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 Cyborg Zombie Missions - Correct file uploaded. 
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Joined: Thu May 15, 2008 11:40 am
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
Tested. The mission is now easier, just a simple defense mission. Before I could barely hold the line, now it's just easy. Before, the Zeds have a tendency to fly over the tower and land right onto your troops. Now they don't seem to do a lot of that, which makes the defense much easier. It seems less challenging but I still like this mission.

For the sprites, they are nice with the animation. Now I can tell which are corpses and which are threatening zombies. 'There's a glowing red dot, shoot it!'

The weapons are a good idea. I thought of that before too, nano-machines that can grow a spas-12 out of dead corpses? Now they're more fitting with these make-shift weapons. You can make more weapons too, like a multi-barrel blunder pop to replace the auto shot pistol. Just to keep them low-tech.

Overall, good update. I like it :grin:


Tue Jun 30, 2009 6:09 am
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
Hmm.
Must be because the weapons add weight.
Will set the mass to 0.


Tue Jun 30, 2009 6:17 am
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
The Decaying Soldat wrote:
Tested. The mission is now easier, just a simple defense mission. Before I could barely hold the line, now it's just easy. Before, the Zeds have a tendency to fly over the tower and land right onto your troops. Now they don't seem to do a lot of that, which makes the defense much easier. It seems less challenging but I still like this mission.

For the sprites, they are nice with the animation. Now I can tell which are corpses and which are threatening zombies. 'There's a glowing red dot, shoot it!'

The weapons are a good idea. I thought of that before too, nano-machines that can grow a spas-12 out of dead corpses? Now they're more fitting with these make-shift weapons. You can make more weapons too, like a multi-barrel blunder pop to replace the auto shot pistol. Just to keep them low-tech.

Overall, good update. I like it :grin:


And all he wanted from me was some scrap guns.
I was like, "Pfft, I'm giving you 4 animated heads fool!"

I think the next update should spawn a "boss" zombie. It should either spawn when your brain guy becomes movable and hunt you down for a show down or something.

Another idea to toy with is use some of your fancy Sparkle Magic! to make it so when 5 zombies are within a close distance, they suck into each other, get removed and spawn a much stronger zombie. Would make it interesting.


Tue Jun 30, 2009 7:31 am
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
These zombies are awesome. Now I can finally play real zombie survival skirmishes.

I now like to start a skirmish game, place a few units and a small bunker only. Then put replicated cyborg zombie all around the map. Once started, the disease will spread among the enemies like wild fire.

Then the whole skirmish will turn into a zombie apocalypse scenario. I found that units with mail's nanobot implant will become immune to infection, so my brain can strive to survive even when all of my units are zombified.


Tue Jun 30, 2009 11:50 am
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
Im using the nanobot shelter 15 one and when i was buying stuff i saw the light replication zombie.
i tried playing with it and i was confused how to play with it...
can you explain it to me

[how they replicate]
[what that dot does]
[what happens when i kill them]

etcetc


Tue Jun 30, 2009 2:42 pm
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
Franchan wrote:
[how they replicate]
[what that dot does]
[what happens when i kill them]

Not sure what dot you're talking about, but the zombies replicated by infecting your troops. When your troops get too close, they flash white and are infected. When they die, either from the infection or from being killed, two more zombies will spawn from their remains.


Tue Jun 30, 2009 2:47 pm
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
Duh102 wrote:
Franchan wrote:
[how they replicate]
[what that dot does]
[what happens when i kill them]

Not sure what dot you're talking about, but the zombies replicated by infecting your troops. When your troops get too close, they flash white and are infected. When they die, either from the infection or from being killed, two more zombies will spawn from their remains.

you dont notice the dot?
then i guess it doesnt do anything.
how come the first zombie is my team then the rest [the infected ones] are non-team bots?


Tue Jun 30, 2009 4:24 pm
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
Franchan wrote:
how come the first zombie is my team then the rest [the infected ones] are non-team bots?

Probably because it spawns the infected ones on the enemy team, no matter what body they come out of.


Tue Jun 30, 2009 4:28 pm
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
Duh102 wrote:
Franchan wrote:
how come the first zombie is my team then the rest [the infected ones] are non-team bots?

Probably because it spawns the infected ones on the enemy team, no matter what body they come out of.


ohkay.
om gonna have to test this in two player,
dont want to order those things and have them kill me
lol that would suck


Tue Jun 30, 2009 4:31 pm
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Post Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
As I said, globalczteam changes the spawn team, so if you want them to attack a base, type globalczteam = 0 into the console. And remeber to set it back to -1 .

Anyway, some of the zombies were not affected by the radio attack, so they survive, attacking bases all over the planet.


Tue Jun 30, 2009 6:40 pm
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Post Re: Mission: Cyborg Zombie Defense - More suicide zombie attacks
DLed, almost forgot I switched CC to my other computer, and it will allow 7z.
Testing.


Tue Jun 30, 2009 9:31 pm
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Post Re: Mission: Cyborg Zombie Defense - More suicide zombie attacks
FFFFUUUUUUUU!!!!!!!! This is hard!
My main guy exploded into zombies just moments before I loaded him into the 3rd dropship (Cause bastards took off the first 2)...

Anyway, a great mission, but somewhat laggy.
Runs at 0.50 timescale most of the time.


Tue Jun 30, 2009 10:05 pm
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Post Re: Mission: Cyborg Zombie Defense - More AI improvements.
Lag is due to pushing the MOID cap to it's limit, and the infection range check.

Anyway, I had to remove the grass to improve the AI.
Oh, and there is a hill at the back of the base now.

Anyway, skrimish has been fixed(Data needs to make ToDelete crash).


Wed Jul 01, 2009 2:14 am
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Post Re: Mission: Cyborg Zombie Defense - Skirmish Crash Fix.
so im assuming you reuploaded and updated the first post.....
right? :???:


Wed Jul 01, 2009 11:19 am
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Post Re: Mission: Cyborg Zombie Defense - Skirmish Crash Fix.
For the buyable replicator I think the spawns should be set to patrol instead of brainhunt; each time I want to infect dummy assault or the astro mission with zombies they just infect one actor; it dies, and heads back for my base!


Wed Jul 01, 2009 2:37 pm
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