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 Zombies '09 
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: Zombies 09
Franchan wrote:
Roon3 wrote:
Why don't you try for yourself and stop asking this question. If you don't wanna download, don't, but you won't know what you're missing.


...
:P okay.
just asking for opinions though

I don't what balanced is, but it definitley maybe a fun and slightly balanced mod.


Thu Jul 02, 2009 4:25 pm
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Post Re: Zombies 09
This is the aniticipated Zombies '09?

Downloading.


Thu Jul 02, 2009 4:40 pm
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Post Re: Zombies 09
Ah, some fresh moving targets to test my new Photon Cannon on.

Excellent. :ccevil:

EDIT: What exactly do those reactors do?

Btw so far, so awesome. The sprites and visuals of the zombies, weapons, effects and all that are gorgeous. Still seems to be lots of things to do like an activities file, descriptions and possible tweaks, but despite that this has already become the BEST zombie mod for CC.


Thu Jul 02, 2009 4:50 pm
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Post Re: Zombies 09
Can someone create an activities for this? I've been trying for hours and everything I do causes the game to crash on skirmish.


Thu Jul 02, 2009 10:21 pm
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Post Re: Zombies 09
What'll be in store next in Zombies '10?


Thu Jul 02, 2009 10:46 pm
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Post Re: Zombies 09
Roy-G-Biv wrote:
What'll be in store next in Zombies '10?


This mod is only in a beta state and yet you're already asking for an '10 version? Jesus.

Anyways, for those too lazy(stupid)to make their own activities, I've provided one.

EDIT: I'd recommend making the zombies' ImpulseDamageThreshold higher since I've made most of them spawn without any craft.


Attachments:
Zombie Activities.rar [467 Bytes]
Downloaded 480 times


Last edited by WorldOfGooCorp on Sun Jul 05, 2009 9:20 pm, edited 1 time in total.

Thu Jul 02, 2009 11:01 pm
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Post Re: Zombies 09
Null craft.


Thu Jul 02, 2009 11:30 pm
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Post Re: Zombies 09
Haven't tested out fighting them yet, but wouldn't they stand at a distance and scratch the air? Because of the current AI?


Fri Jul 03, 2009 3:59 am
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Post Re: Zombies 09
Geti wrote:
-Add infection to the green gas


I'm guessing this goes for the Complete Zombies Breath too? I would love infecting a fort with these guys.


Fri Jul 03, 2009 5:59 am
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Post Re: Zombies 09
The Decaying Soldat wrote:
Haven't tested out fighting them yet, but wouldn't they stand at a distance and scratch the air? Because of the current AI?

Yes, but he is gonna work on some nice AI for them.
Roy-G-Biv wrote:
What'll be in store next in Zombies '10?

Zombies '09 is the mod's name, the 09 is not a version number (I think it means 2009 or something).


Fri Jul 03, 2009 7:09 am
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Post Re: Zombies 09
inb4, Massive hordes at a cheap, cheap price!

Looks Mortifying. typo. Lolololol.

Anyways, Can they actually be SEEN in zombie caves? Instead of standard zombies? Or is that the default zombie that the mission uses?


Fri Jul 03, 2009 7:48 am
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Post Re: Zombies 09
An army of decently sprited undead soldiers? DL!!!!!


Fri Jul 03, 2009 9:32 am
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Post Re: Zombies 09
Not only well sprited but well coded and balanced too. Played some more with these and they rock.

Offtopic: Geti, would you want to become a official content dev?
You've got potential. lots of it.


Fri Jul 03, 2009 7:18 pm
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Post Re: Zombies 09
If any more of you completely inept and wholly infantile trolls to try and derail this thread you'll get banned for three days on top of whatever else I find in your post and warning recent history.

Numgun :If you're going to talk to someone about talking to Data about becoming a developer, do it in PMs.


Fri Jul 03, 2009 9:48 pm
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Post Re: Zombies 09
Ok then, back on topic:

I finally found out that the zombies have claws! Their really strong and stuff.

But its better to use them at a last resort.

Anyways, I love the mod so far =3


Fri Jul 03, 2009 10:01 pm
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