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burtondrummerNY
3rd Dec 08, 1:36 PM
Welcome to the Apocalypse


What is ZombieMod?

ZombieMod takes you from the beaches of Normandy to the cold nights of the zombie apocalypse. However, unlike normal zombie games, you have to lead your survivors to survive. Play as the weary survivors, struggling to make it one more day. Fortunately, you can get help from other groups of survivors, the army, or the police. Learn how to camouflage your troops to hide from the undead, or use superior firepower to decimate the zombies. But why just play as survivors, when you can also play as the zombies? Lead the undead against the desperate survivors.

What do I need to do to play ZombieMod?

ZombieMod isn't complete yet. We have released a fun little "beta" for fans to enjoy. This is the Christmas Beta, which can be found in our downloads section. It comes with an installer, so just point to your Company of Heroes directory and tell it to install. It's that simple.

So who is responsible for ZombieMod?

Well, before us, there were 2 attempts at making a ZombieMod.

Right now, on our team, we have:
- Myself: Leader, Coder, Skinning
- Sirpsychoj: SCAR coding, Mapping
- Uccido: Modelling, Coding
- Aidas2: Models
- DemoSS: Skins, Models


What are the features of ZM?

Well, for a start, it's in the modern day United States. Instead of fighting Germans, you fight zombies. And you're a civilian. Otherwise, you have:

- New doctrines
- Tons of new units and abilities
- Possible Singleplayer Campaign
- New resource systems
- New game modes
- Much more!

Why should I play ZombieMod?

Well, we can't make you play ZM, but I'm assuming if you're still reading this, you might be interested. ZombieMod is still a work in progress, so our latest beta doesn't reflect what the final mod will look like. However, we can promise you that when this mod is all complete, you will enjoy it...a lot.


When will the next beta come out?

Unfortunately, none of us on the team are professionals. We don't understand the ethos of keeping things secret until release. That is why so much information, and a few betas, have already been released. So, we decided, that we are going to stick to normal game development and not release any more public betas until we reach the final stages of development. This doesn't mean we won't update the Christmas beta however.

What can I do to help?

There's a few ways I can think of...

1) Provide us with your ideas, feedback, or bug reports
2) Participate in betas (when we reach that stage)
3) Tell your friends, contacts, family, whomever, about ZM

Where can you get latest updates?

We currently are involved on 4 sites. You can see our stuff on:

RelicNews (YOU ARE HERE :))
ModDB
CoH-HQ (Deutsch)

Please, check us out when you get a chance.

Will this mod be translated to my native language?

Well, I can only speak English, German, and French. After that, I can't translate it. That's why I need your help. If you want the mod to be in your language, help us by translating it with us. Otherwise, our translations will either be wrong or nonsensical.

Thank you, and I look forwards to seeing you on the battlefield!


Latest Update: February Update: http://forums.relicnews.com/showthread.php?208919-OF-ToV-ZombieMod-Happy-4th-Birthday-ZM&p=1045434420#post1045434420

Niftyeye
3rd Dec 08, 1:50 PM
3rd time lucky maybe




My only want apart from the mod is that you dont have zombies with guns, and if you do have zombies with guns tell me how to delete them so its only basic attack zombies :P

Since there shouldnt be many vehicles the only vehicles you should get should be powerful, jeeps should be good at charging in, firing a burst and knocking down a few zeds and then retreating to heavier infantry.
Maybe the only different types of zombies you should have are strong slow zombies and weak fast zombies, or just have only one unit which is the slow stereo-typical zombie, but it might be boring for the player if he chooses to play as them...

Still, Id rather play as survivors/Army instead lol


As for Zombie resources, maybe zombies shouldnt have much need for munitions or fuel, but gain manpower very quickly and use it for pretty much all of their units and buildings, and maybe some abilities...


Anyway, best of luck with the mod, I hope it really is 3rd time lucky ;)

Monkey Soldier
3rd Dec 08, 1:55 PM
Well, IIRC, if you don't give an unit a weapon, it'll just run/ crouch (with his hands on his knees) you could use that system. (and maybe use an ability to attack, I don't know, I'm pretty rusty atm with modding) Btw, is this a L4D like setting (with SCAR maps) or is it massive army's battling each other?

Niftyeye
3rd Dec 08, 2:22 PM
Well, I dont know if the zombies will be scripted or not, I think that it will play like your typical skirmish, you build squads and capture territory while the zombie player (or survivor if you do play as zombies) does the same, its all fun and games into your first riflemen squad runs smack into a horde :)

maybe there should be a lot of cheap infantry units, backed up by heavy units such as rangers or 'Cleanup Squads?', maybe a very expensive infantry unit consisting of flamethrowers, light machine guns and of course BARS, infact, the weakest soldier in the cleanup squad should have a BAR atleast.

burtondrummerNY
3rd Dec 08, 6:30 PM
I'm thinking that I give the zombies guns, but they are invisible and need to be less than a foot away from the enemy to shoot, making it seem like melee.

Also, I think I will scrap the WW2 setting and just go straight to the survivors if thats okay with everyone.

As for gameplay, maybe adding a new game type where the survivors build defenses and then the horde attacks, and if you survive to a certain time you are rescued.

whitewolfmxc
3rd Dec 08, 7:04 PM
I dont get it , why no vehicles ? For balance ? WHAT BALANCE ! ? ! There zombies hordes XD

burtondrummerNY
3rd Dec 08, 7:08 PM
Who said there would be no vehicles?

I just think its more fun without them...

Niftyeye
4th Dec 08, 8:30 AM
Plus it isnt exactly fair if a zombie horde comes up against a platoon of Shermans >.>




Well, even though I dont mind the so overused survivor aspect, how are you going to ditch the world war 2 setting? The game is world war 2 based so how are you going to ditch it? Unless you mean by renaming units to survivors or whatever.

Even though you could have scripted 'hold out for X amount of time' games, I would like to have a simple skirmish similar to what zombie assault had, like I said earlier it makes a nice change to play as a prepared (well, sort of) army instead of a tiny group of hapless survivors :S

burtondrummerNY
4th Dec 08, 12:40 PM
Plus it isnt exactly fair if a zombie horde comes up against a platoon of Shermans >.>
lol that wouldn't be fair...maybe there should be a zombie panther? lol

Look up "return of the dead", even though they are smart zombies, they drive a jeep in one part :)


Well, even though I dont mind the so overused survivor aspect, how are you going to ditch the world war 2 setting? The game is world war 2 based so how are you going to ditch it? Unless you mean by renaming units to survivors or whatever.

Well, rename the squads "Survivors", change the skins to look like civilians, get rid of all signs of war (i.e. dead panthers and shermans), and make all of the maps night time.


Even though you could have scripted 'hold out for X amount of time' games, I would like to have a simple skirmish similar to what zombie assault had, like I said earlier it makes a nice change to play as a prepared (well, sort of) army instead of a tiny group of hapless survivors :S

Well what I mean is after X seconds or minutes, you have the zombies begin to attack, so you have time to build up your army, defenses, and even do some recon/supply gathering. Then the zombies start to walk towards you. After 4x minutes, the horde comes.

Of course, regular skirmish would be available.

http://www.youtube.com/watch?v=E6K9zK9ZWSg&feature=related

Niftyeye
4th Dec 08, 12:45 PM
Have the survivors be what remains of the US Army, its more cool that way :D


Plus the soundclips will make sense, it wouldnt make sense if a group of survivors said 'Yes Sir?!'




Ill love the mod either way, so just do what you feel is right :)

burtondrummerNY
4th Dec 08, 1:40 PM
Well it is possible to edit sound files...

OK time for units

Survivors:

- Builders - these ex-carpenters, electricians, and other workers specialize in labor and defense construction, but they are not experienced with weapons, making them vulnerable to swarms of zombies.

- Survivors - Normal people who have little to no experience with weapons, and can't build too well.

- Hunters - Experienced at killing living beings, hunters have skills with traps, weapons, and other outdoor skills. They can camouflage, but their heavy equipment limits mobility.

- SWAT - SWAT teams are great at combat and stealth. They camouflage easily and don't suffer from speed penalties when camouflaged.

- Jeep

- Truck - good for transport, and can run over zombies :)

Special units:

- Military Police - the remnants of the army are here to help. They are experienced with weapons, can build defenses, and can outsmart zombies.

- Clean-Up team (hazmat) - specializing in Anti-chemical and biohazards, clean up teams are useful to kill zombies in many special ways. They can set up chemical defenses and traps, heal other people, and can be equipped with advanced weapons.


Zombies:

- Slow, dumb zombies
- Fast, dumb zombies
- Slow, smart zombies
- Fast, smart zombies (you are fucked)

Special units:

- Demons - disguised as slow dumb zombies, these guys are bad...they can set traps, camouflage, and basically fuck with your mind.

Malcador123
4th Dec 08, 2:30 PM
some of the units sound more like modern stuff. is this ww2 era or modern times?

burtondrummerNY
4th Dec 08, 4:17 PM
I'm thinking of doing both, but right now its modern
kinda typical zombie thing u know?
lol

Niftyeye
4th Dec 08, 4:39 PM
Sounds very good, Swat Teams have to be like Stormtroopers with Mp44s and badass accents :D


Maybe you could chuck in police officers? just make a unit of 4 or 5 with pistols, very good at capturing points and can construct things like barbed wire (to represent police blockades), but obviously not very good with killing, since they only have pistols.

Just thinking since if you have the SWAT teams you gotta have police officers to complete the set :)

burtondrummerNY
4th Dec 08, 5:13 PM
yeah it was one or the other, but now that i think bout it, y not both!

lol

Niftyeye
4th Dec 08, 5:22 PM
Will survivors be cheap, easy to reinforce (maybe can reinforce from neutral buildings? Dont know if thats possible) and good at capturing or something? Because at the moment there is little about them that makes them seem worth building lol, or you could just replace them with Police Officers, and edit buildiers so they are now the survivors, with the same build and labour qualities.

Malcador123
4th Dec 08, 6:20 PM
thats a pretty good point. it would make mroe sense to have the builders/survivors as one piece then have the police officers be the cheap guys. have u thoguht about including an actual squad of soldiers instead of just MPs. like maybe a national guard squad. idk just thinkin. oh i just had an idea, what about instead of survivors being a unit, u make them a resource? like the strategic points could be a building instead of just a flag, and it could look all reinforced and when you take it it gives you more people to use and to arm, and when the zombies take it means they broke through and infected the people inside.

