Cortex Command

Cortex Command

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Fringe Tech (Space Fungi/Infectious Zombies) *BUILD 2.35*
   
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3.847 MB
16 Jun, 2019 @ 8:52pm
21 Mar, 2020 @ 8:22am
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Fringe Tech (Space Fungi/Infectious Zombies) *BUILD 2.35*

Description
INFECTIOUS ZOMBIES
A fresh take on a classic idea, Fringe Tech is my take on a zombies mod. Zombified units can convert ANY unit into their faction, including other modded factions - this mod is fully compatible with other steam-workshop content.

Content:

Zombified units receive extreme durability and a powerful jump attack.
Zombified units can convert all sorts of units (both vanilla and non-vanilla) into their faction
Zombified units slowly seed the environment with unique, fungal weapons. These actors work as traps and area denial, and - if unchecked - can slowly envelop the entire map
Fringe is a fully developed faction, that is ripe for campaign play.
Custom brain unit can rapidly “grow” its own living bunker upon landing.
Fungi and environmental objects can attack and mind control enemy soldiers
Two new environments + custom scenes

Story:
"Twenty years of prosperity. Man has gone farther into the reach of space then ever before. Growing pains aside, free trade has known stable and constant expansion. Once seemingly endless, the golden age has hit a jagged edge. TradeStars gone dark, blown out like candles. Charters banning trade and passage through whole arms of the galaxy. Fragmented and incoherent communications. Someone or something is out there, and it is coming."




Description:
Arriving from deep space, the fringe is a fungal hivemind. It displays similarities to both fungi and viruses, and can edit the genetic material of any living host. Intensely durable, it can also survive in ferrous materials, such as the corpses of combat robots. It's your standard, hive-mind sort of a deal.


Notes:
This mod is geared toward being an enemy faction, as opposed to a player faction. I had asymmetrical gameplay in mind, and wanted to create a faction so horrifying and uniquely overpowered, that it would force every player on the battlefield to cooperate. The individual units are quite easy to kill, but when the AI gets the ball rolling, you’d better watch your bunker. Look

--Known issues:
--This faction is for ONE player at a time. Multiple fringe factions may be funky

--Some of the custom maps are quite large. My gaming PC has no issues with the custom scenes, but, with higher spawn rates, your mileage may vary.

--Converted units may occasionally be cloned
--If you play as the fringe, you may need to swap to next unit several times, in order to control individual actors.



Thanks/Credits:
CaveCricket48, for his reflector gun script, which I used as reference for some of my own scripts.
All the great zombies mods that have been released by others - this is my take on a common idea.

-hunternova, for identifying the dependency errors

*HOTFIX*
Removed RTE dependency, should no longer cause error on load

*HOTFIX 2*
Patched a minor issue with the loadouts file. The AI should now behave much more competently in skirmish and campaign mode

*HOTFIX 3*
Reduced the infection radius. Units can still be infected from a distance, but are less likely to be zombified thru walls

*HOTFIX 4*
ADDED HELS PASS MAP + SCENE

*BUILD 1.5:*
-ADDED 2 NEW UNIQUE SCENES - MASSIVE HORIZONTAL MAPS DEDICATED FOR ZOMBIE DEFENSE
The Gap (Fringe)
Longfort 1

-FIXED AI BEHAVIOR: FRINGE UNITS NO LONGER PAUSE AND STAND IN GROUPS
-FRINGE BRAIN NO LONGER ATTACKS OTHER BRAINS ON DEFAULT
-MADE THE JUMP ATTACK MORE STABLE + PREDICTABLE
-NERFED MANEATERS + OTHER FUNGAL TRAPS


BUILD 2.0
-2 ADDITIONAL MAPS
-SLIGHT REBALANCING
-INTRODUCED A LEVELING SYSTEM FOR INFECTED UNITS
-NEW FUNGAL CREATURES + ENVIRONMENTS
-REMOVED DROPSHIP GIBS
-ADDED SPECIAL SURPRISE

BUILD 2.1
-ADDED LAST CORPORATION AS A REQUIRED MOD - AN OPPOSITION FACTION

BUILD 2.2
*Mini update*
-TWEAKED FUNGAL ENVIRONMENTS
-ADDED ADDITIONAL "YELLOW" FUNGAL ZONE, WHICH PRODUCES SIEGE UNITS

2.3 micro update
- dramatically reduced lag for mothers
-added "birds"

2.3.5 micro patch
- Removed survival maps from campaign
- Improved tunnel graphics
138 Comments
Silverlin 27 Feb, 2022 @ 8:03am 
Is this abandoned now? It's not been updated in almost 2 years :SBHorse:
HonkFather 26 Feb, 2022 @ 12:36pm 
any way I can get a download for the file itself? Steam isn't letting me subscribe to it
SolarFlare1234 25 Feb, 2022 @ 7:25pm 
did the CCCP version mean this was deleted? it doesn't download and neither does lost corporation
SolarFlare1234 17 Feb, 2022 @ 9:52pm 
"astro, would you be a dear and hand me the napalm"
KING_APERAPE 15 Nov, 2021 @ 3:01pm 
Absolutely man! cheers, great mod!
Lafe  [author] 15 Nov, 2021 @ 2:41pm 
Hey, KingApe! Thanks for bridging to CCCP, that's awesome! I'm grateful for your effort + hard work
KING_APERAPE 27 Oct, 2021 @ 11:43pm 
Ight imma upload it lmk if at ANY time you would like it removed and I will respect your decision as the creator you absolutely have that right, cheers champ!
KING_APERAPE 22 Oct, 2021 @ 7:23pm 
@Lafe, would you mind if I converted this mod over to CCCP, and post it on mod.io, giving you credit oc; Link to the Cortex command community project server, if your interested. https://discord.com/channels/493464078417657866/493464078938013718
K!ngBMG 1 May, 2021 @ 12:18pm 
Why are the fringe deploying in Skirmish Defense gamemode, even when I'm not using the fringe faction?
Razorback555 22 Dec, 2020 @ 4:43am 
could you make the digger a little less OP as currently they just ignore bunkers and dig