First Mod: Adding Zombies -1 reply

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Guest

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#1 10 years ago

Heya! I bet you get these kind of posts a lot, but the stickies weren't really helpful. I got an idea for a small, kinda simple mod I wanted to start out with - but I have no idea on where to start. I'll explain my idea.

Zombies. They have never been a big part of WH40k, but they are still around. There have been a few "creature features" about 'em in the tabletop game, but that's pretty much it. I'd like to create a kind of Zombie unit, and add them to the Chaos team. Nurgle is, after all, pure love. =p

That, and I'm a zombie maniac. Sorry.

Anyway, I've been thinking about it a lot. I can't make models, I suck at that, but I am able to make some pretty badass textures.

Anyway, as a base unit I'd like to use the Flayed Ones. I'd like to edit their textures a bit and change their sounds. I'd also like to add a few attributes: 1. Zombies start out small. They start out as maybe 2-3 units, no more. They cannot be reinforced. However - whenever they kill a unit (Infantry, not Heavy Infantry), a unit is added to their squad. With a high squad cap, I'd like to simulate that zombies are a pain in the ass once they start growing in numbers. 2. Zombies are never afraid. Their morale is ridiculously high. They're simply too dumb. Is there some way to make them immune to morale? 3. Zombies have no friends. I'd like to make sure commander units cannot be added to the zombie squads. 4. Zombies don't feel pain. Greatly reduced damage from ranged attacks. 5. Zombies show up when you least expect it. Deep strike fits them perfectly, so that stays.

I'd like to add this "new unit" to the Chaos Barracks, or a new Chaos building (using the model of another one). Whatever is easiest. It is not the building that's important - it is the unit.

What I was wondering is simply: How do I do this? What do I need? I have no idea whatsoever on where to start, but I've got a clear idea on what I want to accomplish. I have basically no programming skills, so can I do this at all?

I look forward to your response, fellas'. Cheers. :smokin:




themanclaw

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25th September 2006

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#2 10 years ago

Sounds like a great idea, although I doubt you will be able to accomplish it because you have:

No experience on skinning, animating, or modeling. Which is essential to get the zombies into the game. As for the modding itself, you'll need the DC Mod Tools, Dawn of War Downloads, Dawn of War, which, with a little practice, I bet you could figure out how those work and how to add a unit such as that. There are tutorials you can find to help you with this stuff, but I would recommend seeking outside help, especially considering you need new models.




KeNDaLL2000

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17th May 2006

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#3 10 years ago
4. Zombies don't feel pain. Greatly reduced damage from ranged attacks.

but that doesn't mean bullets wouldn't well kill them




Lt_Apollo

Addicted to GF

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17th November 2007

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#4 10 years ago

ya zombies main not feal pain but still ther gona die if a bolt round explodes in there body, unless there baised of the resident evil zombie then it would haft to be a head shot, maby have a random factor where a guardsman shot may have like a 10% chance to kill but reguarly not cuas any damge. probly imposible i know but just think about the posiblitys another thing you could like have the becron rebearth thing exept it hapen randomly to enemys the zombies kill, man that would be so cool, so the more the enemy loses the more zombies there are.




themanclaw

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25th September 2006

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#5 10 years ago

bah, forget all that, just give em' a little more health than a gaurdsman and you should be good.




Iron_Daemon

Chaos shall reign over all.

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1st August 2007

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#6 10 years ago

if this project does get off the ground then you should: make it so the SP get zombie protection so up to 3 patroll zombies can be spawned but they hide in bushes ect but you could just borrow the drone dig ability animations hope that helped




Junk angel

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29th January 2007

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#7 10 years ago
1. Zombies start out small. They start out as maybe 2-3 units, no more. They cannot be reinforced. However - whenever they kill a unit (Infantry, not Heavy Infantry), a unit is added to their squad. With a high squad cap, I'd like to simulate that zombies are a pain in the ass once they start growing in numbers.

Might be better if you got them to reinforce via gibbs somehow, since I'm not that sure how well it would track - unit killed by unit.

Or maybe the XP variable from the heroes mod.




Deathreapa11

lvl 56 JEWISH GANGSTA

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12th August 2007

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#8 10 years ago

well it depends: If your going on the max brooks zombie (which is the MOST accurate and indepth representation, read world war z and the zombie survival guide to understand what I'm saying) then these f*ckers can survive an abrams shot, because the only way to kill em is to destroy the brain. Decapatate the head and these guys are still alive. Make em incredably slow, and have a moral shock if htey get close. This would represent the pure pycological horror faced when coming toe to toe with the recently deceased. Now, normally I would agree with Manclaw. However in few noob mods have I seen a level of determination and organization. You need a team however before you can get anything done, or at least learn it all yourself. Try DOWfiles, and maybe if you can't find anything the Vostroyan mod Might be able to assist, after all we're helping out LOTD and they have zombies...




Junk angel

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#9 10 years ago
Make em incredably slow, and have a moral shock if htey get close. This would represent the pure pycological horror faced when coming toe to toe with the recently deceased.

Nah - warhammer 40k zombies tend to be bloated slow moving hulks which have a great damage absorbtion, but they are far from invincible.




Guest

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#10 10 years ago

Thank you all for replying so fast. I'm really grateful.

@themanclaw: I'm pretty good at skinning and making textures, but I cannot do custom animations and models. That's why I chose the Necron Flayed Ones as a base unit.

@kendall2000: True. Although, they will still take damage from ranged attacks, that damage will be reduced. So they can be killed by ranged fire, it just takes a little more bullets.

@Lt_Apollo: I've been thinking about the whole rebirth ability, but I figure; once a zombie has been taken down, it doesn't get up again. Thanks for the advise though.

@Iron Daemon: I don't really understand how that would work in-game. Zombies are great diggers (when there's something underground that they're looking for, like a bunny) but I don't think they'd hide for strategic purposes. They just ain't that smart.

@wraithcat: I was worried the unit-killed-by-unit variable would be a problem (since I don't think I've seen it in the game so far, correct me if I'm wrong). The idea about using the XP variable is an option, but I think that's a bit too far out for me. If tracking gibs is an option, however, I think it's a damn good idea. Is that possible?

deathreapa11: Yes, I'm familiar with both of Max Brooks' books. They're my personal bibles! And that's what I'm originally going for. And the moral shock if they get close is a great idea, I'll definitely look into it. And help is always appreciated, although I will try to get it done by myself. Maybe if there is a second 2 in the future, eh?