Dauntless
4th Dec 08, 7:28 PM
The zombies should only die from headshots, and flame throwers should only kill them after some time, and during that time they should have higher attack what with begin on fire and all. Rifles are actually the best weapon against zombies, along with the shotgun for CC. Automatic weapons would just waste ammo and have worse aim than a rifle, which translates into smaller killing power.

burtondrummerNY
4th Dec 08, 7:46 PM
Well, the survivors are like volksgrenadiers. Although they have little experience with guns, they can still shoot. And they are fast, and can capture strategic points quickly, plus some of them have shotguns. Their best feature is the ability to start fires, cuz everyone knows that zombies are afraid of light and fire.

Yes, that would be a great idea, making the buildings strategic points, but I don't know if its possible.

All of the units would still be squads, like in Vanilla CoH.

For the survivors, they are cheap, easy to reinforce, and very versatile/durable

Dauntless
4th Dec 08, 7:50 PM
zombies don't feel fear... or anger.... or anything else. They only live to hunt the living.

burtondrummerNY
4th Dec 08, 8:03 PM
But they hate fire...look it up or watch "Night of the Living Dead"

Dauntless
4th Dec 08, 9:26 PM
Night of the Living dead is the worst zombie movie ever. It portrays zombies in a completely stupid way. Read a Max Brooks book to get a reasonable, practical portayal of a zombie. I mean really.

burtondrummerNY
5th Dec 08, 4:32 AM
but Night of the Living Dead was the first...w/e

Deacon412
5th Dec 08, 7:56 AM
this is sounding pretty cool, i hope it makes it to the finish line

Dauntless
5th Dec 08, 9:35 AM
Well you do your MOD anyway you like, I just suggest you make zombies the way Max Brooks says it. I have no problem with you doing your mod in any other way.

burtondrummerNY
5th Dec 08, 12:41 PM
lol thank you!

@ Deacon, I am definately going to finish this one, unless something goes horribly wrong with my computer and I lose all of the files.

IrisDane
5th Dec 08, 2:36 PM
To be honest zombie weren't afraid of fire but attracted to it.
:nervous:

burtondrummerNY
5th Dec 08, 2:39 PM
Okay then...lol well, I want them to not like fire, so I will keep it in, if no one objects.

Dauntless
5th Dec 08, 2:50 PM
for the sake of playablilty, sure, make them afraid of fire.

burtondrummerNY
5th Dec 08, 6:31 PM
Well, if you don't like it I can get rid of it...I just thought that that would make it a little more fair for the survivors...

Malcador123
5th Dec 08, 8:21 PM
i like the idea, though dauntless does have a point. fire would attract more zombies which is the last thing you'd want.

Niftyeye
6th Dec 08, 4:42 AM
Yeah, I thought things like gun shots, car alarms going off and fire would attract more zombies lol

But its your mod Burton do it how you want

Maybe Builders SHOULD be merged with survivors so they count as very strong builders? Like very powerful builders that have superb build qualities but can also defend themselves, then you could replace survivors with Police Officers as the 'Cheap Effective capping squad'

That way it makes builders more valuable because being survivors they can also in a pinch help out... and if they can only build on your home sector or point they can still be treated like survivors who go attack and cap things.. just a thought.

Or, you could have builders, survivors and police officers as all 3 separate units, lol.

burtondrummerNY
6th Dec 08, 4:50 AM
Well, my only thought was that the builders would be like engineers, who suck at fighting but can build pretty well. The survivors would be like riflemen, because they can fight better and build, but their defenses arent as good.

But if you want me to merge them...

red devil
6th Dec 08, 8:41 AM
Nazi zombies would be cool even if you do steal it from cod5, you should read the zombie survival guide/world war z its an awsome book.

Niftyeye
6th Dec 08, 8:51 AM
Well, survivors just seem to be quite useless at the moment, they arent very good with attack power and cant build well either, constructors can be good builders and poor fighters while police officers can be good cappers, average builders (blockades and wire ect) and not very good fighters.


A unit of 4 police officers should be able to take down a small zombie squad though.


Just try out whatever works, you could release or test the mod yourself and then tell us what works and what doesnt ;)

Malcador123
6th Dec 08, 9:00 AM
yeah nifts got the right idea. play around with a few ideas and see which ends up working better.

corp.fernandez
6th Dec 08, 9:42 PM
You could take some things from left4dead like give the zombies a hulk or some thing that would be fun as hell to get make it so its like the tiger tank 1 at a time or make some thing else demon seems kinda cool but what would his special abilitys be to turn a group of people into zombies or make peoples heads explode.
Also will zombies get extra mp for killing survivors since they are kinda making more zombies when they kill.
Last but not least you should make c4 very popular or mines because I like to see zombies explode.

Malcador123
6th Dec 08, 11:06 PM
i think tht the only thing i dntlike so far, is the demon it seems really outta place.

Lethal Dosage
7th Dec 08, 12:15 AM
Perhaps you change the use of barbed wire, instead of it stopping zombies (would currently be used as a hasitlly constructed barrier), it'll only just slow them down terribly while their passing through it, after all, zombies can't feel the pain of the barbs tearing through their flesh, so it'll only really work as an entanglement.

PvtBob
7th Dec 08, 4:30 AM
or you could have them build the PEs barricade. Also I complete agree with red devil about the "zombie survival guide" and "world war z" books, I think they they are a must read for zombie modders. If this is going to have its own maps with lots of urban environments you could make it so the living have no base building but get all their units from forward HQs, maybe add some scripting for with every new fHQ there is a chance of get new survivors. Anyway thats just my two cents for your mod

Niftyeye
7th Dec 08, 11:06 AM
'i think tht the only thing i dntlike so far, is the demon it seems really outta place.'

I think the Zombies need some sort of superunit, but these 'demons' should maybe be a squad of 5 which are fast and have tough armour, they should get a good amount of abilities but should be hardcapped at 3 or 4.

---------------------------------------------------------

Zombies getting manpower for killing the enemy.. is that possible? Its clever and interesting, because it represents the horde getting bigger, if you play it safe and try and keep your men alive you will find less zombies (although still swarm-worthy), but if you chuck your men into the horde Imperial Guard style then the zombies should gain crap loads of manpower from the amount of slaughtered enemy.

That way, it forces the player to look after his units, if he suddenly loses his gorgeous army, the zombies are going to suddenly be a massive horde that might just finish you off.

----------------------------------------

@Pvt.Bob

The panzer elite barricade only stops vehicles I thought, infantry can use it for heavy cover but they can also walk in between each individual roadblock, so it wouldnt be very good for stopping zombies.

Barbed wire should not stop zombies, but at the very least it SHOULD slow them right down, so the best place to make a stand is putting a machine gun facing some barbed wire... as the zombies slowly move through it they get cut down.

Sorry, I know Im being a bit headstrong, Im just really into the mod, so you dont have to listen to anything im saying :P

burtondrummerNY
7th Dec 08, 11:47 AM
Woah, I've been gone 1 day, and already about 5 or 6 responses!
lol

Well, I admit that survivors may seem useless, but think about this. If they are cheap, quick to make, and can reinforce anywhere, don't you think that they would be worth it. I mean, in zombie movies, you don't see many other units, and the survivors are plenty.

@ corp.fernandez - I would make a tank or a boomer, but the modeling tools are almost impossible to use. The only way the people are going to look like people is through good skinning, and model mixing (rangers can become hunters...knights cross holders = police officers, etc)

Dauntless
7th Dec 08, 12:12 PM
the survivors shouldn't be good, well, because they're so easy to spam. I mean, they have no knowledge of zombies, heck I don't think they even know to shoot the head. They prolly think fires scare them away and automatic weapons are the best against them.

burtondrummerNY
7th Dec 08, 1:16 PM
Well, what should I do then. You can't get rid of survivors in a zombie mod!

Malcador123
7th Dec 08, 2:02 PM
Id i still vouch for replacing manpower with "survivors" just call the resource a different name, and see if u can in fact put a building over a strategic point. u could use that mod that captures points by whose in the teritory not by whose at the point. know what i mean?

burtondrummerNY
7th Dec 08, 3:17 PM
Oh so you mean have the manpower changed to survivors? So a squad of 6 requires 6 survivors?

Malcador123
7th Dec 08, 7:06 PM
yeah thats what i was thinking. and maybe the more important squads could cost more than there normal manpower would be, because its less probable to find people with their expretise among the survivors you have "saved"
so a five man swat team instead of costing 5 would cost like 8 or 10

burtondrummerNY
7th Dec 08, 7:10 PM
Yeah that makes a lot of sense.

Well, I worked on the survivors a little bit, but I have a question.


I obviously don't want to put all of the units spawnable in the HQ, but I don't know if base building is a good idea. Should I make it so that you have to upgrade a building to be your barracks?

Dauntless
7th Dec 08, 7:12 PM
Yeah, that's an excellent idea. It'll be realistic, and awesome at the same time!

Malcador123
7th Dec 08, 8:07 PM
yeah. but you should be able to choose what kind of building. you know barracks, supply yard, or advance barraks. i wonder is there some way to code it so that only the builder unit is able to upgrade a building like that?

Dauntless
7th Dec 08, 8:50 PM
Well, I hardly think that simple survivors would have the resources to make a supply yard. But, for the sake of playability, do it.

burtondrummerNY
8th Dec 08, 4:36 AM
Well I think maybe I can have 2 different upgrades: Barracks upgrade and one other, where one makes the building spawn a set of squads, while the other can spawn a different set.

Malcador123
8th Dec 08, 4:57 AM
ok sounds like a plan. and actually survivors would ahve that skill. all a supply yard would be is a stockpileof supplies with someone who was a store clerk kind of position to manage it all.

Niftyeye
8th Dec 08, 9:02 AM
Hmm.... maybe there should be 2 types of buildings, survivor stronghold and Military Outpost.


The survivor stronghold would give you cheap spammable (but dangerous if the zombies get ahold of them!) survivor squads, plus a few units of hardcapped police officers and swat (Maybe each new 'barracks' you create adds more to the hardcap?)


Then for military outpost, which is much more expensive, it gives you national guard, military police, jeeps and trucks ect.


The ideas are getting better and better :D

Dauntless
8th Dec 08, 10:05 AM
I'm not sure, if you look at WWZ, it says that class 2 (what we're dealing with) almost never involves military, maybe a small group, but that's only for keeping the crowds calm, and handing out supplies, etc. The police do all the combat.

Malcador123
8th Dec 08, 3:24 PM
We dont have to constrain the mod to WWZ or the aombie survival guide. they're very good books but they not the end all and be all of zombie.

tutt6
8th Dec 08, 4:08 PM
Ok,I have an idea for this mod..You can ignore it but..

