More Awesome Than You!

Awesomeware => The Armory => Topic started by: J. M. Pescado on 2006 December 08, 23:06:32



Title: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 08, 23:06:32
BRAIIIIIIIIIIIIINS!

(http://www.moreawesomethanyou.com/terror/green.gif)
(http://www.moreawesomethanyou.com/zip.gif) zombieapoc.zip (http://www.moreawesomethanyou.com/ffs/uni/hacks/zombieapoc.zip)

REQUIRES:
(http://www.moreawesomethanyou.com/zip.gif) thefightclub.zip (http://www.moreawesomethanyou.com/ffs/uni/hacks/thefightclub.zip)

Zombie Apocalypse (v1b) for TS2U+
Made by: Flying Fish Systems (J. M. Pescado & Doctor Boris)

Special Thanks To:
Hobbsee the Pencilneck
BlueSoup Fathead

Congratulations to: Draklixa!

INSTRUCTIONS:
Place in your MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 directory.

FEATURES:
Are zombies boring? Does their lack of brain-eating bother you? Zombies will
now attempt to attack other sims and EAT THEIR BRAINS, turning them into
zombies as well!

COMPATIBILITY:
Compatible with all FFS Hacks. For TS2U and up. Requires The Fight Club.

SIDE EFFECTS:
May cause computer damage, incontinence, explosion of user's head, coma, death,
and/or halitosis.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: breyerii on 2006 December 08, 23:15:19
Hooray!

Ehm, a couple of questions:

1: Non-untouchable NPC's are fair game, right? And potentially this could turn a whole neighbourhood into a Romerian playing field.

2: Will this favour enemy sims as targets?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 08, 23:36:47
Yay! Finally! I can't wait to give this a try sometime... I'll have to figure out a way to zombify some sims...

Any chance we'll get a head 'splodin shotgun hack? ;D

Also... is the only way to revert a zombie to human is to have them die again and then re-resurrect them?

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 09, 00:33:27
1: Non-untouchable NPC's are fair game, right? And potentially this could turn a whole neighbourhood into a Romerian playing field.
NPCs can be zombied, yes.

2: Will this favour enemy sims as targets?
In theory? I have no idea what makes sims pick the targets they do.

Also... is the only way to revert a zombie to human is to have them die again and then re-resurrect them?
Nope. Once a zombie, always a zombie. BRAIIIIIIINS FOREVER!


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2006 December 09, 01:26:25
Now this'll make it worth having zombies, I might build a mall where a whole nest of zombies can rampage, and then I'll take my bad sims there to shop.  ;D


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 09, 03:03:24
Nope. Once a zombie, always a zombie. BRAIIIIIIINS FOREVER!

Heh... okay... so pretty much installing this is eventually guaranteeing an actually big fiery ball type apocalypse in your game? Theoretically... once you've got a zombie... and it starts rampagin... and your zombie horde multiplies to the point where they outnumber your live/normal "human" sims... you might eventually end up with all zombies. No way to cure zombification?

Can zombies be killed dead by other "normal" means such as fire, electrocution, drowning, flies, satellite, disease, fright, cowplant, or scissors? I assume that zombies are immune to death by hunger or old age.

I was unsure bout disease... but disease seems to be pretty much near impossible to get anyways. I would just like to know how I should have my live/normal "human" sims defend themselves from the zombie apocalypse that is approaching. I will have to test out those rifles and see if they work on zombies... heh. ;D

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kutto on 2006 December 09, 03:12:15
I might need to look for a zombie aging mod. I don't mind the limping, and the noncurable state I can tolerate, but immortality irritates me.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jsalemi on 2006 December 09, 04:09:43
Can zombies be killed dead by other "normal" means such as fire, electrocution, drowning, flies, satellite, disease, fright, cowplant, or scissors? I assume that zombies are immune to death by hunger or old age.

I'm not sure if zombies age or not, but I'm pretty sure they can die by any other means that would kill a normal sim.  I know the short time I had a zombie living with a sim (Goopy, who's now a zombie townie), he had to eat.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: breyerii on 2006 December 09, 04:20:25
Heh. I have quite a number of zombies, and they all grow fat overaeating - even under power idle. Go figure.  ;)


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Soylent Sim on 2006 December 09, 04:26:19
Zombies can die of anything but old age, and in fact their motives are treated the same as any other sim of the same personality.  (Save, of course, the added time to get to motive-restoration items.)

I'm curious what pre-zombification data is retained after the fact, as an anti-zombie potion would be a nice addition to the gypsy's bag.  More to the point, I wonder just how feasible such a thing would be to add.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 09, 04:52:00
Removing zombie status is pretty trivial, although all pre-zombie information like personality and skills remain lost.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 09, 05:18:09
Ahh... ok... so does eating brains help replenish zombie hunger? :D

I was thinkin about a zombie cure potion. It shouldn't be too hard to add. You could probably request it from Smonaff who has an anti-aging potion here (http://www.modthesims2.com/showthread.php?t=208186) and several other gypsy potions here (http://www.modthesims2.com/showthread.php?t=188471).

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 09, 06:20:59
Ahh... ok... so does eating brains help replenish zombie hunger? :D
Eating brans is very good for zombies. When a zombie eats someone's brains, it refreshes basically all of his motives except hygiene. The interaction is similarly advertised as such, which makes zombies very keen on eating your brains! Furthermore, a zombie gains +1 body everytime it eats someone's brains, making it that much more formidable. It ain't called "Zombie Apocalypse" for nothing. Your neighborhood will literally become potentially very survival-horror as the weak will quickly succumb to the zombie hordes.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 09, 06:51:27
Heh... this is just too awesomely apocalyptic! Ok... more questions:

Can you cancel out of the interaction? Are there ways to fend off zombie attack should one come lurchin around on say a comm lot?
Speakin of comm lots, are all sims fair game? Even playables that you aren't currently playing?

Also... are these traditional zombies that will always lurch and limp and lull... or can zombies strengthened by eatin brains gain body and speed? It would be neat to have enraged speedy zombies, like those in 28 Days Later... those zombies RUN!

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2006 December 09, 07:55:24
You could choose to stand and fight with the aid of simwardobe's array of different guns, there's an assault rifle that'd do the job nicely. Also an incendiary bomb.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 09, 08:44:54
Can you cancel out of the interaction? Are there ways to fend off zombie attack should one come lurchin around on say a comm lot?
Yes, and yes. Your sim can defeat zombies simply by standard boot-to-head combat, with all the rules of the Fight Club in place. In fact, your sims will likely gain a great deal of combat experience this way, like any proper adventurer.

Speakin of comm lots, are all sims fair game? Even playables that you aren't currently playing?
Yes. Being a zombie won't instakill sims like randomly becoming a vampire will. Plus this *IS* an apocalypse, so if your neighborhood blows up, it's your own damn fault for instigating a zombie apocalypse. :P This hack will not be included in the Director's Cut for obvious reasons.

Also... are these traditional zombies that will always lurch and limp and lull... or can zombies strengthened by eatin brains gain body and speed? It would be neat to have enraged speedy zombies, like those in 28 Days Later... those zombies RUN!
Zombie motion is not a part of this hack. Zombies will move however you have modified or not modified them to move. You can decide for yourself, I'm sure there's a zombies-walk-normal hack somewhere.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Emma on 2006 December 09, 08:59:37
Can I just say....YAY! ;D

I know you don't like to be thanked-but thanks anyway ;)

I can't wait to play with this! My N/H is close to exploding anyway, so going to test in that one before I make a shiny new one.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 09, 09:02:06
Zombie motion is not a part of this hack. Zombies will move however you have modified or not modified them to move. You can decide for yourself, I'm sure there's a zombies-walk-normal hack somewhere.

