Jump to content

geengaween

Members
  • Content Count

    41
  • Joined

  • Last visited

Community Reputation

16 Good

About geengaween

  • Rank
    Scavenger

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 100% agree, it should hang out in industrial buildings and dark remnant ruins. Give players a reason to fear going into that Shotgun Messiah factory.
  2. Ever since the first alpha I've never really liked the MMORPG style zombie system in 7DTD, where the zombies are all clones of 8 or 9 distinct and recognizable individuals. They even used to have names like "Arlene" until a18 when it was no longer possible to loot them. I don't really like this in other games like Killing Floor either, although at least in that game there's an explanation for it - the Zeds are all literal clones being pumped out of hidden underground cloning vats. I always preferred the zombies from other games such as Dead Rising or Left 4 Dead, who all look very
  3. I agree 100%, and this is why they need to overhaul the zombies to make certain PoI's more difficult, so the loot system stops relying on RNG quite so much. Some RNG is good, but you've outlined the reason why it can't be the sole decider of what kind of loot a player recieves. Dungeon crawling is great and that's fantastic if this is the direction they want the game to go in. Dungeon crawlers are fun as hell and dungeons as ruined supermarkets puts a great twist on it. But with that, fundamental changes need to be made to the enemies. In dungeon crawling games, there's
  4. lol you must be new to the internet if that's all it takes to annoy you
  5. I would like it if they spawned with different colored clothing and different face skins. The exact same 8 zombies always felt way too MMO style for me, and giving them names always felt like the wrong direction to take. Is this world full of mutant clones of the same 8-10 people or something? I much prefer Left 4 Dead's zombies, where they're all pretty similar but wear different clothes and are very difficult to distinguish as individuals. https://www.gamerevolution.com/assets/uploads/2020/12/Back-4-Blood-like-Left-4-Dead-Zombies.jpg
  6. I'm using a mod off Nexus that increases headshot damage and reduces body damage, but it only applies to vanilla weapons, and I've got a lot of new weapon mods such as STALKER and Wasteland Weapons. Can someone point me to the specific files I have to change in order to apply the same values to all of my modded weapons too? My goal is to have a Romero-style world where there are hundreds of zombies that are all resistant to body damage but die in one or two hits to the head.
  7. I mod the game to spawn 8x-16x the amount of zombies. There's also a mod where you can make them die in 1 hit to the head but are immune to body damage. You can even cut off all their limbs and they'll stay alive trying to bite you. All the simplifications seem balanced after that, since you've got 100 zombies in every chunk and they're all trying to kill you, you don't have much time to worry about stat numbers.
  8. Thanks, that seems pretty straightforward, opening up the rwgmixer.xml there's a list of vanilla prefabs with tags, I guess I just add the filenames of the custom prefabs and then tag them all like the others. Such as, zmexico27 prefab is tagged as <prefab name="zmexico27"/> --edit-- Seems to be working fine
  9. Thanks for the info! If I wanted to use compopack 47 (and a few other individual prefabs from nexus) for the game's built in map generator, is there anything special I have to do, other than copying all the prefab files into my "7 days to die/data/prefab" folder? I've generated a few maps and they don't seem to be including the names of any custom prefabs in the "generatedworlds/mapname/prefabs.xml" folder. Am I just reading the prefabs.xml file wrong or am I missing a file somewhere else that tells the game to include the custom prefabs?
  10. Hello, I would like to use the prefabs and the nitrogen prefablist from compopack 47 for a map, but only the ones made after A19 came out, with the new blocks. Is there a way of seperating the a17 and a18 prefabs from the a19 ones?
  11. Hello, what is the nitrogen custom list line for this prefab? As in, Club_hotel,none,x,x,x,x,x,downtown;unique Also, does anyone know where the dimensions can be found so I can do this myself in future? They don't seem to be in the xml
  12. Nice, where can we download your quest mods and the instructions for installing them?
  13. Yes, because they are zombies. It's not even about what's realistic, there's really no point in having wolves in the game at all if they're just going to act exactly the same as zombies. 7DTD isn't the only game that's guilty of this, pretty much every video game ever made has wolves as a generic enemy mob that attacks you on sight mindlessly. It's always broken my immersion and annoyed me a bit.
  14. No, I think wolves should act like wolves, that are only a threat under specific circumstances, such as when you're very low HP. Just like in real life. If they're going to act like zombies then there's no point in them existing as living animals, they may as well just be zombies. There's no reason for them to mindlessly attack your base, that isn't how opportunistic predators like wolves behave. The game already has zombie dogs. Scenario: You're limping home with a backpack full of stuff, you've sprained your leg and are on 20% HP. You hear the howl of a wolf and see 3 or 4 of the
×
×
  • Create New...