[Beyond the Sword] Necro Cristi

Great to see this mod coming back online! Looking forward to seeing it. While I'm by no means a coder or graphic artist or anything, I'd love to lend whatever help I can to getting 'er goin'.

Cheers,

- Toko.

Glad to hear it. I've got experience with XML and Python, so I should be OK as far as coding is concerned. One thing that I need really, is Flavor- What types of things, such as Civs, enemies, or mechanics, would you expect to see, and why? Flesh things out, Give me something to run with. I can code and create, but I can only do so much as far as the creativity is concerned.
 
Well, I don't want to be the bad one here, but some should say this.

You are too focusing on FfH. While i must admit that it's brilliant mod (that I play), it's wrong to change Necro Christi into FfH with BRAINS!!!!. Look at how you talking about it. You want to implement FfH functions (AC) or flavor (Monolith...) into it's own mod.

You are trying to introduce more elements into this game not for the sake of new functions, like FF do, but for the sake of new flavour, when this mod have already flavour that is in my eyes better then FfH have. Don't get me wrong, Kael&Co done astonishing work in creating Erebus Lore but they kinda failed in the delivery. It's like when you compare Lord of the Rings and Perdido Street Station. Tolkein created word more complex and whatever else but the New Kobruzon is far more intense. NC is in this very similar to SMAC - it have a story going in the tech and buildings quotations but player have to find it and he can always make its own.

In fact, the factions in the NC are IMO very well thought up - each of them have underlying ideology, or principle and fits well into the lore. But i doubt that Civilization-with-firebows can live to the same glory.

My 2 cents.
 
You are too focusing on FfH. While i must admit that it's brilliant mod (that I play), it's wrong to change Necro Christi into FfH with BRAINS!!!!. Look at how you talking about it. You want to implement FfH functions (AC) or flavor (Monolith...) into it's own mod.

It's not a matter of trying to make this a FfH clone, it's the matter that that mod has a lot of functionality that would make this mod be more true to zombie lore.

Take, for example, my idea of using the Armageddon counter. It would be a lot less intrusive that it is in FfH simply because it would regulate how 'civilized' a faction could be. I mean you simply can't afford certain things if zombies are coming over the walls.

Plus, by allowing this counter to be influenced by player/AI actions, it enables for more tension later in the game when the zombies become less of the over-all threat. I mean even with mutations and the like, toward the end of the game the zombies would sort of have to become the lesser threat than opposing factions or otherwise what's the point? If you are fighting zombies in mass till the very last moment, well what's the point of playing if you can't win World War Z?

As for the flavor, as I've said, I'd think the factions from SWAC are a good starting point but obviously need to be changed. Unless Bill Gates has a zombie proof compound somewhere, I doubt we'd get anything like Morgan Industries.

My 2 cents.

Which are always appreciated. :D
 
I have a couple o' ideas to add to this melting pot...

For one, there need to be civ's which are very vulnerable to the, still hypothetical, counter. For example, Homeland Security is fighting a losing battle if the level of chaos is too high and therefore should have access to fewer units, buildings and have lower happiness levels in cities. On the other hand if the level of order was high then they would get access to, I dunno, powerful old military tech and have boosted happiness etc. The reverse of this could be Eve's Forgotten Children, or an equivalent. Whilst these are extreme examples it would add to flavor a little if all civilizations had certain preferences on the counter.

Another is that there needs to be a lot more to be scavenged. We need cities, towns, bunkers and other settlements to replace Tribal villages. (Hope that wasn't already brought up).

Finally I want to say what potential this mod has and that, even if half of the ideas for it are implemented it would be a fantastic mod, thanks to Korias for taking up the mantle!
 
arkham4269 said:
It's not a matter of trying to make this a FfH clone, it's the matter that that mod has a lot of functionality that would make this mod be more true to zombie lore.
Yes, i
I'm aware of that but you are IMHO too restraining yourselves with the FfH dictionary.
Take, for example, my idea of using the Armageddon counter. It would be a lot less intrusive that it is in FfH simply because it would regulate how 'civilized' a faction could be. I mean you simply can't afford certain things if zombies are coming over the walls.
But this is already implemented by the trade-off between building civilian improvements and military/units and building. The player isn't brute-forced into this decision but hostile units act like a deterrent from building universities when "zombies are coming over the walls."

If you are fighting zombies in mass till the very last moment, well what's the point of playing if you can't win World War Z?

The point is not to fight other zombies in mass but other factions instated. From my impression of NC lore, the zombies were threat only in short time after the outbreak. After that, they become dangerous animals, nuisance, slaves, experiment subject, and many other things, including weapons. What was feared was the zombie virus as shown in the Pale Hand pedia entries. The mutations and various kinds of zombies are very un-lore.

