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报告翻译问题






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.
@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.
I would much rather tinker with a late-game zombie apocalypse, combining this mod with my late-start zombies mod. In my opinion that would be much more interesting and spice up a part of the game that is fairly lacking compared to the early and mid game.
All interesting plans for the future. Right now I just maintain my mods for new patches until the mood strikes me, and I start spending all my gaming time doing mods again.
Sorry to be the bringer of bad news.
-> It would be awesome if both options were available in a single mod, with a single toggable option in the setup screen (check Configure Diplomatic Victory Points for an example). What do you think?
I think it is on purpose as it makes the zombie apocalypse inevitable. The problem is that the execution is meh as the zombies respawn in-place. It would be much more better if you could purify the place with a city project or if the zombies respawned outside the territory as hordes - which would make zombie defenses actually useful btw.
The first option seems doable - you'd need a lua script that combs over the city tiles and the database corresponding to the zombies XML (I doubt you could do it using pure XML) and allow the project only if there is at least one zombie "waiting to revive in the city territory". The tricky part is to make the AI actually use the project. I suppose you could add very high yields to the project (like 10000 gold) to trick the AI, which you'd remove right after the project finishes.
I haven't had a deep look at the XML but is is possible to change this? If this one feature were to be removed I think the Zombie infinite spawn could be stopped.
O/w I'm enjoying it. TBH I want a "Zombie Apocalypse" mod
I have been thinking about this mode and this mod, and I think both should only be used with my Late Era Zombies mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2436725069 , so that zombies become mostly a late-game "crisis". This will also make it easier to tweak everything to give a good gameplay experience. This however will require a fair bit of playtesting which I don't have time for at the moment. But it is something on my radar once I got more spare time.
Ideally, this would be a toggable option in the setup (check Configure Diplomatic Victory Points for an example).
A quick look at the XML (Portugal_GameEffects_MODE.xml) shows keys like VICTIM_IS_ZOMBIE that seem to be related to that.
In regards to barbarian clans mode, that is a bug within game core and is not fixable by a mod. Please report it to Firaxis, since the only way to get it fixed is if enough report it so that they notice.