Crusader Kings Z ~ A Zombie Invasion Minimod for CK2
DOWNLOAD
New Version, remember to delete the old version or you might run in to issues!
Mod Version: 1.2
CK2 Version: 2.0.3/2.0.4
Changelog
Description
CKZ is a small Zombie Invasion minimod created in a day (and then bugfixed for 3 or 4 ) on the spur of the moment for Halloween by SaintDaveUK and Korbah. Some time after 1000 (if you're starting in 867), or any time after you start beyond 1066 Zombies will invade your world. They bring with them a deadly new plague, not to mention ravenous hordes of undead to consume medieval Europe.
Screenshots
Before Zombification - After Zombification
Zombie "Emperor"
Credits
version 1.2 ~ jordarkelf
Art ~ SaintDaveUK
Code ~ Korbah
Bug Fixing ~ Groogy
Special thanks to neondt.
Known Bugs
Hopefully none, I spent a couple of days banging my head against desk trying to figure out why this mod wasn't working and finally got it working last night. I haven't as a result had much time to play test, but from the one game I managed to play, it seemed to work. Also balance may be way way off...
I did run a few observation games and the Zombies seemed to suffer from rigor mortis every now and then; if anyone knows what's causing the issue or why I would greatly appreciate the help.
Permissions, Help and so on
This mod hasn't been updated in a very long time and has somewhat fallen by the way side. Permission is granted to anyone that wishes to update it and continue to support it to do so.
DISCLAIMER: This modification is not an official product of Paradox South or Paradox Interactive, it is not endorsed or supported by them and it does not reflect the opinions of PS, or PI in any way, shape, or form.
You may NOT post this modification to the Steam Workshop without the permission of the original authors.
DOWNLOAD
New Version, remember to delete the old version or you might run in to issues!
Mod Version: 1.2
CK2 Version: 2.0.3/2.0.4
Changelog
1.2 by jordarkelf
-Zombies are bit less aggressive, giving the living a (minute!) chance to fight back
-Zombies will no longer choose to fight other zombies instead of the living
-Only independent zombies, and zombie king vassals will now start wars
-Removed all unused graphics and definitions from the mod
-Added a horrible new image (easter egg)
-Changed zombie religion icon to generic pagan heresy since nothing else uses it anyway, fits better than Christian
-Zombies no longer use Christian flags on their conquered lands, they use random COAs like African pagans do
-Added events to take care of religious head zombies
-Added event to make sure zombies don't become incapable, depressed, or infirm since they'll stay that way forever
-Added an event to try to keep the Horde combined
-Added an event to turn anyone with the zombie culture into an actual zombie
-Added an event to make all zombies part of the Abyssal faith
-Copied English localization to other languages so Germans, French, and Spanish players can somewhat use this mod.
1.1
- Zombies no longer sit around in Africa after taking their first Kingdom.
- Added a new event that will spawn a small number of troops for the Zombies each time they successfully siege a holding.
- Added a small religion modifier to Zombies to make them a little tougher (they now have defensive attrition).
- All Vassals and Courtiers of the Zombies should "zombify" pretty quick now.
- Zombies shouldn't randomly spawn in courts when using "culture = random" in events anymore.
NOTE: Zombies aren't meant to be in a playable state, if you choose to play as them you will get spammed with unlocalised maintenance events.
-Zombies are bit less aggressive, giving the living a (minute!) chance to fight back
-Zombies will no longer choose to fight other zombies instead of the living
-Only independent zombies, and zombie king vassals will now start wars
-Removed all unused graphics and definitions from the mod
-Added a horrible new image (easter egg)
-Changed zombie religion icon to generic pagan heresy since nothing else uses it anyway, fits better than Christian
-Zombies no longer use Christian flags on their conquered lands, they use random COAs like African pagans do
-Added events to take care of religious head zombies
-Added event to make sure zombies don't become incapable, depressed, or infirm since they'll stay that way forever
-Added an event to try to keep the Horde combined
-Added an event to turn anyone with the zombie culture into an actual zombie
-Added an event to make all zombies part of the Abyssal faith
-Copied English localization to other languages so Germans, French, and Spanish players can somewhat use this mod.
1.1
- Zombies no longer sit around in Africa after taking their first Kingdom.
- Added a new event that will spawn a small number of troops for the Zombies each time they successfully siege a holding.
- Added a small religion modifier to Zombies to make them a little tougher (they now have defensive attrition).
- All Vassals and Courtiers of the Zombies should "zombify" pretty quick now.
- Zombies shouldn't randomly spawn in courts when using "culture = random" in events anymore.
NOTE: Zombies aren't meant to be in a playable state, if you choose to play as them you will get spammed with unlocalised maintenance events.
Description
CKZ is a small Zombie Invasion minimod created in a day (and then bugfixed for 3 or 4 ) on the spur of the moment for Halloween by SaintDaveUK and Korbah. Some time after 1000 (if you're starting in 867), or any time after you start beyond 1066 Zombies will invade your world. They bring with them a deadly new plague, not to mention ravenous hordes of undead to consume medieval Europe.
Screenshots
Before Zombification - After Zombification
Zombie "Emperor"
Credits
version 1.2 ~ jordarkelf
Art ~ SaintDaveUK
Code ~ Korbah
Bug Fixing ~ Groogy
Special thanks to neondt.
Known Bugs
Hopefully none, I spent a couple of days banging my head against desk trying to figure out why this mod wasn't working and finally got it working last night. I haven't as a result had much time to play test, but from the one game I managed to play, it seemed to work. Also balance may be way way off...
I did run a few observation games and the Zombies seemed to suffer from rigor mortis every now and then; if anyone knows what's causing the issue or why I would greatly appreciate the help.
Permissions, Help and so on
This mod hasn't been updated in a very long time and has somewhat fallen by the way side. Permission is granted to anyone that wishes to update it and continue to support it to do so.
DISCLAIMER: This modification is not an official product of Paradox South or Paradox Interactive, it is not endorsed or supported by them and it does not reflect the opinions of PS, or PI in any way, shape, or form.
You may NOT post this modification to the Steam Workshop without the permission of the original authors.
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