Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nere's Late Era Zombies
   
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Type: Mod
Mod: Gameplay
文件大小
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4.261 KB
2021 年 3 月 26 日 下午 3:50
2021 年 3 月 26 日 下午 4:06
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Nere's Late Era Zombies

描述
Overview
Let the Zombie Apocalypse begin!
Stops Zombies from "spreading" until a later era (Industrial). Note that zombies still spawns from barbarian camps, but this is the only source until the industrial era. This part can't be modded, unfortunately.


I recommend using this mod along with Nere's Zombie mode Tweaks. This prevents the AI from being overrun by giving them a combat bonus against zombies, and increases spawn chances to make it more flavorful and interesting.

Details
  1. Zombies now only spawn from Dig Sites, attacking districts and unit deaths when the game reaches the industrial era.
  2. Some "cooldowns" have been tweaked since the zombies start spreading much later. Example: Normally a zombie can spawn at the site of a unit death 150 turns after it happened. But if zombies don't really spawn until the Game Era reaches the Industrial era (turn 150-200), then that means the trigger is placed at turn 300-350, at which point the game has probably ended. So instead of having this trigger at +150 turns, it now triggers at +60 turns.
  3. Zombie strength from dead zombies have been increased to compensate for a general lack of zombies until way later into the game.


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.
20 条留言
Nerevatar  [作者] 2022 年 10 月 25 日 下午 11:34 
Sorry, but I lost interest in the Civ series after "discovering" Paradox games.

From the top of my head I don't think a cap on the mutation strength is moddable, but the rest should be doable, should someone wants to try to mod it in.
LJMiranda 2022 年 9 月 30 日 下午 9:13 
One question, is this compatible with 'L4D2 Zombie MOD - Remake' mod?
LJMiranda 2022 年 9 月 28 日 上午 5:18 
From the recent comment section, I know that you might never make mods or add features for Civ 6. But, if I can make some suggestions, that would be: make zombies have a certain limit to their Mutations and can be increase in each era. For example, a zombie can mutate up to 30 strength in Renaissance era until the next era, in which they can mutate to 50. Make zombies more powerful when adjacent to other zombies. Air and Sea units should able to Ignore their mutation strength at 100%, but will decrease depending on the numbers of Zombies adjacent to each other. Industrial or later units should have extra buffs against zombies and extra flaking strength against Zombies. And more defensive modifier on Barricades and Forts for occupied Military units against Zombies.

If you can't be bother, then that's fine.
Nerevatar  [作者] 2022 年 3 月 16 日 上午 12:21 
Sorry to dissappoint, but I pretty much left Civilization and I honestly don't expect to be back. If serious bugs are found I will probably make time to fix them, but otherwise no new features or anything like that.
herecomedatpepe 2021 年 7 月 20 日 上午 7:58 
hey, could you make a quick little mod to make barbarian camp raiding (in the clans mode) have a gold yield that scales instead of being 30 for the whole game?
Temida 2021 年 5 月 26 日 上午 8:58 
Sorry for bothering you, but can you make that their is no zombies anywhere untill a later era (Industrial).
Also, would be coll to chose when zombies apear (era).
Or when the apocalypse stage began, that is when zombies apear.
:steamhappy:
DahakaMVl 2021 年 5 月 5 日 下午 2:46 
@Nerevatar Another option could be to make parts of the scaling configurable in the advanced "Create Game" options similar to how disaster intensity can be adjusted.
A mod that did that very well is this one:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2176927489
I also integrated the same approach in my own mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2306442154
Source code for the latter is also directly on GitHub:
https://github.com/drandarov-io/civ-vi-mod-configure-diplomatic-victory-points/tree/master
Nerevatar  [作者] 2021 年 5 月 5 日 下午 12:21 
@Dahaka: Thank you for all the observations and testing! I will probably implement your suggestions in the main mod when I get back into civ6 and modding. I will probably also "merge" some/most of the stuff from Zombie Mode Tweaks since they go well together as you also note.

I also got some other ideas for escalating the zombies in the very late-game, so the "zombie apocalypse" playstyle can still be achieve for those who like the games to go long.
DahakaMVl 2021 年 4 月 27 日 上午 5:43 
Just another note: I believe that the zombie impact is very dependant on the map size. If the map is bigger, more zombies are killed globally and the mutation strength becomes huge. On a small map only a handful of zombies are killed in the beginning, therefore they are very weak.
DahakaMVl 2021 年 4 月 26 日 上午 9:59 
I just played another game where I adjusted "REQUIREMENT_ZOMBIE_ERA" to "ERA_MEDIEVAL" and reduced the BaseSightRange from the Tweak mod back to 3 and I felt it was a great mix between being challenging with a good difficulty curve, being able to manipulate the zombies to attack AI players and choosing whether you want to slow down or accelerate the zombie spread. By reducing the Sight range back to default you can reasonably set up zones where you watch over their movement/spawning and can avoid them for a bit.