Hrm... well I was wondering tho... would it be possible to make it so that when zombies start their attack... that those with higher body skills and brain eatin experience (do they get a new memory each time they eat the brain of a different sim?) become stronger and faster... and therefore they can run after their/to their victims... as opposed to lumbering across a lot. Sort of in the same way that your hacks make it so sims always run even if they are lazy sims. I thought one of your hacks does that... like with macrotastics or whatever. Did I imagine that? I was pretty sure that I have some lazy ass sims who... if I personally direct them to "go here" they will lumber over there lazily. But if macrotastics directs them to do something, they run all over the friggin place. I didn't think the hack(s) changed what options they had or how they behave under normal circumstances... but just always used the run animation instead. I think twojeffs' Smart Beds has a run to bed option too... regardless of sim personality.

Anyhew... maybe I should start a separate neighborhood with a whole Resident Evil type zombie apocalypse theme. I hope I can toy around with this sometime this week. Hehe. If anyone starts a zombie apocalypse in their 'hood, I would love to read the stories. :D

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 09, 09:22:58
Hrm... well I was wondering tho... would it be possible to make it so that when zombies start their attack... that those with higher body skills and brain eatin experience (do they get a new memory each time they eat the brain of a different sim?) become stronger and faster... and therefore they can run after their/to their victims... as opposed to lumbering across a lot. Sort of in the same way that your hacks make it so sims always run even if they are lazy sims.
Nope. Macrotastics observes the correct rules and does not allow sims to run without the appropriate prerequisites. Plus zombie locomotion overrides running anyway.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: hotlane on 2006 December 09, 14:51:02
Also... is the only way to revert a zombie to human is to have them die again and then re-resurrect them?
You can use InSimenator


Anyway... this is really great ;D HUGE thanks for it, its amazing!!!!!


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Gwill on 2006 December 09, 18:16:37
Are zombies immune to disease?
This would be absolutely perfect if zombies would spread the plague, so that even if you defeat them in hand to hand combat, you still might get sick and die (even though it's almost impossible to die from disease).


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: seelindarun on 2006 December 09, 18:57:11
No, zombies aren't immune to anything but aging.  They have the same motive decay as a normal sim, which is why it will be very interesting to watch what happens when they see other sims as food!  :D

I plan to cull the zombie hordes eventually by locking them in the plague shack (for the sake of scientific study), or setting them on fire. :)  Right now, I have only a few very neat, very nice, but extremely athletic zombies.  (NB: Even with max Active personality and Body skill points, macrotastics cannot make them run.)  My playables are equipped to fight them off, but the townie pool is looking awfully ripe...  ::)

My question is, how could this cause a BFBVFS?  Not that such a little thing as that could keep me away from this. :D  I mean, the character files are there for every sim created in the game, alive or dead, so what difference could zombification make?  Too many memories from immortality?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 09, 19:28:38
You can use InSimenator

Well duh. Of course you can always find cheaty ways to change things. That's not the point. I would prefer a non cheaty way. At least with an interaction or a potion or what not, things come with some kind of cost, penalty, or consequence. I only use hacked objects like the InSim or ffslotdebugger if I'm trying to fix, debug, or test something. I don't use these items for everyday gameplay.


I mean, the character files are there for every sim created in the game, alive or dead, so what difference could zombification make?  Too many memories from immortality?

Well... that's what I was thinkin... also... if the zombie population pretty much overtakes your entire 'hood and leaves with you with only  few "live" sims. Then the only way to get more "live" or normal sims would be thru births or CAS, further increasing the size of your 'hood. And if you get sick of your zombies and kill 'em off completely... you're just addin to the character file count. But I suppose that would've grown anyways, eventually. Depends on how long you can stand teh apocalypse I guess. I suppose you could always find ways to revert zombies back to normal. I'm curious how long it would take for zombies to overrun a 'hood.

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Cruel Tutelage on 2006 December 09, 20:10:18

Well hot damn!  You actually listened to my request on MTS2.

I am forever grateful.   :'(   ;D

This is just too awesome.  It's like Christmas.  With zombies!

You have single-handedly reconvinced me that charity and coolness in People On The Internet really do exist.  Rock on, Pescado.  Rock on.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kewian on 2006 December 09, 23:14:10
psst...punch the thanks button.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 10, 00:00:20
Potions don't really have a cost, Syberspunk. Call the gypsy, pay a negligible token cost, and then drink the potion is not really a cost.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Tamha on 2006 December 10, 02:59:14
Gypsy potions need to have unexpected side-affects when taken with lower than gold aspiration (like aspiration items do). Like a supernatural "cure" like Vamprocillian-D got totally borked and could randomly do nothing, make you sick, make you a second kind of supernatural, give you cheese-brain, or just kill your sim outright (and then you'll have to beg for their life from the Reaper). That would be consequence for dealing with fraudulent gypsies!  ;D


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: twooflower on 2006 December 10, 07:33:24
This is just way too awesome!  It's even beyond the level of awesomeness I have come to expect here.   :o

When I played the Apocalypse Challenge, I zombified most of the townies.  I'm looking forward to checking out the neighborhood with this installed.  So far the zombies have only been stealing newspapers and kicking over the trash can.  Brain-eating seems like more realistic zombie behavior.  Okay, now I'm excited and just a little bit nervous.  I'm not a big fan of zombies, so it should actually be a little scary for me.  Still, it's so cool that I just have to try it.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Kaliban on 2006 December 11, 10:21:31
I'm dreaming of a "zombie killer potion"... you drink it, you attack a zombie: if you win, the zombie dies. If you lose, you lose your brain...


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: sheetmason on 2006 December 11, 21:31:16
Finally, a real reason never to leave the house!


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jsalemi on 2006 December 12, 23:16:44
I would prefer a non cheaty way. At least with an interaction or a potion or what not, things come with some kind of cost, penalty, or consequence.
Ste

Thought you'd be interested in this, then -- someone on MTS2 has come up with a Zombie cure potion:
http://www.modthesims2.com/showthread.php?t=209590


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: sudaki on 2006 December 13, 08:03:47
Third edit's a charm.

For some reason I think this is throwing me errors. I'm running Uni + NL, and get these errors every time I ressurect someone as a zombie. At first I thought it was because my fight club was missing, but I replaced it and the errors continue.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 13, 08:29:40
For some reason I think this is throwing me errors. I'm running Uni + NL, and get these errors every time I ressurect someone as a zombie. At first I thought it was because my fight club was missing, but I replaced it and the errors continue.
Noted. Appears something doesn't exist yet in NL. Will have a workaround for next version.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: nectere on 2006 December 13, 14:20:46
What would make this mod truely awesome is if zombies were turned into an NPC type character with the prerequisite extreme personality not unlike the evil cow mascot except with 0 neat points and that they emitted a permanent stench, because lets face it, zombies arent nice, they are quite disgusting in general and they stink.

Neat = 0
Outgoing = 10
Active = 10
Playful = 0
Nice = 0


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jsalemi on 2006 December 13, 16:03:45
Are there any prerequisites for a zombie to attack someone?  I have two zombies in my hood (Goopy in the main, and an ex-dormie at the university), and while I've seen more of them in walk-bys and on community lots than in the past, neither has attacked anyone yet.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kewian on 2006 December 13, 19:52:39
OH lord, my zombies want each and everyone that comes into the dorm...come in living, go out a zombie.  Im not sure but they may have to enter the lot.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 13, 19:54:06
Are there any prerequisites for a zombie to attack someone?  I have two zombies in my hood (Goopy in the main, and an ex-dormie at the university), and while I've seen more of them in walk-bys and on community lots than in the past, neither has attacked anyone yet.

2: Will this favour enemy sims as targets?
In theory? I have no idea what makes sims pick the targets they do.

Maybe they have to be huuuuuuunnnnnnnnnggggrrrrrrrrrrry... for brrrrrrrrrraaaaaaaaaaaaiinnzzzzzzzzzz... ;D

Did you try using debug cheats to lower their hunger?

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jsalemi on 2006 December 13, 22:58:54
No, I didn't change their hunger -- I'm trying to see what happens if I let things take their 'natural course' (so to speak :) ). I may pop into my test hood and make a zombie or two  there, and see what happens if I make them hungry.



Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: aussieone on 2006 December 13, 23:11:24
OH lord, my zombies want each and everyone that comes into the dorm...come in living, go out a zombie.  Im not sure but they may have to enter the lot.

Same here!

I took a zombie downtown and he proceeded to attack everyone at the Luck Shack Cards and Drink lot. I let him go at it, but eventually I stopped him. He seemed intent on 'zombifying' the whole town in record time!  :D


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jsalemi on 2006 December 13, 23:24:25
Hmm, now you have me wondering -- my zombies aren't playables, so maybe that's the difference. It may only happen with playable zombies. 

Heh -- I have a knowledge sim that wants to be a zombie.  I think maybe I'll indulge her. :)


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: seelindarun on 2006 December 13, 23:57:23
I don't think the zombies have to be playables.  Can't be sure, as I haven't returned any of my zombies to the townie pool.  They serve as domestic help...  ;D

Anyway, one of my playables was on an outing at Rodney's Hideout, when the llama mascot-turned-zombie showed up and proceeded to rampage the whole lot.  I don't think hunger has anything to do with it.  He sat down at the bar for a meal first, and then attacked a headmaster, a townie, and another playable who was part of the outing but not under my control at the time.  According to Pescado, his motives should have been green after the first one.  Anyway, after the 3rd fight in 6 hours, I had my controllable sim leave the lot.

I've concluded that under Zombie Apocalypse, sims really do need to run away at the first opportunity, especially if your zombies have 10 body skill points!  :o  Pescado did warn me...

I don't remember if my zombie had any kind of relationship with the sims whose brains he devoured, but I'm curious as to whether they just can't help themselves and will attack friends, too...


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kewian on 2006 December 14, 00:28:28
NO , the unplayable sims were attacking others in the dorm as well.  Thats why its...zombie apocolypse!


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 14, 02:53:35
Just curious... if you ressurect a townie/dormie or what not, do they automatically become playable?

I think that... when you save a townie/dormie from death, they are still townies/dormies.

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jrd on 2006 December 14, 08:15:41
Dormies become playables. I never had a townie die who I bothered to save or resurrect, but probably they do the same.
Hence the Ingelogical shrub of be-a-(down)townie-ness


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: RainbowTigress on 2006 December 14, 08:46:06
From my experience, if you resurrect a dormie or townie, they become part of your household.  That's why I've never bothered with them.  I guess I could use the shrub to put them back, but I just never messed with them except in testing or something.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Emma on 2006 December 14, 08:49:22
Yeah, they do become part of your household. I usually shove them on an empty lot with a phone and pc, and forget about them. They still shamble around the neighbourhood and visit community lots and stuff.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jrd on 2006 December 14, 09:26:02
Ste: my werewolf will thank you for that latter one!

Families should share lycanthropy and other interesting diseases. Just like the British royals, they are all werewolves. (Just look at Princess Anne, or rather, don't.)


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 14, 09:27:44
Thanks all. I actually whipped up a hack to the Resurrect-O-Nomitron stealing borrowing bits of code from the Ingelogical shrub and the NPC & Townie Maker. Now... if only I had a way to test it... :P since I currently don't have any households with sims who have unlocked it, much less even sims who are graduates or in the secret society. Hehe. I'll have to use the unlock rewards cheat in my testing account and try it out sometime tomorrow.

I also whipped up a quick hack to allow werewolf savaging between teens and older sims. I have to test that too, but hopefully what I did works, and I won't have to resort to a clumsy method like with the dancing together social. Stupid Maxis EA and their stupid morals or whatever the heck. ::)

Ste

ETA: Heh. Whoops... I deleted my other post cuz I wanted to edit it. But now yours seems out of order/sequence. Hehe. ;D


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jrd on 2006 December 14, 09:29:03
This forum is insane. How on earth does my reply end up before the post it replies to?

We need some gremlin traps.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: RainbowTigress on 2006 December 14, 09:30:53
I was kinda wondering what you were thanking him for.  :-\


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 14, 09:33:09
Heh. Actually... that time, it was my fault. And I was re-editing my last post to reflect as such. But the forum is acting wiggy. When I just tried to save my last edit, I got an error message sayin that the forum wasn't available. Of course... that could have been due to the fact that you guys might have been posting the exact same time I was trying to save my edit? ???

Or it could be the work of gremlins or goombas again. Damned post eaters! :D

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: miros on 2006 December 14, 15:30:03
Ste: my werewolf will thank you for that latter one!

Families should share lycanthropy and other interesting diseases. Just like the British royals, they are all werewolves. (Just look at Princess Anne, or rather, don't.)

Then-Princess Elizabeth really wasn't thinking about what her future children would look like when she got involved with Phillip!


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jrd on 2006 December 14, 16:07:30
Queen Zombie isn't good-looking at all herself, not even when she was still alive. Then again few royals are, with all the inbreeding over the centuries...


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 14, 16:16:08
There is something to be said for the fact that arranged marriages tend to produce ugly people, given that attraction is inherently not-a-factor.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kewian on 2006 December 14, 18:47:40
and they tend to eventually lead to things like hemophillia as well.  :P


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: miros on 2006 December 14, 19:30:41
and they tend to eventually lead to things like hemophillia as well.  :P

Actually, the hemophilia was a mutation!  No signs of it in the royal family before Queen Victoria -- then her granddaughters introduced it into the Spanish and Russian royal families.  Another granddaughter married into the Greek royal family, producing... Phillip.  When Phillip and Elizabeth got married, he had to give up his rights as 39th in line to the throne (or some silly thing like that).  Guess this means you shouldn't marry even distant cousins!

BTW, Phillip was one of the genetic donors to the project to identify Tsarina Alexandra and her teenage daughters from the bullet ridden skeletons that turned up after the fall of the Soviet Union.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jrd on 2006 December 14, 20:38:04
Queen Vicky was the first werewolf. Hæmophilia is the cover-up story :p


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: miros on 2006 December 14, 21:56:56
Nah, if Alexandria's son had been a werewolf, he'd have ripped out the throats of all the Communist leaders, and there'd be hot Russian Tsars still.

Now, Rasputin, I'd believe he was some sort of supernatural!


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 15, 01:19:47
I've been accused of being Rasputin.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2006 December 15, 01:32:17
and Machievelli no doubt.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 15, 05:50:56
I am totally loving this and how zombies get that brains icon. Hahah. This is Totally awesome! I did a bit of testing and I just love how zombies will immediately try to eat other sims' brains. Lol. But I found a pretty easy way to avoid zombie attack. As long as your sim is engaged in an non-interruptible interaction, they are "safe" from brain eating. :D

I dunno if it's possible, or if it would be too annoying... but I think it would be funny if maybe zombies could actually force their targets out of whatever it is they are doing, and the target might actually react and freak out. Like when a sim resurrects a zombie, and they have that freak out reaction.

Otherwise, awesome. Can't wait to have an apocalyptic zombie horde in my real game. ;D

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: seelindarun on 2006 December 15, 20:07:54
I am totally loving this and how zombies get that brains icon. Hahah. This is Totally awesome! I did a bit of testing and I just love how zombies will immediately try to eat other sims' brains. Lol. But I found a pretty easy way to avoid zombie attack. As long as your sim is engaged in an non-interruptible interaction, they are "safe" from brain eating. :D

I dunno if it's possible, or if it would be too annoying... but I think it would be funny if maybe zombies could actually force their targets out of whatever it is they are doing, and the target might actually react and freak out. Like when a sim resurrects a zombie, and they have that freak out reaction.

Otherwise, awesome. Can't wait to have an apocalyptic zombie horde in my real game. ;D

Ste

Uhh, you might want to hold yourself back a little before you start making a lot of zombies.

