[Mod Request] Monster Mitosis

Zombie Uprising

I am looking for someone who is a much better programmer than I am to help me out.

My idea is to create a zombie uprising event and what I need is three things:

1) (This one should be easy enough) I need to know how to increase the maximum monster army size from 5 to 7 or higher. Butchers can grow as high as 5. How can I increase that cap?

2) When the army would increase to 6, or 8, or whatever the preset, I want the army to separate into two groups that are 1/2 the size.

3) I need the army size to increase by +1 per 5 turns (or so), on its own without having to kill anything. This would represent the zombie horde picking off peasants and what not that venture too far beyond the cities.

If anyone can offer up any ideas on how to get started with this, or if someone is already working on this I would greatly appreciate the help.

Thank you everyone in advance.


BTW, the zombies I am planning would be a modification of the butcherman with a lower attack, much lower initiative, slightly higher hit points, and a slightly higher defense.

7,832 views 5 replies
Reply #1 Top

This is a really good idea. If someone comes along and helps you I'll snatch up the code. I won't make them "zombies" per se, but I would implement the mechanic. =P

Reply #2 Top

No idea about 2 and 3, but 1 is easy to do (just takes a little time). Open CoreAbilities.xml and look for the Undying Curse-trait and set the Value to something between 5 (current) and 9 (maximum). Just keep in mind, that this trait is also used by Resolns Cyndrum Demons, so it would be better to make a copy of the trait with a different InternalName. That way you won't have to edit the xml directly. Just place the copy in a new xml-file and place it in the mod-folder (under Win 7 it should be: UserName\My Docs\My Games\FallenEnchantress\Mods\Data).

Reply #3 Top

A slightly different approach:

Create Zombie. Zombie starts by himself, and picks up to 9 pals. When 9th pal is feeling allright, Zombie cast split, thus killing himself, and creating Zombie and Zombie, each of them with 4 pals. Continue. (This is what you described)

This can be done this way-

Zombie is a unit that can grow up to 10 (the numbers can be changed however you want).

Zombie raises a pal (see above) every time he kills.

Every turn, Zombie restores 20% of his hp (so every 5 turns a pal joins Zombie).

When Zombie's total health reaches 10 times Zombie's health (or, if you wish, full health), zombie can use an ability that costs 100% of the stacks health, summoning 2 new units, and killing him in the process.

Another way to do this is, AI will to cast Summon Zombie is [Zombie's health]/[Zombie's total health], the spell costs the health of one pal, and summons Zombie without pals, or a similar fashion.

 

Hope this helps.

Reply #4 Top

I'm guessing Value in GameModifier is an integer? If not, can we do something like this? Or would we have to convert UnitGroupingType to an integer and assign values to troop levels?

 

           <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>GroupingType</StrVal>
                <Value>UnitGroupingType_Pair</Value>
                <Provides>...</Provides>
            </GameModifier>

 

EDIT: You know, if you make a new race and make zombies out of them, the unit could terrorize some monsters and you'd see a real horde growing over time. You'd have to take settle away from the sov though.

Reply #5 Top

You should use the [eWIP] tag and maybe [Help needed] or some such. Before I clicked here I thought it was a request that someone else would make this mod.