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 Cyborg Zombie Missions - Correct file uploaded. 
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Joined: Sat Dec 25, 2010 1:35 am
Posts: 12
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Post Re: Cyborg Zombie Missions - Escape! added.
Ok, that's good.
And the difficulty was set to medium...
But I guess that's just how the world is.


Fri Jan 14, 2011 6:29 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Cyborg Zombie Missions - Escape! now easier.
To makethis easier actually possible to win, I've now made it so that zombies don't spawn near the starting point.
Weapons also spawn randomly in the maze, depending on difficulty and how many zombies you have killed.


Sat Jan 15, 2011 1:59 am
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: Cyborg Zombie Missions - Escape! now easier.
I remember how I hate and love these zombies. And the Escape! mission uses the FOG very well. Though it's hard as hell.

Would you make a vaccine tool that renders the user invincible against infection? It can be sort of like a cheat item that is hidden and not meant to be used on the missions. I sometimes want to have a fun zombie survival skirmish with these guys but their infection makes them impossible to take on with just a few actors.


Sun Jan 16, 2011 4:10 pm
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Cyborg Zombie Missions - Escape! now easier.
Just set an actor's health to above 100.
Lua Tech's nanochip works well for that.


Sun Jan 16, 2011 7:22 pm
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Joined: Tue Mar 16, 2010 8:52 pm
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Post Re: Cyborg Zombie Missions - Escape! now easier.
The only ways to not get infected is to have an actor in the "Undead" group or if there health is above 100.


Sun Jan 16, 2011 9:32 pm
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Joined: Mon Jan 25, 2010 11:35 pm
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Post Re: Cyborg Zombie Missions - Escape! now easier.
I have extreme fun time holding off Cyborg Zombies mail. Your mods are always amazing, you got my DL.
What I like to do is go to "Cyborg Zombie Invasion" set it to death difficulty and build a HUGE base that has 10 layers
of concrete and metal surrounding it. The last time I did this, I placed a one of numguns BW launcher rights on a corridor
on the top of the base.

Then, as I got overrun by 9001 Cyborgs I ran to the top of my base, destroyed my technology
I had set up, and armed a timed nuke behind me. Then I got to the launcher, with Cyborgs chasing me, and launched
out of the base as the nuke exploded! I then fell to the ground and fought off Cyborgs with my heavy revolver.
I continued to fight off Cyborgs for 20 seconds, and was ripped to bits by thousands of Cyborgs while I was reloading.


Image
Fun times.


Tue Jan 18, 2011 2:28 pm
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Joined: Mon Oct 06, 2008 2:04 am
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Post Re: Cyborg Zombie Missions - Escape! now easier.
I need to sprite you a huge boss zombie for this, mail.


Thu Jan 20, 2011 2:53 am
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Post Re: Cyborg Zombie Missions - New mission, teleporting effects!
Update:
New mission - Sabatoge!
You get to play as the cyborg zombies for a change.
This mission is also packed with a skirmish for the teletroopers, as they make decent opponents(aimrange to 1024 and other tweaks).
Some tweaks(especially teleporting effects).


Fri Jan 21, 2011 8:27 am
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Joined: Tue Mar 16, 2010 8:52 pm
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Post Re: Cyborg Zombie Missions - New mission, teleporting effects!
I like the way you still made the mission hard even when you control CZ . Still the new skirmish activities seemed a bit TO HARD. When I built a base from scratch, one enemy troop teleported right next to my brain and killed me in the first 20 seconds.


Fri Jan 21, 2011 8:45 am
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Joined: Thu Jun 11, 2009 2:34 pm
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Location: Moscow, Russia
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Post Re: Cyborg Zombie Missions - New mission, teleporting effects!
Sabotage is really hard. My poor zyborg lives for 30 seconds at most =)


Fri Jan 21, 2011 11:52 am
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Post Re: Cyborg Zombie Missions - New mission, teleporting effects!
Fire up that jetpack and start infecting troops.

Anyway, I forgot to fix the MP3 dependency.


Sat Jan 22, 2011 1:39 am
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Joined: Wed Jan 19, 2011 10:07 pm
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Post Re: Cyborg Zombie Missions - New mission, teleporting effects!
I installed the map pack, and added the line to my base.rte, but the missions aren't showing up. The game boots fine, with no errors; the missions just aren't on the list of scenarios. I've made sure to refresh the mod manager etc. Any ideas?


Sat Jan 22, 2011 2:08 am
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Post Re: Cyborg Zombie Missions - MP3 dependency fixed.
You didn't need MP3.
Anyway, check for an archive flag on the rte.


Sun Jan 23, 2011 6:57 pm
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Joined: Mon Jan 25, 2010 11:35 pm
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Post Re: Cyborg Zombie Missions - MP3 dependency fixed.
Oh man, Sabotage is hard. FOR THE COALITION THAT IS.


Wed Jan 26, 2011 8:08 pm
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Location: In heaven, everything is fine.
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Post Re: Cyborg Zombie Missions - MP3 dependency fixed.
Just played the teleporter skirmish.

I hate them, in a bad way. Their sight and weapon range are way too extreme. For a faction that can close in with teleportation, I don't think they need uber range to further increase their uber-ness. I don't even feel more threatened when they teleported right in front of me because the rest are already shooting me from miles away.

Mind you the cyborg zombies make good opponents. They make you come up with all sorts of strategies like using air strikes, Evangelion-style turret spam, placing healing units, setting traps, super-thick walled Evangelion-style super bunkers, etc.
The teleporters, however, forces you to either nuke the whole map every 5 seconds, or watch all your troops getting torn to shreds in miliseconds after deployment. There's no fun at all.


Thu Jan 27, 2011 6:08 pm
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