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FoxVox - FoxWox on the Nexus site

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FoxWox

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About this mod

Mods for the They are Billions campaign.

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Changelogs
Hello everyone!
My name is FoxVox (FoxWox on Nexus as my name was taken).
Welcome to my mods for the They are Billions campaign.

My mods are made for the love of the game to share with the community.
They are made for They are Billions on steam. Untested with other versions, but might very well work.
Big credit to Barkley for making the modding tool that made it much easier and faster for me to make mods.
And a big thanks to BeardFu and Chaospyr for playing and playtesting mods.

When streamers and players started making up their own challange runs (only solders, only rangers, only towers, no towers.....).
I got inspired to make mods for more campaign awesomeness.
I like the campaign and the progression system with techs. I aim to have my mods keep that feeling and still feel like "TaB".
Just with new twists and challenges.
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-----------------------------  Keywords for mods  ----------------------------------
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xWave     = Wave size/difficulty multiplied by x (note that it does not always mean an exact number change, but can also mean that a part of the wave gets to be harder zombies, to avoid waves that go on for literary days. so 2x wave can mean 30-100% more zombies, but likely on later maps more hard zombies and not just more runners)
xHP          = Zombies health and multiplied by x (note that it might not be exact numbers depending on the increase or zombie, but generally speaking)
xSpeed     = Zombies have run speed multiplied roughly by x (again some decimals and number need to work in the code, so not exact)
1HPunits   = Friendly units have 1 hp
Bulky        = Zombies move 10-25% slower but make more noice when they get to attack. (used in combination with other buffs normally, like hp)
NoHero     = Hero missions removed (points added to map before, so simply ignore them)
NoCity       = Two first city building mission removed. You win them in 1-2 days with like 2 zombies coming.
NoSwarm  = No swarms spawn between missions
Tech          = Includes my new tech tree  (see below for more info)
Noise         = A multiplyer to how fast zombie react. This is a rouge number as both noise made by units and how reactive zombies are to noise can be changed. But a 2x multiplier means that both those numbers are increased close to 50%, not mutants as that might simply make the mutants aggro right away.

In addition to the above mentioned mods, what as could be modded fairly easy are:
-Time (when waves show up and how much time you have on missions)
-Hp/stats on building
-I focus on campaign mods, but I can edit map generation criterias for senarios (how much precent of the map have wood, stone gold and so on, how close to TC zombies start and such)
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---------------------- Information about the Tech Tree changes ---------------------
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In summary I would say that the idea is that you will have more options and ways to target buff your early/end game in maps.
And new unit and economy buffs. In total I would say that this tree does make you a bit stronger, so if you are looking for a challenge it is recommended to be played in combination with other difficulty mods.
If you just want a fresh campaign and play around, go ahead!

---- The base tech tree change:
BasePrice for all techs:   14460
BaseTotal Tech points:   9950  (+1000 for the final mission)

New tree have about 18 new nodes (can be subject to change) and multiple edited and moved ones.
New price for all techs:   15890
New total tech points:      10640 (+5000 for the final mission)

The later bigger mods (very bulky and noice+speed for example, who knows there might be more later on) will have much more expanded trees.

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--------------------  Install , replace or remove mods Instructions  ----------------
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All mods will be uploaded here as a zip file with the name that tells you what mod it is. All zip files will contain 2 game files (ZXRules.dat and ZXCampaign.dat).
And this read me. All you need to do is to unpack them in your game directory and replace the other files.

To change from one mod to another you simply unpack the new one and overwrite the files.
Note that if you change mod in the middle of a campaign, it will work and apply to everything you start after you replaced the files. If you do any change that will change your tech tree, anything new will only apply when you skill the nodes, but can be a bit buggy on nodes you already have skilled in the past (even if the text on them change).

To remove any mods you either make a backup of the original two files and put them back. Or you "Verify integrity of game files" on steam.
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---------------------------------  More words  -------------------------------------
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All the mods have been confirmed beatable.

If you have requests on numbers or combinations of mods you would like, give me a message @FoxVox on discord.

Also note that changes to units or buildings will also effect single senarios as they use the same file for unit stats.

Constructive feedback are welcome.
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---------------------------------  Cheat mods  -------------------------------------
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Some people do not want the game to be harder or play for challenges. So by request I made a few "cheat" mods.
They are all follow the same simple tech buff. So you get about 50-70% more tech points with some extra after the first mission.
Intended for all the people that want to play more chill and not only focus on the challenge in the mods, but more then new stuff they bring.
They are based on the vanilla or mod files in the name, so read my mod information to understand them.
tehy are included in the Cheats and Complete downloads.

The harder mods are of course still a challenge  =)
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----------------------------------   1.1 Update   ------------------------------------
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New mods added:
TechNoHeroNoCityNoSwarm_2xHp2xWave
Cheat_TechNoHeroNoCityNoSwarm_2xHp2xWave
Request_Tech_2xWave_1.5xHp1.2xSpeed1.5xNoise  (requested)

New campaign mode created:
- New victory conditions. You win a map by getting a population nr, gaining a gold income or/ and destroying all doom villages.
- So no "final waves", or more, if you see the final wave, you die. The goal is to win before it.
- Wave rework of course. There will be more random waves and they wont stop coming, or growing. Called out waves will still come on many maps, but they will starts smaller and grow faster, and keeeep coming.
- there is a Normal and a Hard version of this new mode. Named:
NewObjectivesCampaign
NewObjectivesCampaignHard

It is new, so not very tested yet. Happy for any constructive feedback, as always.
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----------------------------------   1.1b Update   ------------------------------------
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Balance to the two new game modes. Slightly increased tech points. And nerfed the waves on Lonely forrest, Oasis and the Highlands.
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Have fun!