Your controllable sim is safe from zombie attack, but if you're on a comm lot, your playables are as vulnerable as the townies.  Trust me, comm lot outings and dates are a lot more exciting when your own playables are on the line!  :D 

I haven't encountered any of the zombies yet, since the recent update, but they want to chain-eat brains, so please gawd, don't let them start interrupting their targets!  Because I made my zombies before the ZombApoc, all 3 have maxed body skills.  I've found that's quite enough to seed a zombie horde.  :P


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: VampLena on 2006 December 21, 05:55:01
Is there any Vampire Embracing mod yet? I want to make a Army of Vampires.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 21, 08:28:26
Vampires can already vampirize other sims. No hacks are needed for vampires to turn other sims into vampires.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Elven Ranger on 2006 December 21, 15:09:53
Is there any Vampire Embracing mod yet? I want to make a Army of Vampires.

Shacklin has an Embrace mod you may want to chack out : http://shaklin.net/


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: ari_ on 2006 December 21, 16:55:14
oh, you know what would be really cool?

Vampires and Werewolves automatically hating each other, and always attacking each other on sight, fighting either to the death or converting the loser to the species of the winner, until the battle for which species shall survive in the neighborhood has been settled one way or another.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: VampLena on 2006 December 22, 02:10:31
Good idea, that would be pretty a cool  mod, Vampires and Werewolves are Blood enemies.

As for biting people, how do you get the option? I dont recall my vampire sim getting the option to bite people..


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: RainbowTigress on 2006 December 22, 02:26:20
When the vampire's relationship toward the other sim reaches a certain level, the option to "Bite neck" will appear.  You can also use influence to cause a vampire to bite another sim if you have enough influence points.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2006 December 22, 02:49:54
Beat me to it Rainbow!

I always thought it was odd the vamps would bite with higher relationship points,  then they get the want for the bitee to be cured.  ::) It'd make more sense if they bit people they didn't like. Or maybe they just want to spend eternity with sims they like...


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kutto on 2006 December 22, 03:03:57
Does vampfixes supress this? I haven't had a new vampire in ages.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2006 December 22, 03:05:59
I'm pretty sure vampfixes is mostly about not getting NPC characters bitten.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: RainbowTigress on 2006 December 22, 03:22:07
Because that would cause a BFBVFS.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 22, 04:45:22
I always thought it was odd the vamps would bite with higher relationship points,  then they get the want for the bitee to be cured.  ::) It'd make more sense if they bit people they didn't like. Or maybe they just want to spend eternity with sims they like...
That's just a stupid want thing. I've actually got an Undiscovered Shiny I'm playing with that eliminates that and many other silly want-combos.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: RainbowTigress on 2006 December 22, 05:48:16
Knowledge Sims want to make everyone they know a vampire and have fears of them being cured, while non-Knowledge Sims want them cured and have fears they will be made into vampires.  It's all based on aspiration.

Why are you holding out on us, Pescado?  :P


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2006 December 22, 05:55:25
ooo, new shiny! Santa Pescado.

Just on the subject of vamps - I've rolled up some wants of my own. ;)

I reckon vamps ought to be most attracted to pretty young virgins. When seeking vamp targets, is there any way you could check TwoJeffs' ACR tokens for any sims that have either autonomy set to zero, or no woohoo memories?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: RainbowTigress on 2006 December 22, 05:57:28
Just a guess...I don't think Pes uses ACR, so I'm thinking he won't be making any mods to hook into it. 

Not a bad idea, though.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 22, 11:48:18
Why are you holding out on us, Pescado?  :P
Because firstly, it may not be suitable for the public, and secondly, it's not done.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: VampLena on 2006 December 22, 21:28:00
Sorry im really new to sims mods, whats ACR?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kutto on 2006 December 22, 21:31:39
Autonomous Casual Romance (http://www.moreawesomethanyou.com/smf/index.php?topic=4691.0) by Twojeffs

It's still in beta, but he seems to have worked most of the bugs out.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: VampLena on 2006 December 23, 19:42:33
Thanks, ACR is really cool if albiet confusing to work hehe, now if i can just find that Nanny System thing so i can use Lobonanny on it.

As for my Pleasentville, its a Zombie Wasteland, they have been running around like a horde attacking any human, most places i go out too have alot of zombies hanging out,  though surprisingly they leave Queen Vampire Lena alone and even take care of her kids for her while she sleeps during the day. Zombies are a really good labor force, and surprisingly good with children.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2006 December 23, 21:08:35
Zombies are a really good labor force, and surprisingly good with children.

They're growing their food source.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 23, 23:41:38
As for my Pleasentville, its a Zombie Wasteland, they have been running around like a horde attacking any human, most places i go out too have alot of zombies hanging out,  though surprisingly they leave Queen Vampire Lena alone and even take care of her kids for her while she sleeps during the day. Zombies are a really good labor force, and surprisingly good with children.
Zombies don't eat vampires, because vampires are also undead, and kids can't be zombies. They'll be eaten the moment they become teens.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kutto on 2006 December 24, 15:59:50
Why do zombies get a relationship boost if they get their ass kicked during a brain eating attempt? The other party gets the negative effect I would expect.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: breyerii on 2006 December 24, 16:03:44
Even zombies dream of enjoying a quiet meal, every now and then...  :P


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 24, 16:04:23
Why do zombies get a relationship boost if they get their ass kicked during a brain eating attempt? The other party gets the negative effect I would expect.
This will be investigated. It is likely a side effect of furiousness in the standard game.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: breyerii on 2006 December 24, 16:06:04
Seriously, really?

And here I thought it was simply a natural reaction to one's meal fighting back.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: VampLena on 2006 December 24, 16:12:46
Is it a bug Servo Bots can be turned into zombies? heh they dont really have brains to eat, just a CPU.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jrd on 2006 December 24, 16:34:29
No, just Maxis weirdness. Servoes can be zombies, vampires, werewolves, just like normal Sims.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 24, 17:19:58
Servos can become zombies under the right conditions, but they SHOULD be ignored by Zombie Apocalypse. You'd have to specifically turn a robot into a zombie via extreme chicanery to get a robot zombie. If you somehow get a zombie robot, god help you, because robots have a hefty combat bonus that, unlike werewolves, does not expire. And if you get a zombie-werewolf-vampire-robot? DOOOOOMED. I'm not even sure BlueSoup, Warrior Princess could stop that.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: emctrap on 2006 December 24, 18:10:59
Uhh, you might want to hold yourself back a little before you start making a lot of zombies.

Your controllable sim is safe from zombie attack, but if you're on a comm lot, your playables are as vulnerable as the townies.  Trust me, comm lot outings and dates are a lot more exciting when your own playables are on the line!  :D 

God, that's the truth. Just got it installed, built a test neighborhood... and, wow. Just, wow. A household of four adult Sims was zombified in a little less than 12 hours. Sim Zombie 1 attacked 2; 1 and 2 attacked the other two.

Zombie 1 (by this time at body 3) went on an immediate rampage at the art museum. Even allowing for several cappucino breaks, roughly 3/4 of the lot's Townies were the walking dead by hour six, thanks to Z1 and her first two, uh, "converts".

I'm going work on active zombie fighting next, using one Paladin's rayguns-- as Seelindarun noted, once those body points start racking up, the situation gets pretty dire pretty fast. Time to go from melee to distance combat.

Best mod ever!


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: seelindarun on 2006 December 24, 19:51:14
Now that I have a decent zombie horde (~15 zombies), I'm finding that the converts are far more interesting than the uber-zombie founders.  'Cause you see, fights with the converts have uncertain outcomes, whereas all but my combat-seasoned playables succumb to the uber-zombies.  Furthermore, zombies pretty much spend all their time gaining combat experience, so even my playables who started out ahead will succumb unless they die of something else.  I don't even want to think about

Is there any way to even the prizes for a bout with a zombie?  I mean, a sim could lose his brain in a fight, but a zombie only loses some of his motives. :P  If it's too risky to have death as an outcome in a fight, what if zombies above, say 5 or 6 skill points, could also lose a point for each defeat? 

I could always have a zombie roast periodically, but some consideration for a change like this would make Zombie Apocalypse more self-sustaining.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 24, 20:59:39
The SimVac seems to be a good weapon to use against zombies. :P


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2006 December 24, 23:28:38
We need a torch and/or molotov cocktail firebombing mod to combat the zombie hordes. hehe. :D

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: VampLena on 2006 December 25, 01:01:25
I wish someone could make a patch to prevent Servo bots from becoming monsters, its just wrong lol.

