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MatisJaximus

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Everything posted by MatisJaximus

  1. @paulj_3 I think this relates to what Tallman Brad was saying in the Kingen thread. Parts of the road with cities are tiles now and not rendered when using the method that worked previously.
  2. I was wondering if anyone has been in communication with @KingSlayerGM in the last few weeks and knows if there will be any more updates.
  3. I was wondering about the significance of the probabilities you are using in the entitygroups.xml. <!--Total value equals 11.45. Equivalent probabilities are 87.34, 8.73, 2.62, and 1.31 --> <entitygroup name="PineforestAnimalsAggroDay"> <entity name="invisibleAnimalEnemy" prob="10"/> <entity name="animalWolf" prob="1"/> <entity name="animalBear" prob="0.30"/> <entity name="animalDireWolf" prob="0.15"/> </entitygroup> <!--Total value equals 10. Could also be written as .6, .1, .1, .1, .05, .05 --> <entitygroup name="PineforestAnimalsGameDay"> <entity name="invisibleAnimal" prob="6"/> <entity name="animalRabbit" prob="1.0"/> <entity name="animalChicken" prob="1.0"/> <entity name="animalBoar" prob="1.0"/> <entity name="animalDoe" prob="0.5"/> <entity name="animalStag" prob="0.5"/> </entitygroup> I am not familiar with modding and I am just trying to make sure I am understanding things correctly. I downloaded this the other night having only read the first post with the description saying "These zombies are meant to be your average walkers and crawlers to complement the existing vanilla ones." I am sure you could imagine my surprise running from the starting point to the Trader and encountering 3 wolves, 2 bears, and countless zombies... After 4 infections in 3 days, finding no antibiotics at a pop-n-pills, and then having a monstrous creature climb up to the roof at 23:00 turning me to pulp; I had to log out of the game and look at exactly what I had downloaded. Thanks for any insight!
  4. Following along this same line of questions. In the below XML snippet from entitygroups, when a 'prob=' is not present, is that the equivalent of '1'? <entitygroups> <entitygroup name="ZombiesAll"> <entity name="zombieBoe"/> <entity name="zombieJoe"/> <entity name="zombieSteve"/> <entity name="zombieNurse" prob="0.3"/> <entity name="zombieUtilityWorker" prob="0.3"/> <entity name="zombieJanitor" prob="0.2"/> </entitygroup> </entitygroups> Would this result in a probability of the following? Boe = 26.32 Joe = 26.32 Steve = 26.32 Nurse = 7.89 UtilityWorker = 7.89 Janitor = 5.26 Thanks for any clarification! Answering my own question and posting it here for other people. Xyth believes that no probability is the equivalent of 'prob="1"'.
  5. If you look in this comment under "Custom cities maps", you will see how to choose where cities, towns, and villages populate without changing the biomes. I do think there might be some things that need to be worked on though, it only works correctly for me if Grid sizes are set as City=Large, Town=Medium, Village=Large.
  6. Has anyone experienced this problem when using Custom City Maps? Grid size sets City/Town/Village = Large/Medium/Large Works Fine Any other Grid size such as City/Town/Village = Small/Large/Small Roads inside of Towns do not connect. Cities, villages, and inter city/town/village roads are fine.
  7. Hi @War3zuk Your mod rocks. Was looking through War3zuk A19 AIO Mod Launcher files. Found in entitygroups.xml of 0-CreaturePackAnimals that there are some duplicate appends. Was thinking it may have been an accident as it occurred during your latest commit. Thanks for all the updates in 2020! Hope you are having a relaxing new year so far.
  8. It would be nice if the special POIs had tiered zombies in them from day 1. Go into hospital/headquarters on day 1 and you should be chased out by ferals and other things that make you cry at night. However, there shouldn't be stone axes in the loot boxes there either.
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