[Beyond the Sword] Necro Cristi

Ok, here is the current status of things:

The next release of the mod will be 0.3 and is being built from scratch, given the inactivity in the 2.4 release I'm assuming that it has been abandoned. With the benefit of hindsight I will do things in a slightly different way. The initial release, partly through my own inexperience and partly through a desire to show something concrete to the community, had numerous bugs and half done features. This time the early builds will focus much more on getting certain features complete and working, rather than trying to do everything at once. The only downside to this is that an 'enjoyable' mod will be much further off, as features like civics, music, and religion will only be introduced later.

So what will 0.3 look like?

Features completed:

2 civilizations: Eve's Forgotten Children and The Foundationist Brotherhood (includes unique art and unique traits - I liked the Planetfall approach of one unique trait per leader)
Map script based on 'the Great Wastes' (lots of desert and plains, few forests and mountains, ruined cities and broken highways)

To include before release:

Rudimentary tech tree (maybe 5-6 early techs)
Standard early game units (scout, warrior, etc.)
Rudimentary buildings
Undead that spawn in ruined cities (initially undead will just be reskinned barbarians)

Assuming all goes as planned and I release with these basic features in place I will then request a modding sub-forum so progress and ideas can be discussed and set-out more clearly.
 
Sounds like a great plan. You may wish to wait until you have a few dozen new posts, at least, before requesting a sub-forum. There are no specific rules, but there was some fuss over creation of the Falklands sub-forum, due to low traffic before creation, and also low traffic after creation.
 
I'm really happy to see this mod make a comeback as it was always a lot of fun. I'd love to help out with writing some of the civilopedia entries if you'd like, once you're at that point. I don't really have any modding experience, but I can at least do that much to help get things rolling.
 
Good news on the python modding front!

screenshot.jpg

Here we can see several signs of progress ;)
The random map is a modded great wastes which has a less colourful palette, and comes with city ruins and broken highways.
At the start of the game around half the ruins will contain barbarian zombies, and they can randomly spawn in city ruins throughout the game. Still fiddling with the % chances on this.
Of course if the survivor pictured loses against the zombie he's fighting he will rise again as a barbarian undead as in previous mod versions.

This was the real obstacle I was dreading, getting python to do all this, so now it's by and large done I can start adding all the stuff I'm more comfortable with like art and xml.
 
Well then put it up there so's the rest of us can find fun and interesting ways to make it break.
 
To Vulture12 (and others who may be interested):

I think it really adds a lot to a mod to have all that non-essential but colourful fluff, so may well be looking for assistance in this area in the future. Basically, if/when I move onto a subforum I'll have a thread where people can post appropriate quotes, descriptions, etc. for the civilopedia. I'll also post a brief timeline and faction/character report as guidelines so we're all reading, or in this case writing, from the same page regarding consistency of story.
 
Idea: change hut graphic for city ruins and make it spawn undeads and give chance to do something else if you capture the ruins (like the hut...)

good luck in this mod... it is a very great one and the theme is excelent (but scary if you found gordon freeman as a leader... you know... unintended consecuenses...)
 
New version 0.3:

http://forums.civfanatics.com/downloads.php?do=file&id=14546

Please note this is mainly for testing and is in no way complete, more things have been taken away than added from the previous version in an attempt to improve stability.

What there is:

Spawning zombies and a new mapscript, this is what I need testing. Most features not implemented, so beyond the very early game there will be little to do, but I need feedback on the undead: Are they the right amount of challenge? How do the computer players deal with them? Are they slowing down performance? Do they spawn in ruins in your cultural borders? Do they ever enter your cultural borders or attack your cities? And most importantly, are there any crashes?

What there isn't:

Music, civics, many units, etc. etc. though it should be stable. D/L with this in mind.

Feedback please. The sooner I get the basics right, the sooner I can add cool stuff!
 
Feedback and some ideas here!

Zombies didnt attack my city until turn 103, i think you wrote a code that prevent them from it. Make it 50 turns. In 70th turn, it was quite a comedy, there was many zombies but noone comes into borders.

Give us some money giving buildings 0.4. My all survivors gone =/ Is it possible to make survivors non-money-eater? What are they doing with money? Where they go when money finish? Its quite strange...

Zombies cool, but i think they are too weak. Will you add special zombies that like Tank? If you played Left 4 Dead, you'll remember Tank. I think some special zombie types will be good. "Darn, 'Tank' is coming! I need to withdraw my vehicles!" :P

Adding "Shelter" improvement can be good. ıt can be build even outside of borders, gives 1 tile culture and some defence bonuses.