I do agree though, it'd be pretty cool if there where was a "Evil Dead" Kit or Buffy the Vampire Slayer clothing or something, someone modded in that lets you kill or at least fight off zombies, afterall, theres always someone who tries to fight a zombie horde during the zombie apocolypse :) Naturally only player sims would have this.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 25, 01:27:46
There's BlueSoup, Warrior Princess. Does that count?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kewian on 2006 December 25, 14:41:20
Woud Blue Soup stand up against a werewolf full body pts.? 


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 25, 14:51:58
Woud Blue Soup stand up against a werewolf full body pts.? 
Yes. BlueSoup has over 50 fights.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kutto on 2006 December 26, 01:40:17
The SimVac seems to be a good weapon to use against zombies. :P

Is there any way for Sims with a SimVac in their inventory when attacked, instead of being attacked, using the SimVac on the zombie? Or is that just too stupid?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: eevilcat on 2006 December 29, 19:06:09
I've been having much zombified fun with this over xmas and can recommend the SimWardrobe assault rifle for keeping undead numbers down. I did notice some weirdness with teen zombies though. If a young adult/adult/elder is zombified they pretty well immediately start displaying a taste for brains and start attacking an appropriate nearby sim. A couple of playable teens that were zombified at community lots just carried on acting the way they did before and are/were on good friendly relations with their family. However, as soon as I sent the first teen to uni, she turned into a slavering brain eating zombie just like the others. Are teen zombies meant to not want to eat brains?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 29, 20:32:25
That's the no-autonomy plugin socials effect. Adults and elders can't see the autonomy advertisements on plugin socials and thus do not respond to them. A similar problem exists in Jeffistani ACR.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: eevilcat on 2006 December 30, 00:10:22
Thanks for the info, that makes sense. Does this affect teen-teen interactions as well? The first teen didn't display any desire to eat her teenaged sister's brains either. In fact there seemed to be a lot more 'give friendly hug' interactions going on and she rolled up a fear of running away.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 30, 04:10:54
Yes, teens don't seem to autonomously see any of the plugins.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: notveryawesome on 2006 December 31, 10:38:38
I haven't tried this mod yet, but it will be going into a custom Zombie Apocolypse neighbourhood very soon. My question/comment, however, is not about zombies, but vampires. It has irked me ever since Nightlife came out that the vampires in the game do not feed on non-vampires, and it's just stupid that they still need to eat and use the toilet when they're supposed to be undead. Would it be possible to create a mod that allows vampires to either 'feed' (their hunger bar fills, while all of the other sim's motives diminish) or 'drain' (same as feed, but it kills the other sim)? Alas, I do not possess the technical know-how for such an undertaking, but surely somebody more awesome than I could come up with a mod to make sim-vamps more 'realistic' ('realistic' being a relative term, of course). It really needs to be done...


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jrd on 2006 December 31, 10:45:35
Shaklin did that, but her site is gone now, and the mod never worked with JMP's vampwerefixes anyway.

Vampires already have static motives at nighttime so they should not need to eat or shower (monique has a good mod at mts2 which allows their fun and social to drain, so they will try to have fun and interact again).

Theoretically a vampire will at some point try to bite the neck of a Sim he has a good relationship with, but I have NEVER seen this happen with the vampwerefixes in. The only bitten Sims I have are those I influenced the vampire to bite.

//edit: the file dump is still up at http://shaklin.net/ -- shaklin_vampkiss_more_interactions.zip is the one which adds a "bite neck" much like your drain, shaklin_vampkiss_more_interactions_vampirhunter.zip also adds holy water and a wooden stake so Sims can hunt and kill vampires.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: notveryawesome on 2006 December 31, 11:15:38
The vampire-sim's motives are static upon waking at night, but by morning all of the motives decay until the sim is tired enough to go to its coffin. Hunger and Social decay the fastest, so the first thing the sim wants to do upon waking the next night is eat, and then it has to use the toilet, which is just silly. I want a global hack that requires a vampire to either 'feed' or 'drain' a victim (which perhaps could raise both hunger and social, since it is a rather 'up close and personal' activity). I'll try Shaklin's mod, but it's not quite what I'm looking for.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jrd on 2006 December 31, 11:24:14
I never have that problem, since I send my vampires to their coffins within seconds of sunrise. Pescado's sleep clock can help here.
Additionally I use monique's Vampire Indoors Decay Hack, which makes a vampire's needs decay like normal Sim's as long as they're indoors (out of sunlight), so even if I do forget to send them to their coffins, as long as they're not outside they function normally.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 31, 11:52:47
Theoretically a vampire will at some point try to bite the neck of a Sim he has a good relationship with, but I have NEVER seen this happen with the vampwerefixes in. The only bitten Sims I have are those I influenced the vampire to bite.
It will happen, but ONLY to sims that are part of your current family, or townies. Biting NPCs causes endless sim respawns and BFBVFS, biting playables not being played results in them dying when they suddenly are vampires when formerly saved as nonvampires. This actually increases the odds of your playable being bitten, since more targets are rendered ineligible.

Still, the odds of it happening on its own are exceptionally bad unless you remove all potential distractions, much like getting dogs to mate.

Also, Maxian vampires stop biting once a certain number of sims have become vampires.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2006 December 31, 12:38:37
I moved a Contessa in and she bit her girlfriend the first night. Might be because she's a grand vamp though.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 31, 12:57:49
Grand vampires are the only vampires that autonomously bite. Non-grand vampires will only bite when diected or influenced to. This appears to be Maxis-standard behavior.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: V on 2006 December 31, 15:14:12
Are the grand vampires the ones with names such as Count & Contessa?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2006 December 31, 15:27:28
Yes.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: dream_operator on 2007 January 01, 02:22:30
I also send my vamps to bed as soon as the sun rises, but if they have a daytime job their motives will decay anyway.  So when they wake up at night they do have to eat and go to the bathroom and stuff.

Shaklin's hack is pretty cool, but I would like something a little more natural and integrated.  By that I mean that the dialog box that pops up everytime is annoying to me.  I suppose I'd like the options to be on the social menu when the victim is clicked instead of a pop-up dialog box.  I'd also like a hack that wouldn't have the sim look like they are transforming when they are in fact not transforming.  I'd don't know if it would be possible to change those animations though.

Overall shaklin's hack is pretty good and sounds like what you are looking for notveryawesome.  The vampire does get their fun and hunger filled up when they bite and sometimes the other sim faints if they are uncontrollable and if the other sim is being played by you then they faint everytime they get bitten.

Dream


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: notveryawesome on 2007 January 02, 12:25:17
For whatever reason, I cannot send my vampires to their coffins unless they are at least 50% tired, even with Monique's vampire sleep caller (I don't use JM's sleep clock). Thus, the other motives decay, along with their energy, so my vamps wake up hungry, lonely, and in need of fun. Gah! All I want is a more realistic vampire that must feed from other sims in order to survive. Sorry to have derailed the zombie apocolypse thread, but if zombies can eat brains, why can't vampires drink blood instead of eating normal food (and consequently having to use the toilet, which is just SILLY)?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jrd on 2007 January 02, 12:28:12
Grand vampires are the only vampires that autonomously bite. Non-grand vampires will only bite when diected or influenced to. This appears to be Maxis-standard behavior.
Any chance of a 'Children of the Night' mod, with autonomous vampire biting for non-counts/countesses?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: miros on 2007 January 02, 14:51:20
For whatever reason, I cannot send my vampires to their coffins unless they are at least 50% tired, even with Monique's vampire sleep caller (I don't use JM's sleep clock). Thus, the other motives decay, along with their energy, so my vamps wake up hungry, lonely, and in need of fun. Gah! All I want is a more realistic vampire that must feed from other sims in order to survive. Sorry to have derailed the zombie apocolypse thread, but if zombies can eat brains, why can't vampires drink blood instead of eating normal food (and consequently having to use the toilet, which is just SILLY)?

