Page 2 of 5

Posted: 14 Mar 2006, 07:48
by Zoombie
Just make sure to have every kind of zombie. Child zombie's, Woman zombie's...old folks zombie's with walkers.

And who can spot the Hari Kristna zombie!

Posted: 14 Mar 2006, 08:25
by SwiftSpear
Sheekel wrote:Good thing: Its a zombie!

Bad thing: 734 faces

Image
I really doubt 734 faces is that big a problem for spring.

Posted: 14 Mar 2006, 10:22
by GrOuNd_ZeRo
Man, I could use a human model that detailed as well!

Posted: 14 Mar 2006, 10:53
by FLOZi
Still going to look crummy without skeletal animation, though. :(

Posted: 14 Mar 2006, 16:55
by Sheekel
I have no scripting/UVmapping/Up Spring abilities whatsoever. Someone with some real talent in those areas should pimp our zombie. Its going to need an intense walk script to look good.

Posted: 14 Mar 2006, 19:43
by GrOuNd_ZeRo
The best I could do is give it a "The Can" walking script so it wobbles a bit and have it;s one hand stick out a little.

Posted: 14 Mar 2006, 21:04
by Drone_Fragger
:-)

I Like the idea. Perhaps survivers should be able to build factories that look like run down buildings, because i really doubt cirvilians would sit aroud doing nothing when zombies invade.

Posted: 15 Mar 2006, 18:11
by Guessmyname
Each player has only one unit to control. He/She can build barricades, but their main task is to kill all the zombies. For the rest of the human race, see the notes on the fodder team in the first post

Posted: 15 Mar 2006, 18:24
by Andreask
Btw: Does that mean that the zombie team will only have one player, while the human team has many players? So your mod will always be played 1 vs many ? You might want to rethink that.

Posted: 15 Mar 2006, 19:06
by Guessmyname
Zombie team starts with a zombie. Zombies can build other zombies. Thus a swarm is massed. Zombie numbers are always rising (unless the humans are actually winning)

The Human "team" is comprised of serveral players, each controlling a single unit. Their numbers can only go down.

The Fodder team represents the rest of humanity that don't have a chance/clue is many to make sure the zombie team has a good energy supply. They have no weapons. It is meant to be AI controlled

At the beginning, the humans will have it rather easy, and the zombie's rather hard: the fodder team will not have properly amassed yet so the zombies won't have an easily available energy supply.
The best way to do this is to have several AI fodder teams and several zombie teams (one player controlled and the rest AI controlled), as well as a lower unit limit. Therefore there will be more starting zombies and more fodder to be found, evening things out a bit.

Fodder AI notes:
Build copies of themselves lots super-fast and with no res cost. They should spread themselves quickly across the map (long build range?).They should run away from zombies and towards characters (who can protect them). If the character starts shooting (at them or no) they should run away. It is in the players' interests to save a good proportion of the fodder populace or the zombies will kill them and reclaim their corpses for energy, but the fodders could lead the zombies to the players.

At first the human players will have it fairly easy. Towards the endgame however, life should be hard to keep hold of with all the zombies running amok.

Posted: 15 Mar 2006, 19:08
by Drone_Fragger
Zombies should ahve amssive resource storage (say 10,000 per actuall zombie) So that when they reclaim stuff, it isn't wasted.

Posted: 15 Mar 2006, 19:10
by FLOZi
How do the zombies lose the game?

I mean, if fodder can reproduce themselves, there's a limitless supply of energy to make more zombies?

Posted: 15 Mar 2006, 20:04
by Guessmyname
The Characters shoot and destroy all the zombies. They can also guard the fodders. All zombie actions use up energy (moving, building, attacking). And zombie buildage takes up a fair bit of res, meaning you can't just sit in a corner and swarm indefinately.

Posted: 15 Mar 2006, 21:01
by AF
mwha in that case you already have NTAi support. the next NTAI version can sue long range building, and has much better support for nanoblobz style geometric unit number progression as you describe with zombies and fodder. Just defining a simple build tree for zombies and fodder of ZOMBIE,ZOMBIE, repeat and FODDER, FODDER, repeat should have the 2 sides sorted out. Although I may need to make a tweak for zombies, adding a reclaim task that functions like the repair keyword does but reclaims nearest rather than repairs nearest......

Posted: 15 Mar 2006, 21:15
by aGorm
So, let me get this right (PS, I look forward to this), your gonna make a mod were each person controlls a character from the ZET comic, against a hord of rampaging zombies??

aGorm

Posted: 15 Mar 2006, 21:22
by FizWizz
nobody had brought up ZET

[edit]Although you could probably make personalized units as an addon to the mod...[/edit]

Posted: 15 Mar 2006, 22:06
by aGorm
Dont have fast zombies and make the humains cbharicers from ZET...jk

But i would pay this... a lot.
somebody called zombie did... :-)

but then i noticed he said jediknight afterwards, which I've finaly decyfered as Just kidding (yes... its take me 2 years to figure that. I wondered why people would randomly say jediknight...)

aGorm

Posted: 15 Mar 2006, 22:54
by Guessmyname
What the hell is ZET?

Posted: 15 Mar 2006, 23:20
by Min3mat
:o

Posted: 15 Mar 2006, 23:23
by FizWizz
my mistake, I should've guessed Zoombie would have mentioned it already.

ZET means Zombie Extermination Team, a story that was made by Zoombie a while ago. I know a couple forumers were made into characters, but aside from that, I haven't read it and don't plan on reading it. http://taspring.clan-sy.com/phpbb/viewtopic.php?t=988