How about making a normal barracks for a building like they said but make the national guard choice a doctorine..IE National guard as infantry calvery as armor or replace airborne with A mix of the two?And along the lines of defences,Try replacing tanktraps with roadblocks and for barbwire replace the model with caddle barbwire (Were would they get military grade barbwire without a military base?)

Malcador123
8th Dec 08, 4:29 PM
good point. and its cattle btw sorry im a walking spell check

burtondrummerNY
8th Dec 08, 4:30 PM
Yeah thats a problem...doctrines.

Please give me ideas for doctrines cuz i got no clue!

Maybe for zombies I can do like different styles of zombies, I.E. WWZ style zombies, Night of the Living Dead zombies, and one other one?

tutt6
8th Dec 08, 5:21 PM
Zombie doctorines,
World war Z
Description:These zombies are slow,Strong,And effective in swarms,There special abilitys allow them to camo in cover or on the ground.Ment for players that wish to sneak up on the enemy and attack when its to late.

Night of the living dead,
Description:These zombies are slow dumb and overall afraid of fire and light.There only plus size is they are the cheapest in the game.Ment for players that wish to overrun human postions.

New age zombie,
Description:These zombies are fast agile they can take a beating and take on survivors and have a specail ability to take on jeeps and tanks alike.Ment for a Brute force player.






Human doctorines,

Survivors,
Description:These units are inexperienced until higher ranks they can build capture and reinforce postions and roadblocks they have special unit reinforcements And access to salveging abilitys.Ment for a player that likes stealth and hit and run attacks.

Hunters,
Description:These men are skilled in hunting animals and zombies alike they are a strong defence and offense doctorine Ment for a player that likes brute force.

Military responce,
Description:At long last the US national guard comes to aid those in need.They have acess to jeeps trucks and a few tanks if the situation is near hopeless,Ment for a player that values tactics.

burtondrummerNY
8th Dec 08, 5:35 PM
I like the zombie doctrines, but I'm not so sure about the human doctrines. They're basically units that you normally get.

tutt6
8th Dec 08, 5:38 PM
Ill attempt to rethink them..You actually like my zombie doctorines though?

burtondrummerNY
8th Dec 08, 5:50 PM
Yeah, they're better than what I would have thought of.

JustinFillion
8th Dec 08, 6:53 PM
How will the Zombies look like ? lol custom animation?

burtondrummerNY
8th Dec 08, 7:04 PM
Well...that was my biggest concern...

I'm thinking changing the skins obviously, and giving them an invisible gun with a range of about .1 meters so they have to be ultra close, making it look like melee combat because the gun will be invisible.

Dauntless
8th Dec 08, 7:23 PM
How about:

Cold Hard Steel:

Human doctrine. Utilizes heavy defensive fortifications and assault troops made for the slow eradication of the entire zombie threat. This doctrine focuses on using specialized troops to combat the zombies.

Special Units: Armored Car, Veteran Hunters, Exterminators
Special Abilities: Armored Base, Endless Battle, Headcount

Armored Car: (two ideas)

1.
Moving Fortress. Bus that can carry troops at a medium speed. Has light gunnery positions, but garrisoned troops can fire from the windows. Able to reinforce squads and equipped with 2 light/heavy machine guns.

2.
Heavy Support. A private security services armored car. Cannot reinforce, but features a medium cannon and a heavy machine gun. Can take more punishment than a bus, but cannot transport troops

Veteran Hunters:
Above average units armed with carbines and shotguns made for defensive warfare. Can set field defenses efficiently, and can set better defenses than basic troops. Receives a bonus for fighting in cover. Can be upgraded with a light machine gun.

Exterminators:
Assault troops armed with shotguns, carbines, and assault rifles. Can use grenades and are upgradeable with either a flamethrower or light machine gun. Receive a combat bonus when facing troops in cover, or out in the open.

Armored Base: allows the player to upgrade a base to an armored base, which is easier to defend.

Endless Battle: Passive ability. Makes soldiers less susceptible to becoming pinned or suppressed.

Headcount: allows a squad to exponentially increase damage dealt for a small period of time, starting from below normal, to twice or higher than their normal attack.

Breakers:

Human doctrine. Uses generalized troops for quick, sweeping assaults, and fast, light defenses. Made for a player who likes to speedily destroy the main horde of zombies.

Special Units: Breakers, Jeep
Special Ability: Charge, Raid

Breakers: Assault unit armed with rifles, grenades, shotguns, and SMG's. Can be upgraded with light machine guns or assault rifles. Can set up only light defenses, and has a bonus when attacking units in the open or in buildings.

Jeep: Assault vehicle. Fast and hard hitting, but vulnerable. Armed with 1/2 heavy machine guns and light armor.

Charge!: Makes all units in an area have the same effect as being 'fired up' and will run towards zombies (if there are any around) and attack them with a slight damage bonus.

Raid!: Has all units in an area have the same effect as being 'fired up' and makes them advance deep into enemy territory, and when taken enough losses, retreat back to their initial position. When Raid! is activated all units in the area receive a damage bonus.

I''m thinking on another one right now

Malcador123
8th Dec 08, 8:11 PM
What about these for human doctrines?

the only basic unit is the builder. a couple of ex construction workers armed with a plethora of personal firearms. as soon as u start u pick ur doctrine and get to work. just my 2 cents i guess.

1. Survivors
-Police
-SWAT
-Hunters i.e. Woodsman
used for gurriella warfare, and fast attacks no vehicles.

2.Military
-National Guard
-Marines
-Light Armored vehicles
used for regular infantry tactics

3.Zombie Hunters
-Cleansers
-units armed with shotguns and flamethrowers
-Snipers
-trained soldiers armed with high power sniper rifles
-and i cant think of a damn thing for the third unit.
improvised vehicles, the brute force doctrine.

oh and i agree fullheartedly with the above zombie doctrines. that way we can solve the debate on what type of zombie we want to have in the mod.

Dauntless
8th Dec 08, 8:48 PM
Really, I'm against a SWAT or Marine presence. Snipers are an excellent idea, and light vehicles.

Buguba
8th Dec 08, 11:15 PM
Quick suggestion for the mod, though you may have implemented it already:

Make some of the Zombie weapons criticals into the high intensity ones (like from artillery and other explosives). It's cool to watch Zombies kill someone up close, but it's even cooler to watch them rip someone limb from limb. :)

Niftyeye
9th Dec 08, 4:19 AM
Cool, great ideas.


Maybe similar to what the Battle of the Bulge mod did, where you only get basic units at the start, and depending on your doctrine choice it affects what units you get?


Also expanding on the forward barracks being the only available place to build units.... maybe the first barracks you get is the basic, all doctrines can build it and it builds survivors, police officers, and maybe a single hardcapped National Guard squad.

You cant build the second barracks until you pick a doctrine, and once you do... you build either a Police Department... Military Outpost.. or Hunters cabin?

Im just chucking ideas into the air.


The 3 zombie doctrines Tutt said in my opinion are great, and I quite liked his Human doctrines as well.

burtondrummerNY
9th Dec 08, 4:37 AM
I like the ideas guys. Yeah, so maybe we start off with builders and basic survivors (similar to engineers and volks), and then depending on the doctrine, different units are available.

My thoughts though are that machine guns aren't good because they just waste ammo. I mean, its hard to get headshots with a .30 cal, and because zombies can only be killed by headshots, it would be a waste of time and ammo.

tutt6
9th Dec 08, 6:22 AM
Well actually MGs would be great for taking them apart litteraly if they get there legs ripped off they'll be like this.. :ballchain Then the survivors run up shoot them and run back.

Niftyeye
9th Dec 08, 8:48 AM
Dont know about a 30 Cal, but maybe an MG42 slows zombie squads? Against 1 squad it might slow them right up to a crawl, where other survivors can just take them apart.

Of course the MG should do a bit of damage, but its main job should be holding up the horde.

I dunno, you still gotta have MGs though :D

tutt6
9th Dec 08, 8:55 AM
Course i mean what fun would a zombie mod be without MG's?and flame throwers..and..and..CHAIN FUCKING SAWS!XD

Dauntless
9th Dec 08, 3:18 PM
no love for my entry ;(

But anyways, don't put in chainsaws, they're as effective against zombies as panzershreks. They waste gas, are really loud, and make more gunk and muck that will just add to the mess than actually inflect casualties.

Malcador123
9th Dec 08, 3:20 PM
nah MGs would just waste ammo and attract more zombies. even with no legs or zombies are still to dangerous.

@dauntless, i just said marine since they're badass and would be fun against zombies. also cause they would have the most disipline on fighting them. ie single shots to the head kinda crap. and SWAT would make sense cause they do urban all the time, and they would be around since most SWAT officers are local police with extra training.

@nifteye, thats actually a really good idea.

burtondrummerNY
9th Dec 08, 5:16 PM
But think about this...where would a group of survivors get a heavy machine gun?

Also, I would love to implement chain-saws, but there is no model or animation for it.

Malcador123
9th Dec 08, 5:35 PM
yeah thts a good point

Dales
10th Dec 08, 3:19 AM
One of the zombie doctrines can be based on the "zombies" from the film 28 days later.
They're fast! So that would of course sacrifice their maximum health, however they could also do more damage. They would cost more then the average zed due to the fact they would be more effective if in small numbers when well microed. Using flanking maneuvers and speed to catch the enemy off-guard.

As on the movie, flame weapons would only make them stronger for a short time. (FTF?)

http://www.poprox.us/ul/1505-550x-28days.jpg

burtondrummerNY
10th Dec 08, 4:31 AM
Well, the 28 days zombies are the Fast-Smart Zombies to make it simple.

tutt6
10th Dec 08, 6:12 AM
Actually i have a cheesy Call in idea XD..

Its this,

Ghost division (Kekeke) Remnants of a vetern army unit come to aid survivors they are armed with high power M4-A1's and AK-101's (I think the AK-101 is the newest AK)
There abilitys:Run!,To the death and ability to call in fire support (I mean comn there probley is a artillary unit still alive in all that shit)Use Rangers for this >.> There voice is awsome there abilitys are awsome there just whoopass in a uniform :P

Niftyeye
10th Dec 08, 7:44 AM
Well, fair enough on the MGs, I just think it would look cool watching a line of MG42s stray into a crowd of zombies....



Anyway.. ghost division? Well if a real situation like this probably occured I would imagine the Army doing fall back plans, rear guard action, and setting up highly defended bases before making forays into infested territory.