As for the flavor, as I've said, I'd think the factions from SWAC are a good starting point but obviously need to be changed. Unless Bill Gates has a zombie proof compound somewhere, I doubt we'd get anything like Morgan Industries.

But that was already done. Each of the fractions have its counterpart in NC except pacekeepers where NC have tribalist society. What is Zanzibar's state than Morgan industries?
 
We dont want FfH with Zombies, we want Zombies that can use mechanics as a basis to create a new experience. The point of mutations and the different zombie types does fit with the lore. While I'm remaking Necro Cristi, I want to implement some features to make some things different, and here's some explanations

Zombies
To be honest, The zombies were what drew me to this mod. I wanted some real threat, something that would make its presence kown throughout the whole game. And I wanted it to get more deadly as time went on, but they could be contained and eventually eliminated. Different zombie types give a theat as well as variety to the endless hordes. Around midgame, where you have techs that enable the creation of high-powered machines, defensive fortifications, or scientific boosts, The zombies become less of a threat and then Faction-War can take its place. Zombies are deadly, and the addition of multiple types of deadlier zombies makes for a challenge.


Factions
While SMAC has some good starting points, I want to really think of original ideas. Sure, use SWAC as a base, but expand and elaborate from there.

The Counter
The counter mechanic is still being debated by me and, well, me. I dont really know what way to take it, or even to use it or not. Because the flavor of the mod brings a situation where characters have unique traits to make a lasting experience, I want it to go towards FfH in that the player decides where things go from there, and that the flavor has a miniml impact on how the world progresses. But there are many things for a counter to do- Determine the general civil level, the infection/threat level, or something else. Who knows, there are many ideas.

Religion: Monolith
That's me an my S.T.A.L.K.E.R. fandom talking. But something similar to its premise- Artifact Worship- might be a good idea. Monolith is the name I gave it to simply remind myself of the fanaticism that it generates.

Zanzibar/Factions
As I said, I dont like the Metropolis-Theme that the Zanzibar Dynasty portrays. I want to change these guys, still giving them an industrial tinge or such. Perhaps a Steam-punk Society. But I want them to really get away from the capitalism and industrialism, as those things dont fit with the mod.
 
RE: Zanzibar

I thought the idea of Zanzibar was more toward an Objectivist/Authoritarian society founded around a charismatic leader - which is very much "in lore", both from a Zombie perspective and a SMAC one. I also liked the storyline between he and his son. To me, the Zanzibar faction was more about one man (or his dynasty) trying to unite the world under his own rule, which none of the other factions seem to be about. Sort of a Henry Ford meets Alexander the Great.

If I was to tweak Zanzibar one way or the other, it would be to ratchet up their Authorotarianism perhaps placing them somewhere between the SMAC factions of the Moragnites and the Hive.

Anywho, that's another .02$ deposited :)

Cheers,

- Toko
 
I'm all for keeping the established storyline between the two Zanzibars, I just want to change them around so they dont maintain their love for the Heart Machine and that Metropolis feel that I get from them. I'd disagree and say that Homeland Security might also have that authoritarian feel, but Zanzibar should have a much more Authoritarian play style. For you FfHers, think of Order Calabim. I agree with the SMAC analogy as well, and have got a copy of it to play through to get a better feel for those "civs"
 
I'm all for keeping the established storyline between the two Zanzibars, I just want to change them around so they dont maintain their love for the Heart Machine and that Metropolis feel that I get from them. I'd disagree and say that Homeland Security might also have that authoritarian feel, but Zanzibar should have a much more Authoritarian play style. For you FfHers, think of Order Calabim. I agree with the SMAC analogy as well, and have got a copy of it to play through to get a better feel for those "civs"

Hey, Korias,

Didn't mean to imply that Homeland Security wasn't authoritarian (quite the contrary), but they seem to be less about the everlasting glory of fearless leader... Less Dynastic, more regimented.

What is Heart Machine? I haven't gotten to the lategame with most of the factions, as I tend to crank the zombies to "Raging Barbarians" to try and get the most out of 'em, and the game has a bad habit of crashing when I run into a Zombie-controlled city.

Anywho, glad to see the ideas still flying.

- Toko
 
Hey, Korias,

Didn't mean to imply that Homeland Security wasn't authoritarian (quite the contrary), but they seem to be less about the everlasting glory of fearless leader... Less Dynastic, more regimented.

What is Heart Machine? I haven't gotten to the lategame with most of the factions, as I tend to crank the zombies to "Raging Barbarians" to try and get the most out of 'em, and the game has a bad habit of crashing when I run into a Zombie-controlled city.

Anywho, glad to see the ideas still flying.

- Toko

I suppose that Zanzibar has that whole "Cult of Personality" flavor, similar to the Caesar and the Romans.

