Will Fort Zombie be moddable?

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Will Fort Zombie be moddable?

Postby SpardaSon21 » Sun Sep 06, 2009 4:31 am

How moddable will Fort Zombie be?
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Re: Will Fort Zombie be moddable?

Postby whatamidoinghere » Sun Sep 06, 2009 3:48 pm

'Cause modded in gravy beams vs. zombies would be totally awesome.
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Re: Will Fort Zombie be moddable?

Postby The_Pastmaster » Sun Sep 06, 2009 3:51 pm

Why not a Meson Projector while your at it :roll:
I realize that pulsars are not part of the Canadian military arsenal, but I find that if you shampoo an angry beaver aggressively with "oily hair" shampoo to dry out it's fur and rub it vigorously against a balloon before flinging it at the enemy with a trebuchet, you get a similar effect.

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Re: Will Fort Zombie be moddable?

Postby whatamidoinghere » Sun Sep 06, 2009 4:07 pm

Are you claiming that you don't want to see zombies getting flung around like dolls?


Of course, this might also end up with very pissed off zombies with rich, delicious gravy dripping down their undead heads.
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Re: Will Fort Zombie be moddable?

Postby SpardaSon21 » Sun Sep 06, 2009 6:29 pm

Well, I'm really hoping new types of zombies and new types of equipment can be modded in, all with custom models/textures, plus I would like it if the game has moddable variables like in SotS.
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Re: Will Fort Zombie be moddable?

Postby Mecron » Sun Sep 06, 2009 7:21 pm

Like all kerberos gametech, the Nstar engine is data driven and hence reacts well to modding.
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Re: Will Fort Zombie be moddable?

Postby SpardaSon21 » Sun Sep 06, 2009 7:48 pm

Woohoo!
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Re: Will Fort Zombie be moddable?

Postby TrashMan » Mon Sep 07, 2009 11:57 am

I'm gonna mod in some Zuul, Hivers, Liir, Tarka and Morrigi and let them loose upon the zombie hordes!
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Re: Will Fort Zombie be moddable?

Postby Sevain » Mon Sep 07, 2009 12:22 pm

Are you sure we want to face off against zombified Zuul?
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Re: Will Fort Zombie be moddable?

Postby whatamidoinghere » Mon Sep 07, 2009 3:35 pm

What's the difference?
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Re: Will Fort Zombie be moddable?

Postby The_Pastmaster » Mon Sep 07, 2009 3:38 pm

Zuul Zombie = Zombie Werewolf
I realize that pulsars are not part of the Canadian military arsenal, but I find that if you shampoo an angry beaver aggressively with "oily hair" shampoo to dry out it's fur and rub it vigorously against a balloon before flinging it at the enemy with a trebuchet, you get a similar effect.

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Re: Will Fort Zombie be moddable?

Postby Admr_Maverick » Mon Sep 07, 2009 4:38 pm

TrashMan wrote:I'm gonna mod in some Zuul, Hivers, Liir, Tarka and Morrigi and let them loose upon the zombie hordes!


That's a very cool idea :thumbsup: .
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I wonder if Kerberos added something like this as an unlockable?
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Re: Will Fort Zombie be moddable?

Postby SpardaSon21 » Mon Sep 07, 2009 5:24 pm

Probably not. Kerberos doesn't seem the type to mix universes like that, even as an unlockable. Leave the crossovers to Marvel and DC.

And TrashMan, you seem to be forgetting about the vital equipment needed to fight zombie hordes such as Terminator armor, storm bolters, assault cannons, and heavy flamers.
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Re: Will Fort Zombie be moddable?

Postby Jonny » Mon Sep 07, 2009 5:54 pm

SpardaSon21 wrote:And TrashMan, you seem to be forgetting about the vital equipment needed to fight zombie hordes such as Terminator armor, storm bolters, assault cannons, and heavy flamers.


Nah, Orks is what you need. Plenty of dakka will get the job done. :twisted:
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Re: Will Fort Zombie be moddable?

Postby Eleahen » Mon Sep 07, 2009 6:00 pm

TrashMan wrote:I'm gonna mod in some Zuul, Hivers, Liir, Tarka and Morrigi and let them loose upon the zombie hordes!

:thumbsup:
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