@Dales, someone already said an idea for 3 doctrines for the zombies, which would vary the units.

1: World War Z Zombies: Slow and stupid, yet can take a beating and arent afraid of anything.

2: Modern Zombies (Modern as in quite a few films are using these instead lateley): Fast and vicious, but quite weak.

3: Night of the Living Dead Zombies: Well, because Iv never seen the films, apparently these zombies would be cheap, slow and be afraid of things such as fire.

Im just repeating what someone said before.

@Dauntless: Lol, I think ALL of the ideas are great, I was just happening to be looking at the other guys.


Well, I probably wont get to play this mod, because in about 3 weeks time I have Basic Training with the Army :O

tutt6
10th Dec 08, 9:33 AM
Ghost division as in a unit that goes in infested areas and cleans it out for the parent unit to help cleanse the area.

Niftyeye
10th Dec 08, 11:54 AM
You mean a highly trained special forces unit that would simply search and destroy, and then pull back to let the main force finish the job.


It could be like the German Paratroopers (not even gonna try and spell it) that spawn from neutral buildings.

burtondrummerNY
10th Dec 08, 12:51 PM
Ah, those are the clean-up (for lack of a better name) team

Imagine hazmat, with crazy ass guns.

Dauntless
10th Dec 08, 1:31 PM
just to note, the AK104 is the latest model.

burtondrummerNY
10th Dec 08, 1:54 PM
Ok thanks, but until the Object Editor becomes user friendly (cough never), I can't implement custom models

tutt6
10th Dec 08, 2:08 PM
NO NO NO NO NO NO NO NO GO GET A GUIDE NO NO i dont want basic models >.<

Malcador123
10th Dec 08, 3:34 PM
uh the ghost thing strays a little to far into the army stuff imo. i think this mod would be alot more fun if the biggest military presence was some national guards and maybe like 2 hardcapped squads of marines. at the most. it should mainly be cops, SWAT and the hunters and such. if u give the humans too much army its gonna just be a slaughter. the other units, u actually have to be tactical with.

burtondrummerNY
10th Dec 08, 3:47 PM
My point exactly. I mean, unless you are right next to an army base, it would take quite a bit of time for them to come, whatever is left. Plus, by the time they get to you, theyre probably low on ammo, and tired out, so they should be limited in this game.

If anyone has skills with skinning, I would greatly appreciate the help

Pretty basic stuff, but I just lack skill...:P

Niftyeye
10th Dec 08, 4:15 PM
Completly agree with the above ^



I have no modding skills whatsoever, could you beg some skinners to do something?

burtondrummerNY
10th Dec 08, 4:24 PM
I guess I will have to peddle the streets of RelicNews forums for alms of skins.

lol

Dauntless
10th Dec 08, 5:46 PM
I have skinning experience, though on an outdated program. If you could recommend anything, I can get right on it.

Malcador123
10th Dec 08, 6:05 PM
go Dauntless! sorry that just means this mod gets to go somewhere further.

burtondrummerNY
10th Dec 08, 7:19 PM
lol may I recommend Photoshop?

GIMP is free, but I havent used it much.

Malcador123
10th Dec 08, 7:38 PM
hehe GIMP. sorry tht was immature... ok now for your regualrly scehduled post.

I've been pushing around an idea all day and I'd like to know its plausibility.
you know how I was saying earlier that survivors should "replace" manpower? well I have two questions, would it be a. possible to code it so that survivors cant take a strategic point from a Zombie becasue the idea is that the aombies turn all the people inside and thats how they're upping their manpower. and b. is it in anyway possible to softcap the amount of "survivor" rescoure you can have. the idea being that once you save the people in the "building" and arm them, that that building should stio adding manpower to your pool, becasue, well its kind of ya know gone.

just my thoughts lately.

wait forget b. im mixing manpower up with pop cap

burtondrummerNY
11th Dec 08, 4:31 AM
Those are good ideas, but I don't know if they are possible.

I played a game as zombies yesterday and I was a little disapointed.

The zombies didnt walk slow enough (i set their speed to .1 and they still run), and the survivors didn't build any buildings!

Niftyeye
11th Dec 08, 4:58 AM
If you play as survivors can you build buildings and do the zombie AL build also?


You have to remember, the AL never build forward barracks.

Wilson
11th Dec 08, 5:51 AM
The zombies didnt walk slow enough (i set their speed to .1 and they still run),
You alter infantry unit speed differently. The speed variable means nothing, you have to alter their state or some such. I forget how, but search the how-to section of the armoury and I'm sure there's a guide somewhere. I would have found one for you, but the search function isn't working for me at the moment.

Dauntless
11th Dec 08, 1:37 PM
Alright, burton, PM me so we can get started on this thing.

burtondrummerNY
11th Dec 08, 2:40 PM
Oh...I'll have to look up how to change unit moving speed.

If I play as survivors, the Zombie AI does build.

Niftyeye
12th Dec 08, 5:08 AM
The zombies build, excellant.


One more question


Do the zombies build 'normal' bases? Thats probably why they are building and the forward barracks only survivors arent, because the AL doesnt do that.

burtondrummerNY
12th Dec 08, 3:17 PM
The zombie engineers build normal buildings. As soon as I replace the zombie pioneer, they don't build.

Kabizzle
12th Dec 08, 10:57 PM
here's my idea:
wher will now be the zombies, they are the mainly spam and bam zombies
PE will have a lot of chemical weapons, with basic zombies. for example, they'll have a chemical that will kill all units in the vicinity if they aren't zombies and turn them into zombies (this would be done by the ON DEath Actions of any unit i suppose)

Americans will be the main anti-zombie force
brits will have a more stealthy approach to attacking zombies, with many sniper unit variations and such.

also, i would say only HT and jeep as vehicles.
and all zombies get crushed by vehicles, so that the jeep can mow through lines of zombies before being destroyed

also, instead of units "dying" from zombies, they would become zombies. and vehicles would switch to be zombie-controlled instead of being destroyed.

burtondrummerNY
13th Dec 08, 12:25 PM
Most of that we have already discussed. The only vehicles that will be available will be the jeep and the deuce and a half truck.

There are only 2 factions: Survivors and Zombies, no US and Brits vs Wehr and PE.

torenico
13th Dec 08, 12:41 PM
Uh, zombies BUILDS stuff?


What about Off Map called zombies, its better than a Zombie whit a tool.

PaLLeRo
13th Dec 08, 1:51 PM
Sorry if The Doctirnes are already Discussed, But Here is my Idea:

-Zombies-


Undead Zombies

-Zombies Are Slow, But They have More Health than normal Zombies have. When a Squad Destroys a Survivor Squad the Squad Gains Health back (Meaby?)



Special Squads:

Undead Zombies - Slow, But Much Health. Main Zombies. 7 in a Squad

Undead Commander - a Smart Zombie, Wich is Faster than Main Zombies. Also gives and Aura wich makes the Zombies Go a Little Faster. Expensive. 1 in a Squad.



Special Abilities:

Off-map Zombies - 2 Squads of Undead Zombies Come Off-map With a Undead Commander. Very Expensive

Undead Abomination - a Very Fat Zombie Wich Has HUGE Damage But it is Really Really Slow! Comes Off-Map. 1 in a Squad




Poison Zombies

-Slow, And Alot of Health. The Zombies Poison Survivors, And Cause them To die if not Healed.

Special Squads:



Poison Zombie - A Zombie wich is Slow and has Alot of Health. May poison a Surivor wich Causes them to die if not Healed. 7 in a Squad

Poison Puker - a Zombie wich is Slow, And Has Alot of health. The Zombie has a Little Range and Can Puke Poison. 3-6 Pukes Kill a Survivor. (It does Shoot Fast, But not Really Fast). 3 in a Squad



Special Abilities:

Extra Poison - Gives the Zombies Extra Poison, Wich Makes the Poison kill the Survivors Faster than Normally.

Off-Map Group - a Off-Map Group wich includes 2 Poison Zombie Squads and 1 Poison Puker.




Adrenaline Zombies

- The Zombies have Too much Adrenaline and Run Really Fast, But they die With a Few Shots (3-6)

Special Squads:



Adrenaline Zombies - The Zombies have got Adrenaline and Run Extra Fast. The Zombies will die really Fast tough. (3-5 Shots). 10 in a Squad.

Adrenaline Ghoul - A Ghoul wich is Extra Fast, But has Also Alot Health. The Ghoul Gives an Aura to the Normal Zombies wich Increase their Strenght. Very Expensive. 1 in a Squad

Special Abilities:



Too Much Adrenaline - The Adrenaline Ghoul gets a Ability to blow himself up, The Splash is Big. Very Expensive.

Off-Map Group - a Off-map Group of 2 Adrenaline Zombies and a Adrenaline Ghoul.




-Survivors-




Police Department

Squads:

Police Patrol - a Patrol With 5 Members, 3 with Pistols and 2 With Shotguns (Garand Model Meaby?)

Police Sergeant - a Officer with a Shotgun. Gives an Aura Wich Boosts Police Officers Fighting Morale. 1 in a Squad.



Abilities

Police Chief - Off-map Group with 1 Police Patrol and 1 Police Chief. The Chief gives and Aura what Boosts The Fighting Morale and Strenght of the Officers.

Police Car - a Off-Map Police Car Comes to your Aid. (Jeep)




S.W.A.T

Squads:

S.W.A.T Patrol - a Squad Armed with MP5s. Can be Upgarded with 2 Shotguns. 5 in a Squad (MP5 Could be a MP40 and Shotgun Garand). Can Throw Grenades

S.W.A.T Lietuenant - A Officer with an MP5 Boosts Fighting Morale. Can Throw Grenades.

S.W.A.T Support Squad - A Squad wich has MP5s. Can be Upgraded with a Flamethrower or 2 Bazookas. 5 in a Squad.



Abilities:

S.W.A.T Jeep - A S.W.A.T Jeep Comes From Off-map to Support You. (Jeep Model?).

S.W.A.T Training - Your S.W.A.T Squads get Extra Training. They now learn how to Build Sandbags / Barbed Wire.




Marines

Squads:

Marine Squad - a Squad With M4s. Can be Upgraded with 2 Bazookas. Can Throw Grenades. 4 in a Squad

Marine Sniper - a Squad with the M40A1. Can Camouflage and Throw Grenades.

Marine Machine Gun - 2 Men with SAWs (Meaby MG42LMG?). The Squad is Slow because the SAWs Weight alot.

Marine Support Squad - A Squad with 4 men wich Have M4s. Can be Upgraded whit a Flamethrower or 2 Bazookas.



