Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nere's Zombie mode Tweaks
   
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Type: Mod
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3.226 KB
2021 年 3 月 25 日 下午 3:21
2021 年 3 月 26 日 下午 4:06
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Nere's Zombie mode Tweaks

描述
Overview
As always with my mods, I aim to make the game better for the AI, since the AI is impossible to tweak in some regards. In the normal Zombie mode, the AI has a fairly high chance of simply collapsing from the zombies. This mod gives the zombies a penalty against the AIs.

Secondly some spawn chances are tweaked to make zombie more of a threat. This is only possible without completely destroying the AI due to the first change. Please share your experiences from games with this mod, so the values can be tweaked further.

Want to delay the zombie apocalypse until a later era? Try out: Nere's Later Era Zombies

Details
  1. Added a -15 CS penalty for Zombies when attacking AIs.
  2. Zombies now always spawn from a Archaeological Dig (Indiana Jones style!)
  3. Increased chance of zombie spawn 5 turns after a unit died from 20% to 30%
  4. Increased chance of zombie spawn 50 turns after a unit died from 40% to 80%
  5. Increased chance of zombie spawn 100 turns after a unit died from 40% to 80%
  6. Increased chance of zombie spawn 150 turns after a unit died from 20% to 100%
  7. Increased sight of Zombies from 3 to 4. This should make them feel more aggressive, since they attack anything they can see..

The idea of the increased chances from unit deaths, and making this even more pronounced after many turns, is to "live the fantasy" of fighting a big battle in the Medieval era and then settling a city on the battlefield, followed by zombies rising out of the grounds in the modern era!


Feedback and future developments
if you enjoy the mod then give it a Like, so other people can discover it :-)

Feedback and suggestions is welcome, so please post it below.

Check out my other mods
Better World Congress : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2429588635 Improves the World Congress by reworking most Resolutions. Generally, if you pick the right side (A vs B) you will get some part of the effect, while the actually winner will get an even more powerful effect. Upping the stakes also helps to make WC feel more interesting and impactful.

Rebalanced Secret Societies : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2406253078 rebalances the Secret Societies to reduce power creep, enhance flavor, making them more equal. Includes malus to give some hard choices and rework of Voidsingers to avoid AI issues!

No normal camps - bug fix : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2412130013 fixes the bug in Barbarian Clans mode where barbarian camps turns into "normal" camps, and cant be interacted with, cant turn into city states and dont spawn units.

Better Barbarian Clans mode : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2412920721 makes several changes to the Barbarian Clans mode. Mainly makes snow camp less likely, and make conversion to CS slower unless some major civ (such as you!) actively help them.
26 条留言
Jaqco Greyrat 2023 年 4 月 10 日 下午 6:15 
Thank you for your work
Nerevatar  [作者] 2022 年 3 月 16 日 上午 12:27 
Sorry to dissappoint everyone, but I pretty much left the Civilization franchise and I honestly don't expect to be back. If serious bugs are found in my mods I will probably make time to fix them out of respect for the community, but otherwise no new features or anything like that.
blkbutterfly 2021 年 12 月 4 日 上午 8:08 
@nerevatar One fix I recommend: prevent barb zombies from killing levied/owned zombies. (I mean do zombies kill other zombies - no!)
nordstern 2021 年 7 月 10 日 上午 6:53 
i have tested a standard game and it seems that the zombies do not scale with the gamespeed but the productioncost do. So you have the same amount of zombies in epic and standard, whoch causes massive difficulties. On standard all is ok. I think i will look at your mod and balance it for myself if this is ok for you.
nordstern 2021 年 7 月 10 日 上午 5:38 
I would suggest the following changes:
1. Zombies can not reduce the city pops and raise another zombie unit if the city has an intact wall. Zombies can not infect pops, if they are guarded by a intact and defended wall.
2. meeleunits can burn dead zombies or other units if a unit dies in the own empire. Or workers can remove spawnareas in the own empire. Spawnrate outside is increased.
3. Maybe a later Building called: The great Wall, which denied zombies the access to the cities tiles/border, because humans build a wall to hold them off there lands. maybe zombies can cross the wall, of they have enough numbers. For example if there are 3-5+ units at the border, they can cross.
4. Zombies which are moving to an improved tile, gets damage to simulate that the civilians are fighting back. But Zombies have a chance to raise a new unit through improvements.
5. If a city is destroyed the zombies will spawn as many units the city had as pops.
nordstern 2021 年 7 月 10 日 上午 5:38 
I just played a game and it was horrible. I played on SG8, so the AI gets massive Boni. 2 AIs collapsed completly in the first 60 rounds. My neighboor had 3 citys and he lost 2 of them and a 4th fresh one. His capital is nearly permanent without defence (HP and WallHP). Currently at round 120 on epic gamespeed i have problems too, because the zombies raise their combatpower faster than i can. My archers can make 20 damage (as army), the Walls 14 and my meeles 28. But they recieve 50+ damage if attacked. A army which has contact to 2 zombies is dead, even if there is a mountain and/or river.
DahakaMVl 2021 年 5 月 15 日 上午 8:06 
Agree with @FishRaposo. Or at least reduce the chance if possible.
FishRaposo 2021 年 5 月 10 日 下午 1:33 
One thing that would be REALLY helpful is making it so zombies don't spawn off other zombies. It doesn't make much sense AND makes them spiral out of control pretty fast. This change alone would make the zombie mode much more enjoyable (and also make barricades actually useful against them)
Nerevatar  [作者] 2021 年 4 月 23 日 下午 11:53 
@Geronimo: Nope, sorry. That would require some changes from Firaxis.

@ghostreporting911: Thank you, and happy you could tweak it to better suit your specific mod setup. I try to make my mods easily tweakable by adding explanations of what each thing does.
ghostreporting911 2021 年 4 月 23 日 下午 3:01 
Great mod, I tweaked a few things here and there and added a few arguments to make this compatible with mods like historic speed and more barbarians (not that there is a compatibility issue, but because there is a massive balance issue where historic speed makes zombies scale way faster than you could ever hope to compete with and more barbarians exacerbates the issue further).