Lastly, is it possible to make ruins 'explorable'? Like Fall from Heaven's dungeons? When a unit explore (or sack) a 'city ruin', it will become 'sack ruins', no graphical changes but you can't sack 'sack ruins'.

PS:Please make all civilizations flavour...
 
Zombies were numerous, but chose not to enter cityspace and attack. Possibly need to be beefier. I was unwilling to go more than 75 turns. Nothing appears broken. When leaving borders for settlement, zombies appear to have an appropriate strength -- strong enough that it's an even toss in a fight, forces survivors to counter overwhelming numbers with terrain.

The mapscript seems to provide very similar starting positions. In three out of six generations, I appeared at virtually the same place in the map -- top center, next to a one square coastal lake. Do advise if you have any preferred settings to check at.

Current Settings:

Tiny
1 AI
Monarch
Normal Barbs
Normal Speed
 
I'm mulling over zombie behaviour so will wait for more feedback before making changes. Given the number of undead, if they do enter cultural borders they would wipe out humanity pretty swiftly! Also I kind of like the idea of empires living in little safe pockets while outside there's this sea of living corpses just waiting for them to step outside . . .

Possibilities include:

increase undead strength over time
unhealthy cities spawn them also
killed units resurrect as zombies
at some point e.g. 100 turns the zombie ai behavoiur switches to city attack. This could well spell the end of other ai players involvement however.

Oh, and try on larger map sizes too to see if there's still no variation, if not then I may have to fiddle with the player placement code
 
I am pretty sure that the unit flag bAnimal prevents the unit from entering cultural borders. Perhaps you could have two kinds of zombies, with the same unit graphics and maybe even the same unit name. One has the flag set and one doesn't. 100% of the zombies spawned at the beginning of the game have the bAnimal flag set so they do not enter borders. But, the percentage of zombies spawned with the bAnimal flag *not* set goes up by 1% per turn, or some amount. So by turn 100, all the new zombies spawned can enter cultural borders.
 
they appear in ruins even when i have a unit in it, i dont know if promotions are in because i cannot upgrade my units but they gain xp... (but no promos...) also it is a good number of undead... i think that half of them are a good number, but once they leave my cultural borders they wont enter again...

also the computer survive... (maybe because they didnt enter to attack their cities)...
also as an advice dont open worldedit after sometime (i open it about year 50 (ad? (not AO))... if things continue like this in about 100 my cpu will have some problem)
 
@davidlallen:
Hmmm, bAnimal is currently set to 0, so I think it's something to do with barbarian settings; IIRC in vanilla civ barbarians won't start attacking your borders until a certain length of time has elapsed. Not sure where this value is determined though, it's not obviously in the handicap file where most barbarian behaviour seems to originate.

@Eerdna:
Yes, beyond combat 1,2 promos are not yet implemented. I may have to put a cap on the maximum total number of undead appearing on a map. About how many were there before things started to slow down for you?
 
i dont know... but it was a very big number, i think if you will play for a big number of time it could be a problem (like late game normal civ)
settings i used
large map - 11 civs - noble (all the same...-.-)(ooh also i played that in marathon!!)

also i played for quite a big number of turns so i think that length of time you talked about could have never activated...

and if you mean beyond combat 2 means 3 and so on i understand... but the problem is that i couldnt gain combat 1 neither 2...

about the ruins... it will be normal to continue spawning all ways? they worked extremly well... at the point that i tryied to do anything to eliminate them (worker missing here.. is a play test... DO'H!!!! XD) so...!!!you did exacly what you wanted here!!! congratulations!!!

AI survived because of the cultural "anti-zombie movement" it was extremly difficult to expand at some point

also noticed the placeholder tech in the sciense advisor...

waiting for next upgrade of NC!!! :)
 
Combat 1 and 2 should be working, they certainly are for me. Is anyone else having this problem?
 
Okay, gearing up for a 0.31 release soon. I'm a glass full kinda guy so am hoping no reports of crashes means 0.3 was stable rather than nobody is interested ;)

0.31 adds a few more units and techs, and significantly tarts up the mod with a proper main menu, new interface, etc. Now this means the file size will be too large for civfanatics so where do people think is best to host it? I've gone with sendspace in the past because it has always worked well for me, but I know that others sometimes have problems with it.
 
I suggest 4shared. I'm using it for all my download/upload things. It gives 10 gb free space to free users, if i'm not remember wrong ^^
 
Had a look at 4shared and it seems you need to register. Now I don't mind registering to upload, but would everyone else have to register to download too?

Hope to release within the week.
 
Had a look at 4shared and it seems you need to register. Now I don't mind registering to upload, but would everyone else have to register to download too?

Hope to release within the week.

Not, registering need only for uploading. :)

Looking forward to test new version! :)
 
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