Abilities:

Marine Fortification - All Marine Squads can now Build Defenses (Sandbags and Barb Wire).

Marine Armored Vehicle - A Off-Map Armored Vehicle Comes to your Aid. (Meaby PUMA or M8?)

Thanks,
PaLLeRo

Wow. Thats Long! :D

P.S. I think i did Write this message for almost 2 HOURS! :bleh: :bleh:

burtondrummerNY
13th Dec 08, 2:30 PM
Wow...

I'll definitely consider some of those ideas.

Monkey Soldier
13th Dec 08, 5:13 PM
Aren't zombies already undead? :P

Niftyeye
13th Dec 08, 5:47 PM
Those ideas sound good.


Especially the survivor doctrines :D

Malcador123
13th Dec 08, 6:39 PM
i still think that SWAT and police should be in the same tree, caus elike i said most SWAT officers are regualr police with more training.

burtondrummerNY
13th Dec 08, 6:41 PM
Agreed. So maybe Police support, National Guard, and Hazmat?

tutt6
13th Dec 08, 7:05 PM
Hope the undead dont go..DRIVE THEM BACK PROUD SOLDIERS OF THE REICH!FIRE!!..

if they do that ill be pissed -.-

Storm913
13th Dec 08, 8:50 PM
This sounds amazing

Malcador123
13th Dec 08, 10:35 PM
i think HAZMAT would be thrown in with the military. it should be police/SWAT, national guard/HAZMAT, and the hunters

PaLLeRo
14th Dec 08, 2:06 AM
I can Rethink The Survivors if Needed?

Niftyeye
14th Dec 08, 4:49 AM
Ok so Police Support, which includes Officers, patrol cars, Swat, these should be the defensive tree.

National Guard should be a mixture of attack and defense, having solid heavily armed defensive units while also being able to go on the attack.

Hunters should have weak defense options, but be lethal at thinning out and taking down the horde, they should have a lot of marksmen in their squads which means when they clash with zombies they always gurantees 'kills'

Imagine a hunter player teamed with a Police player, powerful defense and dangerous attack...

burtondrummerNY
14th Dec 08, 6:37 AM
That sounds really good.

lol one of the doctrine abilities for Hunters will be sniper scopes, giving all hunter units sniper rifles :twisted:

PaLLeRo
14th Dec 08, 10:51 AM
Heres Another LONG List!

Rethinked Survivors

Police Support (Defensive)


Squads:

Police Patrol - A 5 man Squad with Only pistols. Can be upgraded with 2 Shotguns. Can Throw Grenades

Police Sergeant - a Officer with a Pistol. Can be upgraded with Shotgun. Gives an Aura Wich Increases the Fighting Morale (Units do not ger Suppressed/Pinned So fast). Can Throw Grenades

S.W.A.T Patrol - a 4 Man Squad with mp5s. Can be upgraded with 1 Shotgun. Can Throw Grenades

S.W.A.T Support Squad - a 3 man Squad with mp5s. Can be upgraded with 1 Flamethrower or 2 Colt CAR-15s.


Abilities:

Extra Training - All Squads now Learn how to create Emplacements. (Barb Wire / Sandbags).

Armored Car - A S.W.A.T Armored Car Comes Off-Map to support you.

S.W.A.T Marksman - You can now Build a Marksman From your Survivor Center (I Lol'd at this name ) D:




Hunters (Offensive)


Squads:

Hunter Squad - a 5 Man Squad with Pistols. Can be upgraded with 2 Shotguns.

Hunter Captain - a Man With a Pistol. Can be Upgraded with a Colt CAR-15. Gives an Aura wich Increases The Strenght of your Squads.

Hunter Support Squad - a 4 Man Squad with mp5s. Can be Upgraded Either with a Flamethrower or 2 M249 SAWs.

Hunter Assault Squad - a 4 man Squad with Colt CAR-15s. Can Throw Grenades


Abilities:

Extra Training - all Squads now Learn how to Create Emplacements. (Barb Wire / Sandbags).

Battle Bus - a Off-Map Bus Comes to your aid. You can Put 5 Soldiers inside it. They will fire out of the Windows.

Supplies! - You get 200 Manpower 100 Munitions and 50 Fuel. (This may Be Changed).




Marine Support (Defensive AND Offensive).


Squads:

Marine Squad - a 5 Man Squad with 3 Colt CAR-15s and 2 M-14s. Can Throw Grenades

Marine Lieutenant - a 1 Man Squad with Colt CAR-15. Gives an Aura Wich Increases Range and Accuracy Slightly. Can Throw Grenades

Marine Support Gunners - 2 Man Squad with M249 SAWs. Because the SAWs are Heavy, The Squad runs Slower. Can Throw Grenades

Marine Support Section - a 3 Man Squad with Colt CAR-15s. Can be upgraded with a Flamethrower Or 2 M249 SAWs.


Abilities:

Extra Training - All Squads now Learn how to Create Emplacements (Barb Wire / Sandbags )

Humm-Vee - a Humm-Vee will Come Off-Map to Support you.

Medical Outpost - Your Survivor Engineers (These will be available from the HQ for Each Doctirne) Will now be Able to Build a Medical Outpost. It will Heal Nearby Squads.





Buildings

HeadQuarters - Builds Engineers.

Surivor Centre - Builds Survivors (6 Man Squad with AK-47s), Survivor Support Squad (3 Man Squad with AK-47s. can be Upgraded with a Flamethrower), And Survivor Sniper (1 Man Squad with a Sniper. Because he is not Trained he will miss 5% of Hes Shots.

Police Department (Only if you choose Police Support). Builds All Police Support Units.

Hunter Hideout (Only if you Choose Hunters). Builds All Hunter Units.

Marine Base (Only if You Choose Marine Support). Builds all Marine Support Units.

Supply Center - Only 1 May be Builded. Gives you Supplies and Stores your Supplies.



MODELS


Headquarters = Normal HQ Model

Survivor Centre = Supply Center

Police Department = Weapons Support Center

Hunter Hideout = Whermact Quarters

Marine Base = Barracks

Supply Center = Supply Center


Unit And Weapon Models


Police Patrol - Volksgrenadier

Police Sergeant - German Officer

S.W.A.T Patrol - Pioneer

S.W.A.T Support Squad - Pioneer

S.W.A.T Marksman - American Sniper

Armored Car - PE Armored Car (Skinned as American Meaby?)



Hunter Squad - American Mortar

Hunter Captain - American Sniper

Hunter Support Squad - American MG

Hunter Assault Squad - American Mortar

Battle Bus - Deuce And a Half Truck (You just need to code it that the Guys inside it come to the Back of the Truck and Shoot)...



Marine Squad - Rangers

Marine Lieutenant - Lt. Mackay (From SP)?

Marine Support Gunners - Rangers

Marine Support Section - Rangers

Humm-Vee - Jeep

[NOTE: The Unit Models MAY be Reskinned. (I Really Hope That)]!



Weapons

Pistol - Colt.

Shotgun - K98

MP5 - MP40

M249 SAW - MG42

M-14 - Garand



AK-47 - MP44 (STG44)

Flamethrower - Flamethrower :D










Thank you,
PaLLeRo

Malcador123
14th Dec 08, 12:17 PM
idk seems like all of the same just with different names. i think flamethrowers should be kept military only, hunters should mainly be using civilian weapons like hunting rifles and shotguns, maybe one or two "special" squads with heavier weapons, and i think that there shouldnt be any armored cars thats just to much firpower.

burtondrummerNY
14th Dec 08, 1:44 PM
I think the HAZMAT should be the only ones with flamethrowers and maybe chemical weapons. Military should always have mp5s, hunters should all have rifles, and can be upgraded to sniper rifles, and survivors get pistols, rifles, and maybe a shotgun here and there.

Remember, how are the civilians going to get access to some of those weapons?

Malcador123
14th Dec 08, 2:56 PM
no military sghould be ARs and police MP5s

PaLLeRo
15th Dec 08, 6:21 AM
Now? Sorry Posting So Much. This is my Last Doctirne Tree now :D
(NOTE: Police Support Was Approved, So i only changed HUNTERS And MARINES.


Hunters (Offensive)


Squads:

Hunter Squad - a 5 Man Squad with Pistols. Can be upgraded with 2 Shotguns.

Hunter Captain - a Man With a Pistol. Can be Upgraded with a Bolt-Action Rifle. Gives an Aura wich Increases The Strenght of your Squads.

Hunter Support Squad - a 4 Man Squad with Bolt-Action Rifles. Can be Upgraded Either with 3 AK-47s. (Found from Dead Bodies).

Hunter Assault Squad - a 4 man Squad with Shotguns. Can Throw Grenades



Abilities:

Extra Training - all Squads now Learn how to Create Emplacements. (Barb Wire / Sandbags).

Battle Bus - a Off-Map Bus Comes to your aid. You can Put 5 Soldiers inside it. They will fire out of the Windows.

Supplies! - You get 200 Manpower 100 Munitions and 50 Fuel. (This may Be Changed).




HAZMAT (Defensive AND Offensive).


Squads:
HAZMAT Squad - a 5 Man Squad with 3 M-14s and 2 Pistols Can Throw Grenades

HAZMAT Officer - a 1 Man Squad with M-14. Gives an Aura Wich Increases Range and Accuracy Slightly. Can Throw Grenades

HAZMAT Security - 2 Man Squad with M-14s. Can Throw Grenades Can Be Upgraded With 2 M249 SAWs. If you upgrade them, They will Run slower, Because the SAWs are Heavy.

HAZMAT Flamers - a 3 Man Squad with 2 Flamethrowers


Abilities:

Extra Training - All Squads now Learn how to Create Emplacements (Barb Wire / Sandbags )

Improved HAZMAT Suits - Your Squads will now have more Health.

Medical Outpost - Your Survivor Engineers (These will be available from the HQ for Each Doctirne) Will now be Able to Build a Medical Outpost. It will Heal Nearby Squads.



Models

All HAZMAT - Engineers ( Reskinned ?)


Weapon Models

Pistol - Colt.

Shotgun - K98

MP5 - MP40

M249 SAW - MG42

M-14 - Garand

Bolt-Action Rifle - Lee-Enfield



AK-47 - MP44 (STG44)

Flamethrower - Flamethrower

Niftyeye
15th Dec 08, 8:03 AM
This sounds fantastic, the only thing I dont agree with is the fact that the default survivor squad has 6 AK-47s to go have fun with, maybe give them 6 carbines or something?


