaderhead or maybe a GG, so I'll do some browsing for a similar unit out there.

If reskinning is something you're at all competent with there are a number of obvious gaps in the unit art roster. First is a better survivor unit (especially as it's the first unit new players will see) which just needs a little TLC to make it look a bit more civilian; nothing major, perhaps a ragged shirt, some trousers, a baseball bat/crow bar instead of a club etc. Actually, any civilian units would do at this stage. Secondly as you've noted the zombie could do with a little work - the skin is fine as is, but he should really be lurching towards his prey rather than swinging a club at them. Oh, and the main reason I included the fantastic Freak unit from FFH (the big fella with the bag on his head and the mean looking chain) is because he was the closest thing to Lord H I could find.

Some balance stuff. Aggresive leaders start with the combat promotion. That enables them to pormote their units from the begining of the game while others need to research first. Maybe instead of Combat give them their own promotion that give +1 attack str?

Removing prereqs for combat 1 should even the playing field in this regard.

On a general note I am taking (another) short break from modding as my girlfriend needs the computer most nights for her dissertation and research. I am continuing to tinker with the xml files and trying to learn python on our older (civ-free) computer, but expect a short-term dip in productivity.
 
Is there a way to make the zombies leave the roads and other improvements alone. Zombies in my eyes don't walk around moaning ROOAADDSSS ROOAADDSS.
 
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