Jump to content

Agame

Members
  • Posts

    30
  • Joined

  • Last visited

Everything posted by Agame

  1. If you look back through this thread you will find some examples of peoples settings to ramp it up. My advice would be bump the settings up really high and it will get insane, then you can bring the numbers back down to something that is playable. Good luck, its great fun modding and messing around with the numbers!
  2. Awesome thanks, so just to confirm the base game biome difficulty will always increase hordes? And related question do you happen to know if its easy or possible to change the biome difficulties in the game? For example make them all two skulls, or make them all no skulls etc?
  3. More questions sorry I have been increasing numbers in the settings file to get more hordes and I went out to the snow zone, and I found even small towns filled with hundreds of zombies, trying to go into a POI I would be drowning in a sea of Zs, even POIs in the wilderness I was quite quickly getting large groups moving in on me. This is compared to the forest biome where I am maybe seeing a group of a dozen once a day. Its pretty wild the difference between forest and snow. And it could be my imagination but the snow hordes seemed way more aggressive, I see them way in the distance standing around and then even if I just sit there they slowly begin to move towards me. So these settings clearly have a HUGE impact on horde numbers: <horde_biome_multiplier> <horde_biome_curve_scale> Just curious how they work, are they a multiplier that is also multiplied by biome skull count? And if I wanted to 'flatten' hordes out across all the biomes ie same number and size of hordes would I set them to zero? Or is the games biome difficulty a hardcoded boost to the hordes? My goal is to get bigger hordes in the pine forest... without making my computer catch on fire and explode if I go to the wasteland...
  4. Yea some more info would be great, its a lot of fun to tweak the settings!
  5. Is this line the same? Lower number means more? <density_per_km_squared>9.3</density_per_km_squared> <!-- Max World Horde Density. (Number of hordes in world) --> And also wondering, the 'horde repopulation' is that just generating new hordes? Or does it remove all existing hordes and make new ones?
  6. That sounds perfect! I would be very happy if you could add it as an option or toggle of some kind to the mod! I would highly recommend also modding the normal world spawns with either someone elses mod, or you can tweak the settings yourself, its surprisingly easy! I felt the same way as you, the gameplay, aside from horde night, in vanilla does not feel like a zombie apocalypse AT ALL. It feels like a hiking adventure with occaisional optional 'fun houses' that just happen to have some zombies. Thank god the game is so mod friendly as its now one of my favourites.
  7. I would love an option for the hordes to be like the bloodmoon horde, ie they constantly track and follow you across the map wherever you go. I have been experimenting alot with the 'Romero' concept - walking only zombies and no bloodmoon. It would be great if the hordes could have that tracking, not just a global feral senses setting for all zombies, as it creates a very cool dynamic to the game where the zombies are never a threat, you can always run away from them, but if you try to stop anywhere to loot or build a base you will have more and more piling up on you. Obviously this mod already does that to a degree, but it would be cool to have the 'extreme' setting so the hordes are a constant and inexorable danger, not just the randomness of possibly running into one.
  8. Ok weird, just to confirm I only need the A21 zip right? In the instructions it mentions a 7DaysToDie_Data but I do not see that in the A21 zip. I assume I have installed correctly as everything else in the mod seems to be functioning as it should. Though there is also an odd glitch with the music where the combat track keeps cutting in and out continuously.
  9. My favourite experience is when I am in the middle of exploring a POI and a massive horde shows up, it suddenly becomes a mini horde night in a random POI and you have to get creative to survive! It creates the kind of tension that is completely lacking from Vanilla bloodmoon, that is so predictable and mundane.
  10. Yes I can see balancing is a nightmare, so much randomness depending on player movement vs what the hordes are doing, you would probably need 50 - 100 people all testing it at the same time to really get a good idea. And you are right that its hard to balance for the audience as I think people are using this for very different reasons, some people just want a small bump in hordes for a little extra spice in gameplay, and some people want to use the mod as an alternative to horde night as a real end game threat. So I wonder if it is possible to create an option/menu screen that you could give people some selections for the mod? Or possibly that is way to difficult to implement.