Actually, a component of normal human feces is bile pigment which is created by the liver from the break down of old red blood cells.  So I think that a) vampires should have to use the toilet and b) the results should be very dark and stinky!  Ask any woman who's had to take iron suppliments.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: notveryawesome on 2007 January 02, 15:29:32
Hmmm, I understand your point, pedantic though it may be; however, vampires are supernatural beings - women who take iron supplements are not. :P


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: miros on 2007 January 02, 16:34:21
Actually, with no fiber, just blood, it would look very like tar.  It's only logical... blood goes in the top, something's going to come out the bottom!


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2007 January 02, 17:41:38
Grand vampires are the only vampires that autonomously bite. Non-grand vampires will only bite when diected or influenced to. This appears to be Maxis-standard behavior.
Any chance of a 'Children of the Night' mod, with autonomous vampire biting for non-counts/countesses?

I agree. I would love to see a bit more autonomous biting. Hrm... maybe this should be more of a twojeffs mod? Something similar to ACR, where non-counts/countesses will vampify their respective teh Ones. That would be neat and some what more "realistic" at least as far as most vampiric lore (that I am familiar with) goes. It sorta makes sense that counts/countesses would go around randomly vamping and building up their "army of dark minions" or whatever. But I think non-count/countesses should be able to vampify teh One that they could spend the rest of eternity with, or whatever.

Gah! All I want is a more realistic vampire that must feed from other sims in order to survive. Sorry to have derailed the zombie apocolypse thread, but if zombies can eat brains, why can't vampires drink blood instead of eating normal food (and consequently having to use the toilet, which is just SILLY)?

I also agree with this. I would like to see a non-conflicty, officially More Awesome Than You "kiss of the vampire" kind of hack, that simply allows a vamp to "feed" off of their victims without necessarily turning the victim into a vamp, and possibly permitting the option to kill the sim off, or in the very least, it saps all of their energy, comfort, and perhaps other stuff, like hygiene and fun, pretty much dropping them down into the reds. So maybe they could die of exhaustion instead, or what not.


Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: dream_operator on 2007 January 02, 18:02:56
Quote
For whatever reason, I cannot send my vampires to their coffins unless they are at least 50% tired, even with Monique's vampire sleep caller (I don't use JM's sleep clock).

See I just don't understand this.  Another person in another thread was talking about the same problem.  I've never had that problem before.  The second the sun rises I click the "sleep in pajamas" option on the coffin and the vampires go to sleep and do not wake up until dark unless they have a job.  And all of their needs including energy are totally green when I do this.  That is the way it is suppose to work in the game.  I think maybe there is a hack conflict of some kind in your game to make where they can't go to sleep until their energy is down.  Maybe not, but I can't imagine why there would be such a difference in our games.

As for whether vampires should have to use the bathroom (a fascinating subject), personally I take miros point of view on the subject.  What goes in must come out even if you are supernatural.  I understand the other side too...the whole absolutely undead and supernatural being (like in Anne Rice's novels) that has no bodily fluids left nor do they make anymore after they die and then become the undead.  Thus they don't cry those oh so cute bloody tears that emo kids love so much either.  If I remember correctly in Anne Rice's novels the blood goes to feed the supernatural entity that resides in each vampire.  And then if we go back to the very earliest myths about vampires, I doubt such things were even considered by their tellers.  To them vampires were living corpes that sucked the life blood of the living and beyond techniques to ward them off, I doubt much else of the vampires life (or unlife as it were) concerned them. ;)

Dream


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2007 January 03, 00:27:24
I also agree with this. I would like to see a non-conflicty, officially More Awesome Than You "kiss of the vampire" kind of hack, that simply allows a vamp to "feed" off of their victims without necessarily turning the victim into a vamp, and possibly permitting the option to kill the sim off, or in the very least, it saps all of their energy, comfort, and perhaps other stuff, like hygiene and fun, pretty much dropping them down into the reds. So maybe they could die of exhaustion instead, or what not.
Ste

Yeah, what he said. We need more random death. Besides it would be great for a zombie hood with something like this as well.

ETA: Though I still think vamps should have a penchant for young virgins and a preference for their blood.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: sudaki on 2007 January 04, 00:00:56
...why can't vampires drink blood instead of eating normal food (and consequently having to use the toilet, which is just SILLY)?
If I'm remembering this right, a large part of blood is just water, so animals like vampire bats that live on blood have to pee a lot to get rid of all the non-nutritious fluid volume. That's assuming number ones instead of number twos.  ;D

(edited for formatting moronity)


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kuronue on 2007 January 09, 14:27:24
Quote
For whatever reason, I cannot send my vampires to their coffins unless they are at least 50% tired, even with Monique's vampire sleep caller (I don't use JM's sleep clock).

See I just don't understand this.  Another person in another thread was talking about the same problem.  I've never had that problem before.  The second the sun rises I click the "sleep in pajamas" option on the coffin and the vampires go to sleep and do not wake up until dark unless they have a job.  And all of their needs including energy are totally green when I do this.  That is the way it is suppose to work in the game.  I think maybe there is a hack conflict of some kind in your game to make where they can't go to sleep until their energy is down.  Maybe not, but I can't imagine why there would be such a difference in our games.

Dream

do you use the radience light mod?

I get that nifty sunrise effect before the game counts the sun as being up, so when the light appears, I send the vamp to bed, and invariably, if I'm not paying attention, about one simminute before sunrise he pops back out of bed because, duh, he's not tired, no motive decay. By the time he gets back in bed, though, he's plenty tired and in the red >.> especially if I wasn't watching and he stands there for a simhour or two


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: dream_operator on 2007 January 14, 21:52:50
Quote
do you use the radience light mod?

No I don't have that one.  That must be the difference then.  Thanks for clearing that up. :D

Dream


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Giggy on 2007 January 25, 13:16:15
1: Non-untouchable NPC's are fair game, right? And potentially this could turn a whole neighbourhood into a Romerian playing field.
NPCs can be zombied, yes.
Ahh but what if one of the zombies try turn corrupt crumplebutt into one?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kuronue on 2007 January 25, 14:10:02
1: Non-untouchable NPC's are fair game, right? And potentially this could turn a whole neighbourhood into a Romerian playing field.
NPCs can be zombied, yes.
Ahh but what if one of the zombies try turn corrupt crumplebutt into one?

emphasis mine


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: ErrMiGawd on 2007 March 24, 17:28:06
*insert thanks button*
i can't wait to test this out, is it a cool interaction? I don't want a lame interaction , thats like the dude is waving and the other dude dies, I want blood splattering onto the floor, and the zombie to be like "thanks *insert swear button*" Now that would be awesome!


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: LordHellscream on 2007 March 25, 02:39:20
question:
Im interested in installing this hack, but im wondering if it is possible to register the attack action as "hostile" so defense systems such as the sentry bots can be triggered to attack zombies on your lot?



Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2007 March 26, 22:32:40
question:
Im interested in installing this hack, but im wondering if it is possible to register the attack action as "hostile" so defense systems such as the sentry bots can be triggered to attack zombies on your lot?
That would be something that's part of the sentry bots, which aren't known to attack normal fighters at all. Well, yours might not, anyway. Mine are known for attacking random people in the street.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Magicmoon on 2007 March 27, 02:17:39
Mine are known for attacking random people in the street.

Mine too. I assumed that was because the bot could detect what the Sim was thinking about doing and then acted on it before the Sim actually got to do the action.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: LordHellscream on 2007 April 05, 08:30:43
so much for preemptive strike lol


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Li'l Brudder on 2007 April 20, 23:42:22
Pescado, any chance you could add a hack that makes zombies "Decay" over time?

They could fall apart after maybe 5 days using the "Death by Flies" anim.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: miros on 2007 April 21, 01:25:16
But eating brains should give them extra time...


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Flamingo on 2007 April 21, 01:28:35
I agree with Miros on that one. If they were to decay, though, I think the death by fire would fit a bit better, as long as they still leave the ash behind.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Li'l Brudder on 2007 April 21, 01:43:25
Have either of you read The Zombie Survival Guide?

