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June 22, 2013, 03:09 AM
#1
Laetus
Shogun Zombies
Hi all! Not sure if this belongs here but gonna give it a shot. Willing to move to correct forum if I am in the wrong room. 
I have become a rust bucket at Modding but my ideas on how to work them in still ticks. Now, Zombies have been a concept in all the Total War games but, only Rome and partially Medieval 2 (Call of Warhammer) has seen a release. I can say that it is possible for Shogun to have one too. My problem is I can't work the time in to create a mod and tinker with it.
First off, the units: Mori Wako Raiders have the best model for using as zombies, a lot of mismatched clothes and armor. These guys have swords and I am not certain if there is a method to simply remove their weapons for bare knuckle combat, (never tried.)
What should be edited inside this unit is the morale. Removing it and also adding a fear effect will double its personality and potential.
Another feature is speed. Taking away their running and giving them the ability to be hidden while walking will cause quite a scare when they pop out of nowhere.
The third and final feature, which will be the difficult but balanced part, replacing them as the main body of rebels in the campaign. Increasing the occurrences of rebellion in games while having them pop up from the populace will add into their base line as Zombies.
This seems practical with PFM, at least from my memory of what PFM could do but, if anyone has an interest, lemme know if this works.
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June 22, 2013, 03:24 AM
#2
Laetus
Re: Shogun Zombies
Nearly forgot one other thing. What are your thoughts on adding range resistance?
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June 22, 2013, 06:38 AM
#3
Re: Shogun Zombies
Well..... that will be TOO OP. Add a flamethrower unit or something to counter the legion of zombies.
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June 22, 2013, 08:28 AM
#4
Laetus
Re: Shogun Zombies
I figured it would be but, most of the time in any zombie novel I've read, open battle has always gone yonkers.
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June 27, 2013, 06:46 AM
#5
Re: Shogun Zombies
Gow, those open battles have always been at the start of the zombie apocalypse when characters get really arrogant and take rsisks they shouldn't.
A savvy person properly leading an army and getting them to fight properly and not break and run without fighting could probably gather a large number of mounted gunners who skirmish until the horde is small.
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June 30, 2013, 11:35 AM
#6
Laetus
Re: Shogun Zombies
Totally agree with that idea. Just have to be careful that the horses don't get spooked.
Anyways, worked on the mod and had some real breakthroughs.
-I removed the fear factor because it definitely appeared overpowered.
-Having trouble with their walking. They say Cannot Run but do still run for some reason.
-Tried to have this unit be the only asset the rebel factions can use but failed.
-They have no melee defense but little armor and yet they still have victory.
-Over 9000 morale. Looks quirky but works.
-No idea what the hell Bulletproof really does considering that they are not bulletproof.
-They are unarmed and their animation is tercos for the sake of the closest resembling swinging arms.
-Wako Raiders are still their uniform.
-Work done on their disciplinary formation to appear more mob-like.
-They stalk and stay hidden but, general unit will always indicate the location of the horde.
-Renamed them Siafu instead of Zombies.
-Will work on increasing the frequency of rebellion once I figure out how to exclude all units but zombies.
The only quirks I am having are "no running" and faction_rebellion_units_junctions doesn't work the way I want it. It does add the unit to the rebel's roster but, the trick is being the only unit in their list.
Here is the WIP mod.
http://docs.google.com/file/d/0B38hK...1ocG93U0sxb28/
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July 01, 2013, 06:00 AM
#7
Re: Shogun Zombies
Just delete all other units in faction_rebellion_units_junctions.
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July 02, 2013, 02:56 AM
#8
Laetus
Re: Shogun Zombies
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July 02, 2013, 10:43 AM
#9
Laetus
Re: Shogun Zombies
Okay, did test out the mod with the other factions deleted but, still same result as before. There might be a problem with the fact that having just that unit remain may insert it but, the original list, still inside data.pack, will continue providing the complete list of units. Made an attempt to see if I could edit the list itself, the one inside data.pack, a message popped up saying "Will only save MOD and non-CA MOVIE files with current Setting."
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