The Heart Machine is a lategame wonder which provides a free M-Machine in every city, which is the equivilant of a factory if I remember correctly. Its a reference to the 1920s movie Metropolis, which is the story of a High-Power rich caste that lives in an over city, above an entie city of workers that runs all of the machines that power the overcity. Its a silent movie, but the idea of having that small leisure class that completely controls the working class is something I want to get rid of- it doesnt fit with the flavor of the mod.
 
A quick update on the progress of things. Back in Colin's version 0.2, there were issues with certain civs causing CTDs, and the core issues of these problems affect dozens of other issues, and its becoming much, much harder to fix one thing without causing a cascade which influences another. From what I can tell, the issues lies in that some values are actually undefined in the case of certain civs. I hope to give some sort of update, however minor, by the end of the month. I'm one man working, so I still put out a call to anyone who wants to pitch ideas for mechanic tweaks or for new factions, units, or anything in general.
 
Games pretty good but i got two problems with it. There should be an earth type scenario with the major cities on the earth already and filled with zombies. The secound problem being that there is no buildings for zombie controlled cities which makes sense cause they dont need shelter but could you just simply add the graphic of the ruined city to a zombie controlled city so its a bit more appealing to the eye.
 
Hey, Korias and all you Zombie-fans out there in Necro-Christi land,

Just wondering what the latest is on this mod. I'm about halfway through World War Z (can you believe that I hadn't read it until now?! I'm ashamed of myself!), and am rarin' to take the fight to Zack, and was just wondering what's news.

Any luck on getting that update out, Korias? I know we're long past May, but was just wondering.

Anyhow, keep up the good fight, and aim for the head!

Cheers,

- Toko!
 
Hi. I'm french and I've read a part of this topic but I haven't found a solution about my problem.

Like some of you, my game crash when I finish my turn. I've done 2 different "missions" (I can't find the good word) and the game crashed twice at the same moment. In the two cases, I fight Zanibars but I don't think it is the cause of the problem, I think it cames from the mod.

Do you have any solutions ?
(Please, answer me with simple word, I'm good in Englisjh but not perfect ;))
 
Salut, Lusankya!

Je ne pense pas que c'est une probleme avec Zanzibar - la probleme est chez le mod. Le programe me quitte quand j'attaque les villes ou sont les Zombies. J'espere que Korias ou un autre programmeur (Je m'excuse si cela n'est pas le mot juste, moi je suis Anglophone) peut le trouver - la seule reponse que J'ai c'est d'attendre... Ou si vous est programmeur, essayer de le trouver toi-meme.

Cheers,

- Toko
 
You speak french very well, almost perfect !!! :)

I'm not a programmer at all, I only play :cool:

So I'll wait

Thank you for your answer
 
I have verified : my game crashed around de 287th tour. I made peace with Zanibar but il hadn't change anything.

One time, I've tried to convert a city with a Daughter of Light and my game crashed. It was around the 285th tour too.

I use no translator, so if you don't understand what I mean ,tell it me !
 
I hope someone is reading this, but this mod is awsome... I love the true post-apocalyptic feeling, the ideologies, philosophies... and the religons are epic, I've been reading this thread, and the lore, the backstory... it is just phenomenal... I think that in its present state, the mod is an excelent premise, but it is reaaaaaaaly unfinished... ;) But I think it needs two things... first, someone should continue to write the backstory... then, the map needs to have a lot more traces of human civilization... I mean, roads, ruins, railroads... I dunno if creating a new kind of terrain would be possible, but some sort of urban terrains, only overgrown (to replace forests) and a destroyed wasteland... terrain in vanilla looks way too much pristine for this mod... so, a new map script, new terrain... that would be awsome... as for the game itself, I say, keep the feel, and keep the civs... and their ideas... I like that FfH counter idea for Security... and for Forgotten Children... man, there are so many ideas, so many cool ideas... but first and foremost, someone really needs to put this mod back and running... I hope some of you think the same way as I do, you've got to raise your voice...
 
I too love this mod, but right now I'm taking a wait-and-see approach on future development of this mod.

It is a long way from being finished, and unfortunately the original creator is unable to finish it himself (he didn't leave a lot of hope that he'd be able to continue it again in the future). I'm just hoping the one who has volunteered to take up the mantle of development does a good job with this mod. Again, I'll just wait and see. ;)
 
This mod has so much potential. I love it. But it's at such a primitive state. Playing my first game as Sarah Luxemburg, I could not chop the forests I was surrounded without a tech that comes late in the tech tree and I had nothing to build but basic units, workers and settlers. Some simple tweaks would vastly improve the playability of this mod for minimal effort.

I say forget about FFH and advanced features. Just get the mod more play balanced and finish converting the default Civ4 text to the mod setting.

Is anyone still working on this mod?

Cheers,
Sword
 
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