The rest of your ideas are great though.

burtondrummerNY
15th Dec 08, 1:03 PM
The one thing I find meh is that hunters don't have rifles. I think all of their infantry should have rifles or shotguns (who goes hunting with a pistol?)

Also, the HAZMAT should be 1 squad of like expert infantry who are almost immune to zombies and have chemical weapons to incinerate them.

Also, I need a mapper. All you need to do is make it night, and look like a nuke hit...or zombies ate everyone. You know, generic zombie city/town.

tutt6
15th Dec 08, 2:23 PM
Do a desert base,Simple and easy to do.Put one gaint complex (Say area 51 or so n so)For the first map make it like a stage of the outbreak stage one outbreak stage two infection stage three town falls stage four state epidemic stage five half of the US stage six complete infection.

Dauntless
15th Dec 08, 2:30 PM
whoa, I got a lot of models to skin if this is the way this mod's going.

Malcador123
15th Dec 08, 3:15 PM
yeah. lol

burtondrummerNY
15th Dec 08, 3:19 PM
Lol I hope ur good with alpha channels :)

burtondrummerNY
15th Dec 08, 5:17 PM
Ok I reskinned the MP40 and MP44 to look like MP5s and AK 47's. Now how do I give them to american units?

Sgt.Funky
15th Dec 08, 6:35 PM
When you get to the skinning part you should make the "survivor" factions units look like they've improvised in their clothing and protective clothing. Like scarves and improvised protective gear like a welding helmet to protect the wearers face and throat and motorcycle helmets and other stuff like that. Good Luck. :up: :D

Malcador123
15th Dec 08, 7:01 PM
tht sounds like a really cool idea.

tutt6
16th Dec 08, 6:39 AM
I have a idea on the zombie pioneer issue..Why not ditch building and make them use callings/HQ or infected hotel?I mean thatd be awsome.I mean each time you click on the hotel it should scream lol.

Niftyeye
16th Dec 08, 11:01 AM
All sounds good, just make sure Police are the ones who have MP5s while the Military have things such as STG44s, Thompsons, Bars ect.


And maybe the default Hunter unit should have rifles atleast? Hunters shouldnt be given pistols because they are the attacking faction :P


And for the Military/Hazmat, maybe their squads should be expensive but the most powerful?

If you've ever seen 28 weeks later, remember the chemical attack and afterwards you see a heavily armed military squad walking down the street with a flamethrower that torches one of the main characters.

burtondrummerNY
16th Dec 08, 1:29 PM
yes, im liking the ideas. lol

Dauntless
16th Dec 08, 2:06 PM
Well, first of all, poisonous gas would have no effect on zombies, unless it destroys the brain, something modern poisonous gases have yet to achieve.

burtondrummerNY
16th Dec 08, 2:55 PM
Well, we can always pretend that thats the chemicals they use. And besides, based off of what we have now, i wouldnt be suprised if there arent already brain destroying chemicals.

Malcador123
16th Dec 08, 3:29 PM
yeah, i think that the point of tht gas however was to kill anyone that could be zombified.

burtondrummerNY
16th Dec 08, 3:58 PM
But thats not useful in the game, so we will make magic brain killing gas lol

Malcador123
16th Dec 08, 5:56 PM
Sounds like a plan. idk there's something about those trees that paLLero made that make me feel like its all cookie cutter infantry, no offense, just my opinion.

Sgt.Funky
16th Dec 08, 10:45 PM
hhmmmm no vehicles would be cool i can just imagine a group of rifleman running away from zombies before being overrun.....>: ))

SpartanComander
17th Dec 08, 5:46 AM
When I think of zombies in WW2 the thing that comes to mind is a bunch of mg42s mowing down zombies, laughing maniacally as a crocodile rolls through burning a path through the hordes in a town, supporting the mg42s, while being escorted by rifleman squads, armed with garands, thompsons, and bars.

Dauntless
17th Dec 08, 10:10 AM
...Which would be hugely wasteful, as the machine guns would simply waste a lot of ammo and barely head shot any zombies, and zombies on fire would ravage the entire city, setting it on fire and possibly trapping the humans inside to be slowly consumed by the flames or the zombies.

BazzBrother
17th Dec 08, 12:18 PM
um, if you DO use the enfield, please fix it so that the men actually use the bolt action because in vanilla they use it like a semi auto and leave the bolt open.

ps. what you guys have been planning doesn't sound like survivors.

Defense Doctrine: City people with make shift weapons and defenses.

Attack: Marines or National Guard.

Defense AND Attack: Police and Swat (police are defensive, swat offensive)

Barfusman12
17th Dec 08, 12:25 PM
But if COH doesnt actually have close combat, therefore no animations of melee action, wouldnt you have to create some?

burtondrummerNY
17th Dec 08, 12:42 PM
Well what you can do is make the weapons invisible and give it a range of .1

Therefore they have to run up to the squad to get them, and you cant see the gun.

Its the best we can do for now.

tutt6
17th Dec 08, 4:43 PM
I got an idea for zombie problems...Make everything buildable from the zombie HQ and make the HQ like a hotel or somthing..Like if you click it they scream when you build the zombies come outa the lobby?o.o

burtondrummerNY
17th Dec 08, 5:19 PM
Okay...that would work. I mean, it doesn't matter that the zombies get every unit right away because it takes a while to go anywhere, and by the time they get anywhere, the allies have a counter.

Does anyone want to be a voice actor?

tutt6
17th Dec 08, 7:25 PM
I can voice children!(im 16)and try some survivor adults..

Malcador123
17th Dec 08, 7:28 PM
I can snag the adult voices, to deep to do kids though. Im willing if i can get some lines.

burtondrummerNY
17th Dec 08, 7:36 PM
Ok send me a pm and I'll get some lines for you.

Sgt.Funky
18th Dec 08, 1:23 AM
To bad OE hasnt come out yet this mod would go a hell of a lot further with it

Actually fire wouldnt be completely use less. Think about it when you catch on fire if it doesnt get put out it spreads and what would happen if it reached the zombies head it would probably burn its head to a crisp and then spread to its brain and what happens when your brain dies?

burtondrummerNY
18th Dec 08, 4:32 AM
Good point.



*Dauntless: Here's the Volksgrenadier skin file. It goes in Data/Art/Models/Races/Axis/Soldiers/Shared_Textures

Sgt.Funky
18th Dec 08, 4:45 AM
Thanks. This is shaping up to be a really good mod. ;)

Malcador123
18th Dec 08, 1:28 PM
but itll take awhile and until then you'll have a flaming zed charging at u, cause ull hae to be close to use a flame thrower

burtondrummerNY
18th Dec 08, 1:31 PM
But if you have the zed on fire, at least its slowly dying!

This is going to be a great mod if it works out good. I'm still looking for a mapper and a voice artist for the zombies.

Dauntless
18th Dec 08, 1:46 PM
In a siege, use of (controlled) fire is encouraged. What better way to kill those zombies on the other side of your concrete wall other than burning them all?

Also, I may do some voice acting.

burtondrummerNY
18th Dec 08, 1:57 PM
Sweet

So we got:

Dauntless - Skins and some voices,
Malcador - Voices
Tutt16 - Voices

This mod is really shaping up!

Twitchy
18th Dec 08, 5:25 PM
Hi. I can voice act if needed. I also know alot about zombie warfare, so if you need anything, pm me. Hope I can do some Voice acting, I don't use my Mic enough. xD

tutt6
18th Dec 08, 5:45 PM
I dont know if i can do voices my mics buggin..and my cells busted again..So ill try but no promises mate.

Dauntless
18th Dec 08, 6:00 PM
My mic's of unknown quality, so I don't know if you'll get crystal-clear recordings or fuzzy ones either.

tutt6
18th Dec 08, 6:02 PM
We can hope cant we Mr.dauntless?

burtondrummerNY
18th Dec 08, 7:19 PM
Lol okay! Welcome aboard Twitchy!

Sgt.Funky
18th Dec 08, 8:14 PM
What are you gonna do to the maps? just change the time to night or gonna get completely new ones?

Twitchy
19th Dec 08, 8:04 AM
Thanks! :D And an Idea for maps would be night yes, but you could also put some more wreckage around to make it look like an attack or something like that

Niftyeye
19th Dec 08, 8:58 AM
I think the main focus of the maps is urban, such as large cities and towns ect.


Would be nice to have a map with a bit of both though, maybe the zombie's base will be deep in the heart of the city while the human's will be on the outskirts.

burtondrummerNY
19th Dec 08, 10:57 AM
I'm thinking that getting rid of all signs of ww2 would be best. That means no more original CoH map, all new ones.

There will be mostly urban maps, but some rural maps. The best one will be a map with an army base (spoiler)

tutt6
19th Dec 08, 2:10 PM
make one in a amish looking town lol

Malcador123
19th Dec 08, 2:39 PM
why the amish?

Dauntless
19th Dec 08, 2:47 PM
I'm extremely sorry, but I can't go on with skinning, I've had a death in the family. Best of luck to you all.

burtondrummerNY
19th Dec 08, 4:17 PM
My dearest condolences. A death in the family always hurts, especially in the holidays. Feel better.

Dauntless
19th Dec 08, 4:39 PM
Thanks, I'm sorry I had to walk out on the skinning, I know it was quite important to the mod.

Malcador123
19th Dec 08, 7:33 PM
Oh, damn. you have my condoloences Dauntless.

Sgt.Funky
20th Dec 08, 3:41 AM
You have my sincere condolences :salute: Good luck ;)

Niftyeye
20th Dec 08, 6:30 PM
Dont worry about skinning, real life comes before some mod for a game ;)



My deepest sympathy for you and your family.

burtondrummerNY
20th Dec 08, 6:34 PM
What are your opinions on a zombie that explodes like a boomer in L4D?

Malcador123
20th Dec 08, 6:37 PM
really bad idea imo

Niftyeye
20th Dec 08, 6:48 PM
I dont know, what do you have done so far?




And how would a 'boomer' even work? I would personally stick with the fast, slow, and NOTLD (Night of the living dead, lol) zombies, and after a first release and feedback... then start to modify it and play around with ideas.

burtondrummerNY
20th Dec 08, 7:20 PM
ight

Okay here's some thoughts:

National Guard:

Right Side

1) Army Support - a squad of elite infantry can be called to the battlefield to help out.

2) Artillery Support - a local artillery battery is still alive, and ready to lend a hand. There are 2 abilities with this one. The first is a spotter, who is required. The other is the actual artillery ability.

3) Clean Up Team - Elite infantry using chemical weapons can kill zombies easily.

Left Side

1) For the Homeland - motivated to live and fight back the horde, all infantry recieve defensive and offensive bonuses to fight better.