  11. Love the concept for this mod, I really hate the 'running' zombie trend in games/movies. Question on the wandering hordes, are they affected by the gamestage? Without horde night it seems like the difficulty would fall off pretty hard after early game. EDIT: Also getting same null = cop bug as guy above, using A21 version from first page here.
  12. Is there a toggle for 'feral senses' on the hordes? I thought there was in a previous version, or do they just use the global setting when you start a game?
  13. Ok, update, I reset everything back to default and played about a week (in game), and its almost the opposite problem, not seeing enough hordes. So I think its either somehow the extreme numbers I set for the hordes changed the behaviour or possibly I had some other settings I had changed and forgot about, either way you should possibly ignore my previous comments! But I am going to keep testing and experimenting with the settings as I have a specific style I would like to get working for the mod.
  14. Related question, is this section the main way the hordes interact with heat: <!-- Events --> <event_chunk_radius>3</event_chunk_radius> <event_interest_distance_multiplier>0.5</event_interest_distance_multiplier> I assume lowering that would make them less likely to pile in on the base?
  15. I have noticed similar to above, whenever I go back to my base there is always a couple of hordes in or around it, and this is even when I have nothing 'running' in the base like a forge while I am away. I have a very minimal base as I play semi nomadic, but I still need somewhere to craft stuff. Its like the AI is just attracted to your base location regardless. Its annoying as I have been playing with VERY large hordes as I love to see them roaming the map, having to dodge around them or even abandon looting a POI when they show up. But having to wade through hundreds of Z every time I go back to base is tiring. Playing latest version also.
  16. Dunno if its possible but would be really cool if you could make the hordes escalate similar to the 'horde night' mechanic based on gamestage, that way this mod could completely override the blood moon in vanilla game and it would be possible to remove it. I really do prefer the more dynamic nature of this mod to the way blood moon works so it would be nice to have an alternative.
  17. Have you changed settings in hordes.xml? I used the settings someone posted earlier in this thread and that created some BIIIIIG hordes.
  18. I have been messing around with settings and decided you can actually have to many hordes, I got to the stage where I did not have enough time to even make ammunition, so I am backing it off for now! It is great fun though and I am also very surprised the devs have not done more work with the hordes mechanic, as it creates a much smoother and more realistic experience in game than the 'horde night' which feels so artificial and cheap.
  19. And thats interesting does it mean if say I come across a horde of 100 zombies and then go somewhere else those 100 stay spawned in? So if my max zombies was 100 I would not get any new spawns elsewhere from 'natural' spawns? Also a question on horde count, I have noticed via stats that it has been steadily decreasing during game time, from 100s to now 50. Previously it always seemed to stay at a steady amount 400 to 500, not sure why it keeps dropping.
  20. Ah good to know, I was wondering if there was a maximum zombie setting like that somewhere, thanks.
  21. <max_horde_density>2.0</max_horde_density> <density_per_km_squared>9.3</density_per_km_squared> <horde_biome_multiplier>0.5</horde_biome_multiplier> If I change all these to much higher then its going to get very crazy in game right? I would like to remove the horde nights and use this mod as an alternative.
  22. Is Dangerous Cities confirmed working for current A21? I started to change some maxcount and respawndelay numbers in the xml and I see no change in game when I load it, but it does say mod is loading in log.
  23. Love the Dangerous Cities mod, amazing idea and really adds to the immersion in game when cities have most of the zombie population. Except I am seeing NO zombies, ever in the wilderness. It would be cool if it was at least a very minimal chance that they can spawn out in the country, just so we have to be a little wary when out mining/chopping.
  24. Ok very cool, when it says WanderingEnemyHorde: 212 is that the number of hordes on the map? Or the amount of entities in the hordes? And what is the total density number? Anyway love the mod, keep up the good work, vanilla game is so static and lifeless (pun intended).
×
×
  • Create New...