I like the ash idea.

Zombies decay.  Their muscles get degraded after constant use but no rebuilding.  Eventually, decay overcomes them and THEIR infected brains are rotted.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kutto on 2007 April 21, 03:05:38
I tried to make a zombie aging mod back when I had OFB, but I could never figure it out. Either nothing would age, or aging would get really messed up. Now that I have Pets, I should probably look back into that.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Ancient Sim on 2007 June 03, 01:51:11
OK, so I am having fun with this.  I only have one zombie in my newest neighbourhood, a dormie.  She's also in the Secret Society, so she gets a lot of opportunity to start fights.  So far, she hasn't won a single one.  She has very few body skill points and is only average fitness, whereas the majority of the other dormies are fully fit and maxed-out on body or near enough, due to me having a community-use punching bag on the roof of the dorm.  It's so funny to watch her try, because even with the Fight Mod in she doesn't last five minutes.  I doubt she will ever get to eat any brains unless I do some tweaking in SimPE.

Anyway, it was hilarious yesterday.  She somehow coaxed a dormie out of the hot-tub and started attacking her, at which point the dormie burst into flames, setting the zombie alight as well.  I got one of my payables to "extinghish", but he only managed to save the zombie, so he then had to plead with the Reaper for the dormie.  I was laughing so much I almost forgot to get him to do it.

I really like this mod, but I wish there was more 'randomness' in it.  It'd be great if they didn't always attack, just sometimes.  I mean, they even try to attack their best friends (not that she has many left now).  Would be sort of cool if they would act normally for a while, then without warning start attacking, on a random basis.  Yeah, that'd be good, don't you think?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2007 June 03, 02:21:22
Yeah, like the ACR timer, counting down till they're desperate for brains.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2007 June 03, 03:08:06
I don't know... I don't think zombies are very discriminant.  They basically should be thinking about eating brains pretty much all the time.  Zombies shouldn't care about who they are attacking either.  They just attack, all the time, and whomever happens to be around.

Incidentally... maybe the fight club hack should be modded a bit to give zombies a slight boost due to 'zombie strength' doncha think (if this doesn't already happen)?  I mean, zombies should be capable of rendering flesh and disembowelment with their bare hands.  Vamps, werewolves (at least when they are transformed), and servos should also get a strength boost too. :P  I dunno if this should also apply to aliens and pod people.  But yeah, they should at least get some slight edge, so maybe a weak zombie like the one Ancient Sim has might still have a chance of makin other zombies. ;D

ETA:  Oh... and I think zombie walkbys should "invite" themselves over.  So far, I do have one zombie as well in my game.  I don't remember her stats... but she's gotten into a couple of fights and hasn't made any other zombies either.  I kind of find it funny to see her as a walkby, just hobbling along all casual and what not.  I think it would make sense for zombies who show up as random walkbys to actually attempt to attack residents.  It might make things a tad more interesting... besides, this is supposed to be an apocalypse, no? :D

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2007 June 03, 04:54:49
Incidentally... maybe the fight club hack should be modded a bit to give zombies a slight boost due to 'zombie strength' doncha think (if this doesn't already happen)?  I mean, zombies should be capable of rendering flesh and disembowelment with their bare hands.
They are, but they also have the reflexes of cold molasses, so it evens out.

Vamps, werewolves (at least when they are transformed), and servos should also get a strength boost too. :P  I dunno if this should also apply to aliens and pod people.  But yeah, they should at least get some slight edge, so maybe a weak zombie like the one Ancient Sim has might still have a chance of makin other zombies. ;D
Vamps/werewolves/servos already do have a strength bonus. Aliens are not distinguishable in-game from normal sims, and pod people are known for their hippie tree-hugging ways and not for their prowess in battle.

ETA:  Oh... and I think zombie walkbys should "invite" themselves over.  So far, I do have one zombie as well in my game.  I don't remember her stats... but she's gotten into a couple of fights and hasn't made any other zombies either.  I kind of find it funny to see her as a walkby, just hobbling along all casual and what not.  I think it would make sense for zombies who show up as random walkbys to actually attempt to attack residents.  It might make things a tad more interesting... besides, this is supposed to be an apocalypse, no? :D
Will look into it.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2007 June 03, 05:07:12
But if they've just been fed, they wouldn't want to eat again immediately, surely?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Li'l Brudder on 2007 June 03, 07:06:00
This throws errors for me but references Macrotastics.

It only occurs with a zombie.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2007 June 03, 07:09:25
This is interference in global constants caused by the Work of the non-Awesome.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Li'l Brudder on 2007 June 03, 07:15:06
/me sighs.

What could possibly clash with this?  I have NOTHING that does ANYTHING with zombies.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2007 June 03, 18:01:34
They are, but they also have the reflexes of cold molasses, so it evens out.

Vamps/werewolves/servos already do have a strength bonus. Aliens are not distinguishable in-game from normal sims, and pod people are known for their hippie tree-hugging ways and not for their prowess in battle.

Will look into it.

Sweet.  Oh, and maybe  base the self inviting zombies on personality?  Since some people don't seem to want more aggressive zombies.  But those zombies are fairly rare, no?  All the zombie movies I've seen, they pretty much tend to attack as soon as they are aware of your presence.  So maybe more aggressive zombies can be identified as those with more "points" in logic, body and fitness, and outgoing?  Stupider, slower zombies (with low logic, body, and fitness points) should be more likely to continue walking by without noticing others.  The more smarter, faster/stronger zombies should pretty much try to attack like all the time.

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: seelindarun on 2007 June 03, 19:23:52
I'm one of those who doesn't need more aggressive zombies.  ;D

My oldest 'hood has some seasoned zombies, the first of them used to be a mascot, who was resurrected to be a nanny-slave to a vamp-hybrid family with a toddler and 3 babies, including natural alien twins.  In time, he maxed out all his skill points in order to tutor the children.  Either because of his personality (7 outgoing) or because of his former life as mascot, he was always inviting himself in to the neighbours' houses.  This was all before the zombie apocalypse...
Dun dun dun!  :D

I thought about roasting him, but I'm sort of sentimentally attached now, so there is always a frisson when I spot him on a comm lot.  Anyway, my suggestion for those seeking more aggressive zombies is to get comm-lot skilling and boost them a few body skill points.  Also, if you play some comm lots, it's not hard for them to find a few weak townies.  Once they win some fights, they will quickly become unstoppable.

In an old 'hood, you constantly have to skill up and harden new playables, whereas zombies are forever just adding to their fight experience and numbers.  As it is, it's inevitable that you'll be faced with the problem of culling older zombies if you play the 'hood long enough.  If they're made more aggressive, it just speeds up this process.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2007 June 03, 20:57:30
Haha... ok, I'll probably regret my suggestions later when my 'hood falls prey to the zombie horde.  ATM tho, I only have one zombie, and she's kinda lame.  Since she's a YA, I think she only shows up on College commlots, which I hardly ever go to.  And I go to the College gyms even less so.

How about the Test for attacking others depend on hunger level.  I think that zombie attacks should satisfy hunger somewhat... at least if they succeed.  If they succeed in converting a sim to a zombie, then their hunger bar should be replenished.  Then the test can check if hunger is >= to some threshold, and only attach if their hunger level is below said threshold.  That way, even aggressive zombies will only attack if they are actually "hungry" (for brains) so to speak.

I think that would be somewhat reasonable. :)

Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2007 June 04, 00:02:35
How about the Test for attacking others depend on hunger level.  I think that zombie attacks should satisfy hunger somewhat... at least if they succeed.  If they succeed in converting a sim to a zombie, then their hunger bar should be replenished.
It does. Zombie-warfare already advertises as a Hunger action.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: floopyboo on 2007 June 04, 00:54:36
I think you're missing the intended meaning of the request, ergo what witch said:

Quote
But if they've just been fed, they wouldn't want to eat again immediately, surely?