2) Additional supplies - supplies have been rushed to your location so that survivors can fight harder!

3) To the death! - all infantry are 75% more effective, amongst other things.

Niftyeye
20th Dec 08, 7:38 PM
Hmm, good idea.


Maybe the 2nd option should be something that gives them another buff or maybe a call-in of supplies? Or it could be a simple 'advanced defences and rapid response' mixed combo.

So generally, as the game goes on the NG player gets tougher and tougher squads.

Malcador123
20th Dec 08, 8:28 PM
i like it so far

burtondrummerNY
20th Dec 08, 9:06 PM
Nice, nice...now lets work on another one.

Police Support

Right Side

1) Morale Boost - The Satisfaction of finding a handful of Survivors makes your Soldiers believe their is a purpose, a reason for fighting on. Damage +20% Accuracy +15%

2) SWAT Team - Armed with automatic weapons and trained better than normal police officers, SWAT teams can handle more of a threat than normal survivors.

3) SWAT Sniper Team - A sniper and a spotter are called in. Because of their precision, the sniper has an efficiency of almost 100%.

Left Side

1) Barricades - Constructing basic barricades can hold off zombies even longer.

2) Riot Police

3) Not Decided

Capt.Wildstar
20th Dec 08, 9:40 PM
Well if its going to be the National Guard shouldn't it be Army not the marines. It could be a squad from the 1st, or 101st or even the 82nd. You know elite army divisions.

Sgt.Funky
20th Dec 08, 11:13 PM
How about Riot control squad for Police Support? Armed with shotguns and pistols ;)

Malcador123
21st Dec 08, 12:43 AM
anyway we'd be able to do riot sheilds, u could set it as a bonus against damage?

Sgt.Funky
21st Dec 08, 1:41 AM
Sweet and only a few have them in the squad? :)

Sgt.Funky
21st Dec 08, 3:48 AM
And there should be a skill in one of the doctrines called "Morale Boost" and it says this *clears throat* The Satisfaction of finding a handful of Survivors makes your Soldiers believe their is a purpose, a reason for fighting on. Damage +20% Accuracy +15% ;)

burtondrummerNY
21st Dec 08, 7:29 AM
Im liking the ideas
:D

tutt6
21st Dec 08, 7:45 AM
Doctirnes for the police..under not decided it should probley be..a vet squad of swat comes in from the ground zero site (as in from where it happend) and for the artillary you should make it "BUILD"able so that way the zombies could take it down i mean offmap wouldnt be fair..Unless the zombies had like..a offmap gaint monster..thing..wait a minute..Theres an idea!Reskin the tiger to look like some mutation give it a range of 0.1 meter so its cqc and make it look like its eating people.

burtondrummerNY
21st Dec 08, 7:50 AM
Oh how I wish...but I cant

Off map because where do you think the survivors are going to get the supplies (or skills) to make a howitzer?

Plus the balance is already in favor of the zombies, so a little nudge here or there for the survivors doesnt hurt.

tutt6
21st Dec 08, 7:51 AM
To solve the howitzer issues:Special pioneers sent from high command.

And crap i dont know if i can do voices..my mic just made a loudass noise in test..Ow..

burtondrummerNY
21st Dec 08, 9:25 AM
uh oh...

But the thing I don't like is the difference between Howitzers nowadays and WW2, and how this affects the game.

Howitzers have a range of almost 20 miles. There is no need for on map howitzers. The howitzers of WW2 on the other hand had a range of about 7 miles. Therefore an on map howitzer would be necessary.

Also, howitzers are organized into batteries, each covering a set range. Therefore, the howitzer wouldn't be build on site.

Niftyeye
21st Dec 08, 10:05 AM
Few ideas for the police (very off the top of my head ideas, so dont blame me if they suck, lol)

Left Side: Response Officers

1: 911 Emergency: all Police Units are produced 3 times as quick for 3 minutes.

2: Heavy Defenses: Officers can now construct barbed wire, heavy roadblocks and sandbags that can hold off the horde, they can also reinforce quicker and reinforce from Swat/Police Trucks.

3: Remember your training!: Most units in general become slightly more accurate due to the fact that the Officers have been re-organised and have gotten over the intial 'shock factor' that zombies, which are suppose to not be real, produce. They also become less able to be pinned.

Right Side: Dispatch Officers:

1: Police Patrol: Calls in a couple of police cars both filled with a Police Officer squad, the officers can set up barricades and the cars can carry a single small squad.

2: Special Weapons and Tactics (SWAT) Support: A swat team is spawned off the map, equipped with 3 MP5s and a tactical shotgun, as well as being extremely well conditioned, having good accuracy and being able to absorb a lot of punishment, these Officers can also be upgraded to have Assault Rifles, which increases their firepower at short to medium range.

3: Swat Truck: A swat truck comes onto the map, as well as automatically having 2 Swat teams inside for free it can 'Setup', allowing it to be used as a reinforcement point for all units in the area, it can also take heavy punishment and makes all Police in the area fire with more accuracy and power.


Like I said, just off the top of my head.

burtondrummerNY
21st Dec 08, 10:47 AM
Nice, but where am I going to get the models for the vehicles?

Capt.Wildstar
21st Dec 08, 1:08 PM
we'll have to wait for the new OE then this mod could really take off

Malcador123
21st Dec 08, 3:18 PM
well the trucks can be the british HQ trucks.

burtondrummerNY
21st Dec 08, 3:57 PM
Or....http://hosting.reliccommunity.com/uploads/127427/20071227154844-c15ta.jpg

Just needs to be skinned

Sgt.Funky
21st Dec 08, 3:59 PM
Nice model

burtondrummerNY
21st Dec 08, 4:11 PM
I didnt make it

Relic did

If someone wants to try to skin that...please do. Make it look like a SWAT truck.

Sgt.Funky
21st Dec 08, 5:14 PM
okay then. What model is it?

burtondrummerNY
21st Dec 08, 5:43 PM
c15a
i was looking through the files when playing around with NIS in worldbuilder and it was there

Malcador123
21st Dec 08, 7:27 PM
indeed it does

Sgt.Funky
22nd Dec 08, 4:48 AM
Ok. Whats the lowdown on the doctrines for both factions? I mean what are the doctrines gonna be?......for shizzle ;)

Niftyeye
22nd Dec 08, 7:14 AM
I think the general idea everyone is agreeing on is this:


Survivors/Humans


Military: A mixture of defense and offense.
Police: Defensive
Hunters: Offensive

Zombies/Undead

'Modern' Zombies (Fast): Fast and weak.
'Traditional' Zombies: Slow, but have a lot of health.
'NOTLD' Zombies: Average speed, very cheap and very quick to build, can be frightened by fire and things however.


You can find out this info if you look back through the topic ;)

burtondrummerNY
22nd Dec 08, 12:46 PM
I had a dream last night about zombies that weren't dead...it was freaky.

They were still alive (could think, run, etc), but were undead! So they were smart (knew how to hunt, etc), and fast, and scary.

I remember in the dream that i was running away from the horde with my best friend, and at one point we were in a tower. He made a noise, and the zombies bit him, making him a zombie, and i had to jump out the window...(somehow i didnt die)

It was epic

Niftyeye
22nd Dec 08, 1:08 PM
O.o



'Are you classified as human?'



And hmm.... maybe these 'smart' zombies are what the zombie player eventually gets, they are fast, take a lot of damage and deal it out well as well, maybe they can 'cloak' to try and pretend to be survivors


lol.... who knows, whats the status?

burtondrummerNY
22nd Dec 08, 1:24 PM
I recently did a test playing as zombies.

The zombies move really slow, take no suppression, and have really high health. The Survivor ai needs work (didnt make my units), but put up a fight.

Also, zombie combat has improved. They have to be really close to do damage, and they suppress when they surround a unit (imagine being overwhelmed by the horde)

Also, when a zombie is on fire, it runs faster and deals out more damage :)

Niftyeye
22nd Dec 08, 1:33 PM
Must.Play.Before.I.Go.Away.On.January.The.4th.For.Military.Training.

burtondrummerNY
22nd Dec 08, 2:06 PM
Ill get it to you before then

Niftyeye
22nd Dec 08, 2:23 PM
Marry me :D



Lol thanks a lot mate, would just be nice to try a mod since ever since the first released zombie mod flopped Iv always wanted a replacement ;)

Sgt.Funky
22nd Dec 08, 4:52 PM
Im gonna try and think up some things for the hunters and zombies ;)

Twitchy
22nd Dec 08, 8:40 PM
If you need anything for Voices of help, send me a pm, I'm not on here all the time, so your email would be nice. :D

bwc153
23rd Dec 08, 4:50 PM
yeah thats what i was thinking. and maybe the more important squads could cost more than there normal manpower would be, because its less probable to find people with their expretise among the survivors you have "saved"
so a five man swat team instead of costing 5 would cost like 8 or 10
or change 2 of the 3 resources..
manpower = civilian survivors
munitions = military trained survivors.

Sgt.Funky
24th Dec 08, 2:09 AM
Okay. For a call in squad how about a squad thats made up of retired army vets mixed with normal gamehunters. They will be called basic Hunter squad. They get an upgrade that gives them Snipers and increases their line-of-sight. They are incredibly effective in stealth and marksmanship but are quickly massacred when found out i.e they have low health. They will also have camouflage ability.

Niftyeye
24th Dec 08, 4:02 AM
So you mean that would be one of the later units for the Hunters? As in the default hunters would be civillians while the more tougher units would be ex-military or mercenaries or something.

We've thought up a few good things for Police and Military, but not actually for survivors, lol


And good idea on the resources, with survivors costing Manpower and Military costing munitions, but shouldnt military have a small manpower cost thrown in just for the sake of manpower?

Because once you start building military squads all the time, you are going to have so MUCH manpower, that if you happen to lose that military unit you can just spam out survivors because of the excess manpower.

Twitchy
24th Dec 08, 6:57 AM
On the resources idea, it's good. But here's what I think. For any offmap troops, they should have a small fuel fee for transportation to the field, of course it obviously depends on what unit, but technicly it could work for most of them.

:P Also, included in this Message is a Voice clip for NY. If you want to hear a really bad Zombie voice after someone just woke up, go for it. xD Material on a website for me to mimic would be appreciated. Or ideas on how to do it.

burtondrummerNY
24th Dec 08, 7:46 AM
HA nice voice clip!

