there is one objective mission that i dont understand and cant fullfill. WTF is building construction objective is ??? i already built hundred building, still cant fullfill this f*#@ing confusing objective.
Does Campaign tech ree bonuses apply for survival mod and costom somehow?
Does implementing bunker house could be done by simply unlocking technology in vanilla Zrules (maybe requiring a little twicking, I see some differences in your Zrules and original one)? Same for Heroes?
Tech tree is extensive out there and I've noticed Typhoons, Squalls and Schockers. New units? New traps? Or simply Modifiers?
Looks big and promising. I may test it in one of my runs.
Mod has been tested several times and was fully completed on streams in different ways for a long time, everything is done perfectly at the moment the gameplay balance and parameters of all units/structures, the survival also contains technologies from the campaign and new mayors who are completely different from the original ones, the files in this mod are heavily reworked and there is almost nothing left from the original, this is a completely new game, seasoned with new dynamics and game mechanics from other RTS, so it is a completely new tab, you will have to learn to play again
Yeah I could tell that there was some kind of major rework there. I used to make late game units more expensive but more powerful so I get the gist of base editing of those files (ot everything worked tho as for example trade mechanics values that I tinkered with).
I VERY like fact that tech tree actually is shared with survival. Finally having that "consistancy" of parameters everywhere. Three dmg types remainds me Warlords Battlecry series a bit.
I asked about if there is actually any new unit or building (as external models and stuff) because words is that it is seamingly impossible to add any real new content here as it is hardcoded or something. Basically, looked for some fresh air for this game for very long time. Even tried to add unavailable tech on my own.
Looks like I will have a lot of new stuff on my hands to test with this mod soon. Looking forward to this. Cheers.
There is really no way to add anything new to the game, but some technologies had stubs, after removing which they can be used, and the functionality of some other structures, units and technologies has been changed, which again will be new to everyone. I and the community tried to do the best, and at the moment the game has only one problem that does not allow you to enjoy the real zombie apocalypse - these are lags in large clusters zombies, the main campaign of the mod is well optimized in this regard, but in NG+ lags can occur, I continue to improve this aspect so that the game is smoother and more enjoyable
To get into this file for the sake of a couple of changes is complete nonsense, if the game is too tough for you, then your mods will be worthless, besides this, you still need to pack it back correctly, so most people will fail again
The Giant on the first mission kills this mod I cant get past it I already tried like 10 times it has regen one shot archers and walls and if you try to use the explosive barrels he just takes like 100 dmg and insta heal, only way I could kill him was by cheating.
Either remove it or make it weaker is too much and yes I even tried on the super easy difficulty is the same deal but since the giant has less health is doable, but anything on 100% or above is very hard if not impossible.
Expectedly, your experience is simply not enough to play at a difficulty higher than 25% of this mod, it is completely passable on hardcore, otherwise this difficulty would not be here Watch the video attached to this mod to see that it's pretty easy even at 800%
How are you even supposed to deal with the Giant on the first mission? You can't even train soldiers as there's no iron, and Rangers do almost no damage to it!
The mod introduces many new game mechanics, in particular mechanics with damage type and various resistances, you will have to learn to play in a new way, since the mod makes the game completely different, better than the original
Hello! Enjoy the game! The units are not weakened, the mod has completely new parameters for both units and zombies, and the technology tree and the heroic training program make them effective in different ways, depending on the conditions on the map, as a result, you can combine any build convenient for you to develop the economy and destroy zombies, you can do it quite simply even on hardcore, or complicate your tasks, it all depends on your decisions and experience in the game. Within 100% difficulty in timings, the mod will suit ordinary players, but experience in RTS and the original TAB will still play a role on such difficulties.
It is good, and the hard stuff, well maps I can play and win 3 out of 5, in your mod is 0 to 0. Infinite map like Warpath by seymor gutz so far is 0 0, traps optimized, riggsgard expedition, not so simple 5, etc..., I love 300 days map, but with your mod rarely get to 40 days, the mod is a labor of love, but boy it is hard, troops melt away. But kudos on refreshing it, great work overall.
Enjoying the mod so far! However, i'm stuck on survival mode, does doom buildings have unlimited spawn? And is it possible to disable zombies attacking when you reach 600 population? Currently trying it on 230% difficulty.
Greetings and enjoy the game! Doom is endless, they will be within your power at lvl 4 mayor with a unique high-tech unit technology, to get lvl 3 mayor, you will have to strengthen the settlement as best as possible to survive the invasion, after it you should develop to 1200 and clear the map
Hello, your idea with disabling the Tesla power grid mechanic was amazing, people also liked it and asked to adapt it to the HGM mod, I had to figure out how to do it with maximum benefit))) Thank you!
Hey there i am glad that your comunity liked the idea and you implemented it in HGM thats great! Keep up the good work and looking forward for more content on Youtube! :)
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May I know what the building is? I'm stuck on this mission and I think I built everything that I can thrice.
Nevermind, I thought I built 3 barracks.Does Campaign tech ree bonuses apply for survival mod and costom somehow?
Does implementing bunker house could be done by simply unlocking technology in vanilla Zrules (maybe requiring a little twicking, I see some differences in your Zrules and original one)? Same for Heroes?
Tech tree is extensive out there and I've noticed Typhoons, Squalls and Schockers. New units? New traps? Or simply Modifiers?
Looks big and promising. I may test it in one of my runs.
I VERY like fact that tech tree actually is shared with survival. Finally having that "consistancy" of parameters everywhere. Three dmg types remainds me Warlords Battlecry series a bit.
I asked about if there is actually any new unit or building (as external models and stuff) because words is that it is seamingly impossible to add any real new content here as it is hardcoded or something. Basically, looked for some fresh air for this game for very long time. Even tried to add unavailable tech on my own.
Looks like I will have a lot of new stuff on my hands to test with this mod soon.
Looking forward to this.
Cheers.
Either remove it or make it weaker is too much and yes I even tried on the super easy difficulty is the same deal but since the giant has less health is doable, but anything on 100% or above is very hard if not impossible.
Watch the video attached to this mod to see that it's pretty easy even at 800%
Within 100% difficulty in timings, the mod will suit ordinary players, but experience in RTS and the original TAB will still play a role on such difficulties.