Hey guys... I'm a newb here and thought I'd share my first real mod which was really just something to let me cut my teeth a little. Still some stuff outstanding, notably new art for the Zombies.
Here is a link to the ModBuddy solution http://forums.civfanatics.com/downloads.php?do=file&id=16939
Following is the extract from the module description online...
Any comments or suggestions welcome... I'm hoping to be an active member of the community here.
17/04/2011 - V2 Release Notes:
- Replaced calls to Map.GetPlotXY to Map.GetPlot which gives the result I was expecting from the former...
- Before spawning new Zombie units, Zombies who generate excess health on attack will heal nearby Zombie units before spawning. This prevents many units with 1 or 2 health being spawned during mass combat.
29/04/2011 - V3 Release Notes:
- Resolved issue with Zombies not healing in any way, introduced by contamination of the V2 release. SORRY!
01/05/2011 - V4 Release Notes:
- Implicit global variable clash between functions, re-scoped all function variables properly as local. Zombies will now properly heal and spawn units in adjacent plots.
- UNIT_CLASS_GALLEY override corrected to UNIT_CLASS_TRIREME, galley is a unit type, not class. This should stop Zombie Triremes from spawning from coastal nests.
23/05/2011 - V5 Release Notes:
- Zombies "heal" at the end of each turn, rather than after each combat. I found this to be a good balance between healing after each combat and the proposal of healing at the beginning of the Zombie turn.
- Zombie Ships should no longer make an appearance.
- Zombie AI has been re-tuned to make them far more agressive, including attacking cities. Zombies are also more likely to "recon" (ie. shamble aimlessly) rather than gather at nests. This has resulted in many multi-directional zombie invasions in my testing.
25/05/2011 - V6 Release Notes:
- Changed damage caching table to use IDs rather than directly store table objects in an attempt to fix occassional crash issues that have been reported.
Here is a link to the ModBuddy solution http://forums.civfanatics.com/downloads.php?do=file&id=16939
Following is the extract from the module description online...
This mod replaces the Barbarian Civilization with Zombies.
- Zombies do not spawn ranged or naval units. Paratroopers, Spearman and Pikeman are also unavailable.
- Zombies move only 1 tile per turn
- Zombies heal for the damage they do in combat, creating another unit in an adjacent tile if that would heal them above full health.
- Zombies are highly resistant to ranged attacks
To do:
- New art for all zombie units and encampments. Likely a handful of zombie models shared for all units.
- New traits for German and Ottoman empires, as Germany can currently recruit Zombies and no naval units are available for Ottomans to convert.
- Anything else the community may suggest...
Any comments or suggestions welcome... I'm hoping to be an active member of the community here.
17/04/2011 - V2 Release Notes:
- Replaced calls to Map.GetPlotXY to Map.GetPlot which gives the result I was expecting from the former...
- Before spawning new Zombie units, Zombies who generate excess health on attack will heal nearby Zombie units before spawning. This prevents many units with 1 or 2 health being spawned during mass combat.
29/04/2011 - V3 Release Notes:
- Resolved issue with Zombies not healing in any way, introduced by contamination of the V2 release. SORRY!
01/05/2011 - V4 Release Notes:
- Implicit global variable clash between functions, re-scoped all function variables properly as local. Zombies will now properly heal and spawn units in adjacent plots.
- UNIT_CLASS_GALLEY override corrected to UNIT_CLASS_TRIREME, galley is a unit type, not class. This should stop Zombie Triremes from spawning from coastal nests.
23/05/2011 - V5 Release Notes:
- Zombies "heal" at the end of each turn, rather than after each combat. I found this to be a good balance between healing after each combat and the proposal of healing at the beginning of the Zombie turn.
- Zombie Ships should no longer make an appearance.
- Zombie AI has been re-tuned to make them far more agressive, including attacking cities. Zombies are also more likely to "recon" (ie. shamble aimlessly) rather than gather at nests. This has resulted in many multi-directional zombie invasions in my testing.
25/05/2011 - V6 Release Notes:
- Changed damage caching table to use IDs rather than directly store table objects in an attempt to fix occassional crash issues that have been reported.