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ninjagranny

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Everything posted by ninjagranny

  1. Sorry I obviously didnt explain myslef well enough In a multiplayer game we tend to have a zombie masher a cook a/ gardener a crafter a builder and a miner (although different people can take whatever specialisation they want and someteimes we have no zombie masher etc )- so they specialsie in what they want to do . With the new system you cant - you have to go out and loot / fight zombies .. I have 1300 hours in game so far and have used minor mods to remove the huge xp form trader quests and reduce xp from zombie kills etc . nothing massive ( oh yea and remove the autokill traps like the blades as they make end game way too simple and put blood moon up by 10 times .) Even single player you cant for example spec into a stealth bowman for example as you have to loot the correct magazines to even be able to make basic items .. it just random grindfest without being able to specialise . Quest xp is ridiculoulsy high and you can cane through levels if you leave it like that - I have re-instaleld a 20 and am digging through the huge amount of changes to get rid of the magazines
  2. Don't post ofeten as in general i just love playing this game - been playing it since it came out The new set of extra books is horrendous - it changes the game from survival into zombie hunting . TBH we play co-operative so maybe the pvp people will like it but currently not being able to get weapons and tools up to a decent level unless you randomly loot something is rubbish - sorry i love this game but this is a seriously poor change . Im going back to 20 until i can finish the mod for getting rid of the new books - currently the simplest way seems to be to leave them in but effectively give 10 books each time you skill up in a normal tier - its a bit clunky but means that you can still specialise rather than hunt zombies for the chance of gettitng what you need . At least go back to v16 method which makes some sense - you use stuff you get better at using it . rather than oops i have found a peice of paper and now am better at random skill .
  3. Thank you and - ill go back to doing it entity by entity - and redo each time they change entity names ah well Rather interestingly - my idea actually breaks the entire game - no zombies no animals and the traders is always locked and bounces you Im assuming then it sets all to *25 rather than multiplying it and as zombieboe no longer exists all entities are removed
  4. ok - people who know more than I do - which is 99% of you I have been fighting with trying to vary zombie xp without editing every single zombie - tried this <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[contains(@name, 'ExperienceGain')]/@value">*.25</set> set all occurrences of experiencegain on a zombie entity to 25% of what it was . which "logically" should work as far as I understand BUT it doesnt please put me out of my misery before i smack my head through a wall :)
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