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I should probably attach this to all my mods but anyone who wants to is free to update, improve on, use systems copied from or similar to etc my mods.
The only limitation is that they must be doing it for the enjoyment of the players who get mods from this workshop, and therefore don't do things like updating a mod if someone else has already updated it since that would just uselessly clutter the workshop and be extremely cringe.
If the zombies do mess with the tours and tournaments stuff I didn't see it. It might be that, because they so thoroughly hate non-zombies and non-zombies so thoroughly hate zombies, anything the zombies are doing is kept solely among fellow zombies.
@Jet
You can, but it's unlikely. When you kill a zombie you automatically lose some stress.
@Puggy
There's a function that sets development to 0 when a county is zombified, after which development gain is impossible.
Also if using AGOT, load this second. Idk why this is, I think cos AGOT is a total conversion mod.
It doesn't overwrite anything, only adds stuff, so should be compatible. If not it will need a patch, which I can probably make, so if it doesn't work let me know. Only way to know for sure is to try it.
Killing zombies shouldn't stress you as much. Any time a zombie is killed, their killer gets "medium" stress loss. Compassionate etc rulers will still get stress overall, cos it's still distressing for them to kill something with a human face and that used to be human, but not as much as before.
Made an add-on mod that lets you get anti-zombie men-at-arms.
It's not about when it happens, im talking about the difficulty and balancing of the horde. As of now if you let them be for over 50+ years I'd say it's unbeatable
I deliberately haven't set a date for it so players can choose. If you want a random date for your apocalypse to begin, use Google's "random number between [X] and [Y]", and then once you've noticed your date being past that start the end of the world.
Genghis Khan's event is pretty complex, lots of variables. Any modder making something like that I'd recommend using one of the simpler things added by mods already on the workshop as your "see how it's done", and then expand out on variables and such once you've got a "baseline" series of events.
_ keep your empire/kingdom a decent size not too big (expansionist not recommend)
_ this mod is mean for you play custom character so if you play historical you are in disadvantage
*8 of my boy with 50 prowess + 500% knight effective keep those zombie at bay
_ you can swap dynasty make a killing with battlefield looter + stalwart defender
p/s luckily jimothy hadn't give mummy for those zombie lol
I went for zombie apocalypse at the start of the game and tried to keep up with the gigantic empire they built. The levies they get are kinda unfair tbh. At 924 I had managed to unify italia holding about 27k levies, which means you can just steam roll the game from there. So here's a suggestion. Instead of these ungodly number of levies, they could more like a more op Ghengis Khan? Apart from that I loved the pressure this mod gives to the player. Without realising it I've been playing for 6 hours.
P.S:
Zombies look absolutely disgusting
Probably... not? It removes all the base game cultures so depending on how exactly it does that it might remove the zombies too. This doesn't work with Tales of Ireland, which is like elder kings but Irish mythology, so my money is very much on no.
If you want to be sure, just try it. If not I'm afraid I don't actually know how to get stuff to show up in these total conversion mods. Anyone who knows how to make a patch has permission to, including being free to copy and paste stuff, so you might want to (politely, please. I don't wanna be responsible for another modder getting lip) ask someone who's made ek patches or is on their team.
Rest in peace I guess. Alternatively get mega sweaty, cheat or add a save-compatible mod that makes things easier.
If you're playing normally, like using the historical characters rather than going wacky in the character creator and not using any mods that make things easier, I'm not sure if winning against the horde is possible.
I've gotten close as the Byzantines, though, so maybe a more skilled player than me could pull it off.
You can make the apocalypse start whenever you want using the zombify interaction, though. You don't need to have it happen at game start if you're not ready yet. Making them appear later doesn't make them any stronger. Their strength doesn't scale up to match yours or anything like that.
Just checked and it's working fine. You right click on an independent ruler and use the "Zombify" interaction to turn them. The decision toggles whether or not you have access to the interaction, so you can turn off access to avoid accidentally misclicking and making someone a zombie who you don't want to be a zombie.
If a culture or religion is broken by another mod, the game will generally refuse acknowledge its existence, and refuse to do any functions that should convert peeps. So something that fundamentally changes how culture or religion are meant to be coded, and therefore breaks every religion and culture unless they're patched somehow (which typically only means vanilla religions and cultures, plus any added by the mod), would be the most likely cause.
Big example is if you're using Cultures Expanded or Ethnicities/Portraits Expanded. Then you need to use the funky new patch linked in the description. Any mods you suspect of doing the same please let me know so I can make patches for them too.
New on_action and change to existing on_action:
- Culture with zombie heritage, but not every zombie tradition -> all traditions removed and then all zombie traditions added.
- Culture without zombie heritage, but with any zombie tradition -> any zombie traditions removed.
Both are set to fire before the other on_actions. So any culture with zombie heritage will basically just be zombies, and any without will not be zombieish.
(I would like the idea of zombie variants using the base game traditions but certain traditions break the Zs by altering their behaviour or what they can do. Any extra traditions for variety would have to be added by the mod itself)
Kinda. If a character has the zombie trait, religion or culture then on their next birthday they will have the zombie trait, religion and culture (so having one means getting all). Go ahead and interpret that as it taking a while after being infected to truly become a zombie.
Most of the on_actions for how the zombies work only require one of these, and all of them fire on birthdays, so at the same time as fully becoming a zombie they should get their diseases, armies of zombies and so on.
When you make a culture in a mod it has listed ethnicities. Cultures expanded changes how ethnicities work. So different stuff needs to be in the listed ethnicities. Any time you make a mod adding a culture, it needs a patch if you want it to work with Cultures Expanded.
Speaking of which; said patch now exists. Enjoy.
Checked through and tested with VIET without issues, so it was probably the Cultures Expanded and not the religious thing (which isn't an issue at all). VIET's description says it doesn't touch any vanilla files and so should be good with everything.
Juke the stress should be fixed. I made it so that any time someone kills a Z they get some stress loss. Unless your character is compassionate or something that should mean either no or very little stress from executing zombies.
Also working on the stress prevention thing.
This add-on mod should make them tougher.
P/s give them casus belli for kingdom