Sure, it does kick in as a hunger respose, but rather flakily & unreliably. It'll kick in as a hunger respose usually after the zombie has eaten. It definitely kicks in as a social interaction. (ie: the "OMFG, she's hot, I must lunch on her lobes" response) But generally, if a zombie is in the red hunger-wise, it will die of starvation before lunching on anyone.

So.... is this working as intended then, or are zombies supposed to be fixing themselves a snack of their neighbours when they're hungry?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Ancient Sim on 2007 June 04, 05:43:50
Well, my zombie finally managed to find a dormie slightly less capable than herself and made another one, but she was so desperate to do it she died of starvation shortly afterwards.  She was successfully pleaded for by her only best friend (only friend, in fact) and then promptly attacked her (twice).  The following day she died again and there was no one around to plead for her.  I got someone at the SS to resurrect her and she made another zombie while she was there.   At least the first one she made has the sense to eat and bathe and get some fun.  She never does any of those things, apart from eating very occasionally.  She doesn't even use the toilet.  BYU doesn't seem to have any affect on her.  I wonder if the mod works differently on zombies created 'naturally', because the one she made isn't nearly so aggressive.  Don't know about the second one yet, as I came out of Uni shortly after she was made.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Lorelei on 2007 July 31, 10:34:11
Too bad there isn't a token object of some sort to put on res lots to keep them out of the loop during Apocalypses, so you can preserve lots used for other things and focus on only lots you don't mind having zombies wreak havoc upon.

Though de-zombification potion works in a pinch. :)


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: syberspunk on 2007 July 31, 13:52:30
I still say, we need molotov cocktails!  It would be totally awesome!  Plus, you could set zombies on fire!!  There should be some chance that you could accidentally hit others nearby.  But what's a war without collateral damage!  It should also depend on some sort of skill/ability.  If you're clumsy, you're liable to blow yourself up instead. ;D


Ste


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jsalemi on 2007 July 31, 13:59:11
Well, there is the firebomb over at Sim Wardrobe -- that has a chance of immolating everything is sight. :)


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: notveryawesome on 2007 July 31, 15:49:39
SW also has an assault rifle. I place it in my vampire-hunter sim's inventory and then take her to Downtown community lots, where much carnage ensues (this will stop once my cemetery has an adequate number of ghosts). Such a thing could easily be done for zombie disposal, as well.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: witch on 2007 July 31, 18:34:58
Yes, I'm definitely planning on giving my sims some sort of protection against the zombie hordes, SimWardrobe has a nice assortment of weaponry.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: KnowitallSim on 2007 September 18, 09:46:40
This looks awesome!

One thing, does this happen in every neighborhood you have or not? I'd hate to have all of my neighborhoods be zombo-fests, just the one apocalyptic one  :'(


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jsalemi on 2007 September 18, 12:21:46
One thing, does this happen in every neighborhood you have or not? I'd hate to have all of my neighborhoods be zombo-fests, just the one apocalyptic one  :'(

Yes, but it's only in effect so long as it's in the game.  So put it in your downloads, play the hood you want to become a zombo-fest, and then quit the game and take it out before you play any other hoods.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: notveryawesome on 2007 October 01, 07:27:06
Also, you can avoid zombies by simply not creating any.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Maireaine on 2008 January 11, 02:32:09
I have a question, and if it has already been asked and answered, I apologize.  I did read through the thread, but didn't see anything.  My husband wants this mod something fierce, but I just wanted to make sure it's OK to use with Bon Voyage.  If it is, I assume the Fight Club mod is compatible with BV as well.  Thanks and sorry again if it's a stupid question.  Just tattoo Not Awesome on my forehead.  :-P


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: cenoura on 2008 January 11, 03:18:34
Generally if you can find it in http://www.moreawesomethanyou.com/ffs/index.php?dir=bv (http://www.moreawesomethanyou.com/ffs/index.php?dir=bv) that directory then you're OK to use it for BV.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: seelindarun on 2008 October 03, 23:12:58
Mayhaps it would help to post what EPs you're playing with?  My zombie only gets body points from winning fights, and he wants to fight pretty much all the time.  Win or lose.  Residential or comm lot doesn't matter. 

He generally takes a couple of sim hours or less to attack, and prefers it as amusement over all other fun objects.  Inevitably, some poor sim succumbs to ADHD and quits bowling, or whatever.  I find it helps if your lots aren't huge, since zombies take such a looong time in transit.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Gastfyr on 2008 October 04, 01:40:12
I understand the Fight Club mod is reqired for this mod to work, but it doesn't appear to be updated for AL.  I do think this mod would make zombies a lot more interesting, but as I have AL I guess I'll have to wait a bit.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: J. M. Pescado on 2008 October 04, 04:32:37
....you're kidding, right?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: jolrei on 2008 October 05, 16:16:55
Howls of derisive laughter, Gastfyr.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: kewian on 2008 October 06, 18:30:35
Well Ive updated my director's cut and so far Ive only seen one fight and my zombies just go about their daily business.  Not one attack.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: uchuujin on 2009 February 24, 20:13:01
*presses the thanks button repeatedly*  YES!!  I'm so glad I found this.  I'm a lurker and hardly ever register on boards, let alone talk, but this was too awesome to pass up. 

I have a request for you, Pescado... it would be so incredibly awesome to do a Zombie Apocalypse Challenge!  I was planning on making all of my college buddies go crazy in Uni, giving them one advantage over zombies...  but it would be so cool if it was an actual challenge.  Do you mind if I do this?

  It would take me a while to figure out rules and such, though.  I'm horrible with point systems and such, and tend to take shortcuts.  But hey, this would be a hack-based challenge, so why the hell not?

So, with your permission, I would like to try that.



Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: nekonoai on 2009 February 24, 20:41:34
Alien - I think there already is a Zombie Apocalypse Challenge. Go searchin' through the board some more.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Tsarina on 2009 February 24, 21:35:18
Are you thinking of Pinstar's Apocalypse Challenge?
Zombies don't really play a big role in it. I believe it can be played completely without zombies, although they do add some atmosphere.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: uchuujin on 2009 February 24, 21:43:53
Alien - I think there already is a Zombie Apocalypse Challenge. Go searchin' through the board some more.

There's only two pages of challenges, so it isn't too hard to search.  There is, in fact, an apocalypse challenge, but nothing pertaining to this hack. :)


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Zazazu on 2009 February 24, 22:09:56
There's one at SCF.  (http://forums.sims-community.com/showthread.php?t=32100) Google. Who knew.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: uchuujin on 2009 February 24, 22:53:36
There's one at SCF.  (http://forums.sims-community.com/showthread.php?t=32100) Google. Who knew.

Hey, that one's pretty awesome.  Though I was thinking more along the lines of a group of people and one zombie to start off, and the last person to be zombified wins... with points for how long your sims survive and such.

I could always make it into a controlled but improvised story, I guess.  With all the elements I want to add in it would be really difficult to figure out a system.


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: thinmonkey on 2009 March 09, 16:53:58
Would it be possible to make zombie passers-by actually come into one's house (in search of 'mowe bwains' obviously) without ever stopping to ring the bell (kinda like outgoing sims - they just barge in and head stright for the pool...)? That'd be fun. Also, I noticed sims zombified via "Eat Brains" do not have their personality twisted. Is it supposed to be so?


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: Simsdreamer on 2009 April 07, 01:12:05
Can zombies be killed dead by other "normal" means such as fire, electrocution, drowning, flies, satellite, disease, fright, cowplant, or scissors? I assume that zombies are immune to death by hunger or old age.

I'm not sure if zombies age or not, but I'm pretty sure they can die by any other means that would kill a normal sim.  I know the short time I had a zombie living with a sim (Goopy, who's now a zombie townie), he had to eat.


Zombies don't age, only if you have a hack, mod, or cheat


Title: Re: Zombie Apocalypse: BRAIIIIIIINS!
Post by: akatonbo on 2009 April 07, 02:51:17
Teen zombies will age normally into young adults and then adults if you send them to college, and that doesn't require any mods or cheats. But that's it.