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Trapper

Bio Hazard - Apocalypse (2nd Topic)

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Long time ago D.murphy man created the mission Bio Hazard - Apocalypse, featuring the Unified Zombie Mod.

In arrangement with him I've created this new topic to prevent confusion. The old topic covering his first and second release can be found here.

The mission was never finished. Everyone who's editing for OFP knows how hard it is to find enough time. So when I had some spare time this weekend I decided to work on this special mission, maybe moving it one step further to finalization someday by someone. No promise.

With D.murphy man's permission I'm releasing Beta 3 today. Most important update is that it is now possible to complete the mission.

Beta 3 changelog:

- debugged bio research tree bug in MicrobeResearch.sqs, now it's possible to complete the mission

- debugged research actionmenu

- debugged M2 deploy script actionmenu

- debugged 'bolean scalar' error message caused by Dweather.sqs

- added overview.html

- added UN payment selection at mission start, for beta testers

- added a jeep which becomes unlocked when the chopper is destroyed

- added a hint about abandoned towns to briefing

- changed research result hints into dialogs

- changed line formation of zombie attacks into something more spread out

- removed flare magazines and added fires to dark towns (addweapon "flare" was only working in editor)

- some typos corrected

Required addons:

Unified Zombie Mod Beta3

Kegety's Editor Update 102

The mission:

Beta 3

Beta tests and Feedback are appreciated for any further work. And please write down how you set up the UN payment. I've pared down my changes to a minimum, only removing bugs stopping the mission flow in the old version.

You'll need hours to win this mission. Expect a duration similar to dynamic campaigns.

My personal opinion right now (I'm still playing/20000 payment):

It's too hard and long, which makes it frustrating and repeative over time.

I always have to hurry to the towns but still don't reach them in time. Then I've to make every shot count over hours as effective ammo is too expensive and most of the time at least one of the few civilians dies.

Probably I'll have to pause all researchs for at least one day later, just for beeing able to buy enough ammo.

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O-ho-ho, Trapper 'the zombieman' strikes again! tounge2.gif

Despite that there are some very interesting and tempting sentences in the last part of the poster, and despite my wish to play it and to help, I can not beta test the mission; lack of spare time as always confused_o.gif, and a proper beta testing needs-consumes lots of it. And as you already know the mission is not quite my cup of tea. Sorry.

But who knows, maybe the couriosity will win after all (as usually always does  wink_o.gif ) ...

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karantan stop provoking me.

My test game ended with a system freeze and a corrupted save game, while I waited for the last research to finish. Maybe my computer just overheated but I guess it was the combination of playing the mission over many hours with ECP and 4x time accelaration.

Gameplay (20000 funds payment)

1. Arrival (nvg/weapon research phase) - low on money and ammo, bad weapons, unprofessional defence tactics, overall very hectically. The situation lasted (a bit?) too long, as the only variety were the research results.

2. Control (weapon research completed, starting bio research) - just enough money to set up adaquate defense, uneventful logistics action for way too long when wayting for payment and researches.

3. Never reached the last mission phase, just know it from reading the scripts.

Suggestions/Change Notes

- A possible problem/bug in the finals will be that the player has to do what he is suppossed to do without hessitation or zombie attacks are out of control. or maybe it's supposed to happen.

- player shouldn't become bored/misguided to use time accelaration

- the action/defense operations need all variety possible and have to be pooled, while also removing over the top hectiness. on the other hand this feeling of maximum OFP freedom shouldn't suffer from such changes. I think the dynamic missions are a good inspiration for solutions.

- maybe the originally 15k payment is really ok if the player knows excactly what to do and is looking for a challenge. 20k played like 'medium' difficulty. But I wouldn't want to spend more time in this long lasting mission for just saving money to continue.

- a 'mash' research would be a nice addition. civilans could heal themself if the player sets up such tents

- automated flares for the dark towns, or a workaround for the flare weapon problem

- the 'zombie sighted' messages have to be turned into real sensors to be usefull

- cutrsc HUD for infos on zombie presence and forecast

- civil/police count info for every town

- the zombie spawnscripts seem to be a temporary solution at the moment

EDIT:

- new recruits won't be be attacked by zombies, glballtargets update is needed

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karantan stop provoking me.

  ? ? ?

It took me some time to figure out, where you see the 'provocation'; that you've totally and completely misunderstooded (as already once before! ) the meaning of the (probably) first sentence. Obviously you must feel like 'ashamed' or something, that a (in my eyes) very benign (and with good intention! ) joke(s) about your simphaties towards the zombie mod you reading on such way e.g. you understand-taking them as a provocation. But that's really not my problem.

And Trapper, I will not stop 'provoking' you, because beleive it or not I never started to. But comunicating with you, yes that I'll stop.

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No Dave I'm serious about that. Let's stay on topic now, please.

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