I don't think you're fluent in zombie

Ok, just a quick question:

Should territory capture be Vanilla (Capture flagpole), or SCAR coded (if x number of units in area, then you get point)

I prefer the SCAR coding cuz its more realistic (capture a flag and fuel rushes in?)

tutt6
24th Dec 08, 8:44 AM
Make it scar because what zombie would hoist a zombie nazi flag?and how do i record?I still wanna try!^^ :spartaaa:

burtondrummerNY
24th Dec 08, 8:53 AM
Find a voice recording thing on your computer (vista has sound recorder), and record

Malcador123
24th Dec 08, 8:57 AM
I like the scar idea as well. like tutt said whos gonna raise a nazi flag?

Niftyeye
24th Dec 08, 10:15 AM
Yeah, SCAR coded would definetly be better, go for it

Twitchy
24th Dec 08, 10:51 AM
xD It was 10am, I just got up. My voice is really screwed up in the morning D:

burtondrummerNY
24th Dec 08, 11:17 AM
lol

tutt6
25th Dec 08, 1:25 PM
im on XP home edtion (2002)

Sgt.Funky
26th Dec 08, 3:23 PM
So you mean that would be one of the later units for the Hunters? As in the default hunters would be civillians while the more tougher units would be ex-military or mercenaries or something. Thats exactly what I mean ;)

*Ability* Camo: The units take more time to look at their safety and improve their clothing and camouflage. Damage +5% Difficulty to Find +5% *Note* this also give the units camouflage ability (this will be first selection on the right side of the tree).
:)

burtondrummerNY
27th Dec 08, 7:12 PM
Hey all

I got an external hard drive for christmas, and in the process of moving files, i acidentally deleted zombie mod. So i gotta restart.

:coffee:

Dont worry though, I'm still dedicated to it.

Sgt.Funky
27th Dec 08, 11:39 PM
Lol that is funny but sucks heaps as it means its only gonna take longer. Damn.

burtondrummerNY
28th Dec 08, 7:25 AM
ah well...life sucks, and can be funny at the same time.

On the plus side coh is a lot smoother on my comp now! :banana:

Niftyeye
28th Dec 08, 10:30 AM
Oh snap, you accidently deleted >.>




Nevermind.

Twitchy
28th Dec 08, 10:40 AM
xD If anyone is willing to play some N44 or another mod with me, I've got all the free time a guy could need.
I feel for you, but did you check the recycle bin?

burtondrummerNY
28th Dec 08, 12:54 PM
yup not there :(

So, I'll post an update once its back up and running

biorifle
29th Dec 08, 10:06 PM
what if for the humans they call in all their units except for the basic survivors/builders from offmap but they would be alot better than zombies and recharge fast. and the zombies would get units depending on their doctrine
also heres some zombie doc ideas

hellspawn undead
super health speed zombies with low damage with special demon units build units from base buildings. focuses on super units
trees:
undead:
buffs your zombies and lets you call in a super zombie that can shoot spikes and has an ability to throw a pus bomb (grenade)
demons:
lets you use off map arty and even airborne zombies/demons

plauge undead
very super health average damage low speed have ranged zombies. focuses on frontal assaults heedless of cost. builds units forward barracks
trees
disease increases zombies damage and speed and allows basic zombies to build defensive structures wich they die after doing
mutation basically gives some zombies abilities and lets you call in better zombies from offmap.

horde undead
low health average speed kinda low damage cheap build buildings that auto produce zombies and call in offmap zombies plus produce basic zombies from hq forward barracks and hq. focuses on overwhelming the enemy.
trees
numbers increases population and speed that auto zombies are produced.
collectivity
gives all zombies small bonuses when around other zombies and alows the player to call in zombie phsycics that act like officers and can use range plus have abilities but are weaker than other zombies

Sgt.Funky
30th Dec 08, 12:08 AM
If they call in all their units from offmap there would be no reason to have the builders in the first place....

And i think Burton and the rest wanted to base this on Dawn of the Dead/Traditional Human versus Zombie style gameplay not
undead:
buffs your zombies and lets you call in a super zombie that can shoot spikes and has an ability to throw a pus bomb (grenade)
demons:
lets you use off map arty and even airborne zombies/demons

biorifle
30th Dec 08, 9:26 AM
the builders would build defenses and the plauge and horde undead are my best idea in my opinion

plus i think that the zombies should have at least 2 ranged maybe a zombie sniper

unit ideas for zombies

zombie: weak at everything cheap builds really fast

large zombie: high health attack low speed can fire up without the suppression part

ghoul: fast cheap avg attack die 1 hit 10 in a sqaud

experimental zombie: super zombie one of the originals high everything but attack it has avg attack and can attack really fast and do extra damage to vehicles and buildings (armor piercing mg rounds)

doctrine units

plauge:

diseased zombie: high health low speed and attack but has attack speed boost.

pus zombie: weak attack avg health avg speed blows up

mutant zombie: shoots spikes (just rifle shots) 4 in a sqaud high stats avg cost but build slow

horde:

infecter: single zombie in sqaud hardcapped at 1 can build basic zombies in field avg health low attack and speed

mass of flesh: 18 basic zombies (normally you get 9) for more cost than building 18 can reinforce anywhere allows sqauds around it to reinforce

focal point: (not a unit) a building that makes zombies around it it fight better and produces a infected sqaud every 40 seconds

infected sqaud: smart zombies basic zombie sats but can camo and run for cover (maybe have pistols or volks basic rifles)

undead: high hp and attack avg speed sqaud of 8 can fire up (normal one) all other zombies move faster when they are around.

end of zombie units will follow shortly with human after i get replys

Niftyeye
30th Dec 08, 12:00 PM
Like the other guy said I think we are sticking with the traditional zombies, as in the moaning flesh eating ghouls, not gun-shooting parachuting demons ;)

burtondrummerNY
30th Dec 08, 12:06 PM
We would be screwed if there were parachuting and sniper zombies...

Yeah, sticking to traditional "Night of the Living Dead," "Dawn of the Dead," and World War Z zombies. No crazy omg hax zombie artillery, snipers, or parachuters.

Thanks for your thoughts though!

tutt6
30th Dec 08, 2:38 PM
Then suddenly..*Loud engine*YEEEEEEEEEHAW!!!!!!!!!!!!!!!!*tiger breaks through a wall with the 7th panzer army sig*FUCKIN ZOMBIES!worse then russians!XD lol thats my only counter for airborne zombies..

Sgt.Funky
30th Dec 08, 4:06 PM
"Traditional" Zombie doctrine idea coming up.
*Ability*: Bloodthirst: The smell of flesh and blood urges your zombies to move faster for a short period of time. Speed +10%
For 30 seconds. (or longer?) ;)

burtondrummerNY
30th Dec 08, 4:54 PM
Nice nice

tutt6
31st Dec 08, 6:41 PM
What?no hateing on my post?XD

IronmanII
31st Dec 08, 6:44 PM
i think 30 seconds would be ample time for them.....

Niftyeye
1st Jan 09, 7:59 AM
I leave for basic training in a few days time so I doubt Ill be able to come onto the forums.


I wish you the best of luck with the mod, and happy new year ;)

burtondrummerNY
1st Jan 09, 10:59 AM
Happy new year, and best of luck to you :)

biorifle
1st Jan 09, 11:29 AM
i kinda like the idea of something that auto produces zombies i also like my mass of flesh idea, the ghouls, large zombie, diseased zombie, and pus zombie also if it is possible maybe all zombies beside the mass of flesh could have when they killed a human squad member they would get 1 use of reinforcement

ideas for human units

survivors: build barricades that slow down zombies and when are in buildings more accurate and higher damage 6 members

police: fast 4 member squad with shotguns low hp can be equipped with 1 assault rifle

pyromaniacs: have ied's (grenades with sticky skin) 3 members 2 flamethrowers 1 pistol

military vets:4 guys have an accurate bazooka 1 assault rifle 4 members 2 smgs. doctrine unit

told-you-so's: people who prepared for a zombie apocalypse (i checked there are a few organizations) 5 members 2 have sniper rifles and the rest have really accurate rifles with med range all have ied's

S.W.A.T.: what was previously talked about.

gun enthusiasts: 6 guys with assault rifles.

defenders: people who are holding back the zombie horde while waiting for the army 8 members with 2 hmg's 2 sniper rifles 2 reg rifles expensive not very accurate doctrine unit

jeep: jeep that crushes zombies can carry 6 people

truck: same as jeep but has lmg and can carry 14 people doctrine unit

i also have an idea for a doctrine ability where you call in a news helicopter to drop a sqaud of survivors and a police helicopter to shoot zombies.

tell me what you like also is this just gonna be coh with a zombie team or will it have different gameplay

+10% sped is not gonna do anything for shambling zombies how about 30% for 20 seconds


"Traditional" Zombie doctrine idea coming up.
*Ability*: Bloodthirst: The smell of flesh and blood urges your zombies to move faster for a short period of time. Speed +10%
For 30 seconds. (or longer?)

Dauntless
1st Jan 09, 1:49 PM
Jeeps and the rest shouldn't be able to kill zombies by running them over, unless you crush the head, it's just gonna keep moving.

Sgt.Funky
1st Jan 09, 4:29 PM
*Traditional Zombie Ability*:Night Numbers: Zombie Squads get 2 more Zombies.

(Note this depends on how big the squad is in the first place. E.G if a squad is small in the first place it will get 2 more units, If a squad is average in the first place it will get 1 more unit, if a squad is big in the first place it will get no more units.

Captain Trek
3rd Jan 09, 1:03 AM
One thing I'd love to see in this mod would be the Wermacht's motorbike (a version of it, anyway)... I know the survivors already have jeeps (in all likelyhood at least), but when was the last time you saw a guy on a bike with a guy in a sidecar mowing down zombies? How epic would that be? :D

Also, it'd give the mod something fairly unqiue that you don't see in other examples of zombie fiction... I'm not sure exactly where you could fit it in though...

EDIT: Do you think the survivors should have a KT/Pershing/Jagd style "super vehicle" call-in in one of their doctines? A military (or even civilian) armoured car might work here...

Dauntless
3rd Jan 09, 1:21 PM
Then how would the zombies kill it?

Well, I don't think the engine supports ammo and zombies climbing into the tank.

burtondrummerNY
3rd Jan 09, 1:33 PM
I was actually thinking of using the motorcycle, i'll be honest :)

Captain Trek
4th Jan 09, 2:28 AM
Then how would the zombies kill it?

Well, I don't think the engine supports ammo and zombies climbing into the tank.

Well, that is kind of a problem... :\


I was actually thinking of using the motorcycle, i'll be honest

Yaaay! :dance: