Hi Arramus,
Thank you for your help. So my understanding is that:
A) I will start off by using 'entitygroups_only_horde_night_version (rename to entitygroups and place on Config)
B) I will then change every-line to <append xpath="/entitygroups/entitygroup[@name='feralHordeStageGSXXX']"><entity name="zombieCowhead" prob="0.1"/><entity name="ZombieBomber" prob="0.1"/><entity name="zombieScarecrow" prob="0.1"/><entity name="zombieMotorhead" prob="0.1"/><entity name="zombieScorcher" prob="0.15"/></append>
C) Where XXX will be the increasing game stages
Is that correct?
And if so, I have a general question, the game stages seem to be increasing at odd amounts... is that fine that it's not a line entry every single GS value? (e.g. 100,101,102,103, etc)... what happens when the game stage falls between any two of specifically identified ones in the entity groups file?
The Game Stages increase in increments rather than 1 by 1 units by default in the vanilla files and this is fine.
There are some differences between the default and Snufkins these days. Either intentional from the beginning or caused by updates.
Based on these 5 boss zombies, I recommend:
GS1 to GS247 are all prob="0.1" (but the zombieScorcher and zombieMotorhead at .05 because one is a flame beast and the other a block destroyer and can be invasive)
GS255 to GS672 are all prob="0.15"(but the zombieScorcher and zombieMotorhead are at 0.1)
GS683 to GS1206 are all prob="0.37" (but the zombieScorcher and zombieMotorhead are at 0.175)
GS1218 to GS1768 are all prob="0.41" (but the zombieScorcher and zombieMotorhead are at 0.2)
GS1782 to GS2391 are all prob="0.45" (but the zombieScorcher and zombieMotorhead are at 0.23)
GS2407 to GS3136 are all prob="0.62" (but the zombieScorcher and zombieMotorhead are at 0.27)
GS3153 to GS4086 are all prob="0.7" (but the zombieScorcher and zombieMotorhead are at 0.3)
This is because -
Scarecrow is a pretty gentle battle
Cowhead can be beastly head on but pretty gentle behind a defense
Bomber is all show and doesn't have the Demolisher kind of power
Motorhead has high block damage and can strip a base pretty well and from lower GS bases may not quite be ready for it
Scorcher is incredibly invasive from pretty long range and if it keeps spawning too often will become tiresome as it's health lowering potential is fast and health packs can't keep up with a stream of them.
Or, how about:
<insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'feralHordeStageGS')]/entity[@name='zombieMoeRadiated']">
<entity name="zombieCowhead" prob="0.03"/>
<entity name="ZombieBomber" prob="0.03"/>
<entity name="zombieScarecrow" prob="0.03"/>
<entity name="zombieMotorhead" prob="0.03"/>
<entity name="zombieScorcher" prob="0.03"/>
</insertAfter>
Would that not apply the additional zombies spawning to all bloodmoon hordes Gamestages with a ZombieMoeRadiated?
Thanks again for the help
This method is also fine and was a feature used in the earlier version of the enZombies. However, 0.03 will see diminishing returns as GS increases.
Simple zombies have a probability of 100% chance, feral will come in at 0.26 from GS44 and get to 0.7 at peak. And as more entities become included such as Radiated, the Snufkin Zombies will slip further down the probability list and the higher and stronger you get, the less you will see them.
It looks like entities added in earlier Game Stages will be cached and not be changed unless they are changed in a later Game Stage based on how the default entitygroups.xml is laid out. The latter Games Stages will just amend previous settings if they are 'repeating' and not remove any. Game Stages will typically build on what came before and amend what came before should it need higher probability.