Bighammer Posted November 20, 2011 Share Posted November 20, 2011 You should rename Bruce Raimi's action; sawed off shotgun, BOOM stick....and how bout the fast repeater action he took that ghoul out with at the end of army of darkness... Link to comment Share on other sites More sharing options...
OctoberRaven Posted November 20, 2011 Author Share Posted November 20, 2011 <p>jhd: Hordes don't gang up on each other yet. I designed a team (the zombie hivemind) to do that but for some reason it hasn't panned out that way.</p><p> </p><p> Messing with the gangs might give you problems though. Hell, Eddie Remington is probably the best single combatant (apart from the two rare encounters).</p><p> </p><p> Bighammer: I considered doing that. Might make him quip about it in future versions.</p> Link to comment Share on other sites More sharing options...
jhd1 Posted November 20, 2011 Share Posted November 20, 2011 <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="OctoberRaven" data-cite="OctoberRaven" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32611" data-ipsquote-contentclass="forums_Topic"><div>jhd: Hordes don't gang up on each other yet. I designed a team (the zombie hivemind) to do that but for some reason it hasn't panned out that way.</div></blockquote><p> </p><p> You need to set the Zombie Hordes to work with other villains. Currently they don't, that's why you're not seeing them team up. The 'proper' teams are for use in team missions only, as far as I can tell (certainly it won't make any difference to the hordes as they will never attack in groups).</p> Link to comment Share on other sites More sharing options...
OctoberRaven Posted November 20, 2011 Author Share Posted November 20, 2011 <p>Well the regular hordes aren't meant to. They're each designed to represent a collective as it is.</p><p> </p><p> The Mass Hivemind, however, IS meant to, as it represents a departure from the traditional Romeroan zombies: Zombies that consiously work together to swarm on their victims instead of by instinct. And they are set to team up with others AND work for exclusive (their only relationship of course being with the queen itself).</p><p> </p><p> I'm going to try putting the Hivemind in Downtown instead of unknown to see if this changes anything.</p> Link to comment Share on other sites More sharing options...
Bighammer Posted November 20, 2011 Share Posted November 20, 2011 <p>My vision of Bruce Raimi...</p><p> </p><p> </p><p> <span>http://i1131.photobucket.com/albums/m547/Gueta123/Untitled.gif</span></p> Link to comment Share on other sites More sharing options...
Bighammer Posted November 20, 2011 Share Posted November 20, 2011 <p>My vision of Alistair....</p><p> </p><p> <a href="http://i1131.photobucket.com/albums/m547/Gueta123/Alistair.gif" rel="external nofollow">http://i1131.photobucket.com/albums/m547/Gueta123/Alistair.gif</a></p> Link to comment Share on other sites More sharing options...
EuchreJack Posted November 20, 2011 Share Posted November 20, 2011 <p>It's an awesome mod, but perhaps you should boost everyone's stats by 100, then it can mess with other mods.</p><p> </p><p> Since the time and dimension are different than the default, simply boosting all stats by 100 should put the mod in line with the default database, because only characters with dimentional and time travel (two different attributes) would be able to travel to this location. AKA only the player and maybe a couple others.</p><p> </p><p> Speaking of which, perhaps the time should be set to "present", as this seems to parallel modern times, instead of being significantly before or after it.</p> Link to comment Share on other sites More sharing options...
OctoberRaven Posted November 20, 2011 Author Share Posted November 20, 2011 Good suggestion. I might implement that as I was going to do a global change to people's powers so that weapon attacks (specifically projectiles) use energy. Link to comment Share on other sites More sharing options...
OctoberRaven Posted November 21, 2011 Author Share Posted November 21, 2011 <p>So re: the future of the mod.</p><p> </p><p> I will be releasing a revision. This revision may or may not come with new art.</p><p> </p><p> What will be in the revision will be a boost to statistics, fixing the Militant Survivors and the Zombie Mass Hivemind, and a change to people's powers. Everyone with a projectile will have it moved up a tier -1 level so they'll use up Stamina. Same with taser sticks as they have 'ammunition' as well.</p><p> </p><p> I may also make other changes, including a slight storyline update.</p> Link to comment Share on other sites More sharing options...
raggy Posted November 23, 2011 Share Posted November 23, 2011 <p>I have mirrored the combined file (data and pictures) in my website. <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> <a href="http://www.umkonline.tk/modules/PDdownloads/viewcat.php?cid=32" rel="external nofollow">http://www.umkonline.tk/modules/PDdownloads/viewcat.php?cid=32</a></p> Link to comment Share on other sites More sharing options...
OctoberRaven Posted November 23, 2011 Author Share Posted November 23, 2011 <p>Major thanks!</p><p> </p><p> I'm waiting to see about new art before I add the revision, but I'll link your mirror on the first page.</p> Link to comment Share on other sites More sharing options...
OctoberRaven Posted December 28, 2011 Author Share Posted December 28, 2011 Belated update, but 1.1 data is up in the first post. Link to comment Share on other sites More sharing options...
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