Crusader Kings III

Crusader Kings III

[Abandoned] Zombie Apocalypse Mod
 This topic has been pinned, so it's probably important
Dr Jimothy  [developer] 11 Mar, 2023 @ 5:47pm
Suggestions
Put your ideas here. Even if I don't implement your idea someone else might make an add-on mod or something with that idea, since I've encouraged that in the mod's description. I might be the maker of said add-on mods if I like an idea but want it to be optional for players.

Also if you've made an add-on mod feel free to pop the link to it here.

By the way for future reference on anyone who thinks to themselves that a suggestion is too much it took me less than 5 minutes to add Genseric's suggestion. It takes longer to start a game to test that what I've changed has worked than to actually make the change. Don't be shy about suggesting anything you think will make the mod better for yourself and other players.
Last edited by Dr Jimothy; 13 Mar, 2023 @ 1:06pm
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Showing 1-8 of 8 comments
Genseric123 13 Mar, 2023 @ 12:17pm 
Would it be possible to make a decision to disable or enable the interaction option?

I'm nervous I might accidentally click it in the middle of a playthrough and doom my game
Dr Jimothy  [developer] 13 Mar, 2023 @ 12:57pm 
Originally posted by Genseric123:
Would it be possible to make a decision to disable or enable the interaction option?

I'm nervous I might accidentally click it in the middle of a playthrough and doom my game

Done. By default the interaction is available, but you can access a decision to toggle it on and off. It's the same decision to toggle it on and to toggle it off, rather than 2 decisions that you only see one of depending on if it's toggled or not, for the teeniest tiniest bit of performance improvement, so when your decisions stay the same that's not it being broken or anything it's working exactly as it should.
Genseric123 13 Mar, 2023 @ 1:41pm 
Originally posted by Dr Jimothy:
Originally posted by Genseric123:
Would it be possible to make a decision to disable or enable the interaction option?

I'm nervous I might accidentally click it in the middle of a playthrough and doom my game

Done. By default the interaction is available, but you can access a decision to toggle it on and off. It's the same decision to toggle it on and to toggle it off, rather than 2 decisions that you only see one of depending on if it's toggled or not, for the teeniest tiniest bit of performance improvement, so when your decisions stay the same that's not it being broken or anything it's working exactly as it should.
wow that was quick. Thank you so much
Genseric123 13 Mar, 2023 @ 5:46pm 
Originally posted by Dr Jimothy:
Originally posted by Genseric123:
Would it be possible to make a decision to disable or enable the interaction option?

I'm nervous I might accidentally click it in the middle of a playthrough and doom my game

Done. By default the interaction is available, but you can access a decision to toggle it on and off. It's the same decision to toggle it on and to toggle it off, rather than 2 decisions that you only see one of depending on if it's toggled or not, for the teeniest tiniest bit of performance improvement, so when your decisions stay the same that's not it being broken or anything it's working exactly as it should.
I cant seem to find the decision in the decisions menu. What is the decision called?
Dr Jimothy  [developer] 13 Mar, 2023 @ 6:01pm 
Just tested and got that too. Seems I done goofied. Late on my end so fixing tomorrow.
Dr Jimothy  [developer] 14 Mar, 2023 @ 12:16pm 
Should be fixed now. Also tryna figure out a way to stop peeps from gaining stress when they execute zombies. I think I just need to swap out the effect I tried to use.
mutewaffles 16 Mar, 2023 @ 6:37am 
How feasible is it to do rules that configure the 'genre' of the zombies? Like for instance the normal outbreak follows the usual Romero rules, but you can change a rules to make it more 'Fantasy', so the family you select to zombify also turn into a cult of necromancers, allowing you to put an end to the zombies if you kill them all.
Dr Jimothy  [developer] 20 Mar, 2023 @ 6:10am 
I could make a necromancer add-on mod. Being a necromancer means being able to do a decision to raise a zombie army but gain stress from the effort. Can do the same once per necromancer in your court. Necromancers have their own religion and culture, separate from that of zombies. Necromancy is usually a crime but their religion can have a special doctrine that makes it legal. If religion doesn't allow necromancy, but you do necromancy anyway, it costs piety and devotion levels.

They wouldn't be able to make zombie hordes as quickly as the zombies. One guy saying the funny Latin words to raise some at a time vs the exponential growth of a zombie horde.

Heh. You could have necromancers vs zombies. "I used the zombies to destroy the zombies."

I'll probably work on that soon after I'm done tweaking the AI in the Strength Training mod.
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