PC Glowing feral cop....An all day sucker????

Shhh. I was going to get there.

um, it SHOULD blast the weaker ones with one hit. The tougher ones it does not.

(the black wolf takes a couple hits usually)

It's my equiv of the .50 cal. Radioactive monstrosities do survive.. for a bit.

:D

now, for a piston, we need the .454 Casull. :D

edit: besides, Just Die Already is the crazy OP gun. hee-hee.

 
great thing about the .xml format the game uses is you can customize values pretty easily if you can just find the right fields to edit. i'm currently looking through entities and going to loot next just to see what the values are set to so i know what they'll be going into it. i love changing things like stack sizes simply to reduce tedium in the game, maybe reducing these guys' regen/health or buffing their loot would be a good investment of your time. i'd love to make a golden chicken or something rather that has wall-to-wall loot - either really good, or really stupid - and i'm pretty sure it can be done mostly through .xml edits.

if you're interested, i'll share what i can find as far as where this entity's values are stored so you can adjust them yourself

EDIT: in entityclasses.xml, line 983: <entity_class name="zombieFatCopFeralRadiated" extends="zombieFatCopFeral">

i have yet to find where the radiated buff is stored, but every radiated zombie has it. it's set to 80 by default (spiders are 40 and i believe they're the lowest)

radiated cop's buff can be found on line 989

line 1518 of loot.xml has zombie cop loot, and i believe the feral loot on line 1798 would be an extension for feral+/radiated cops, so if you want to buff their drops change those values (find the categories these groups call on to get more specific) but remember the integer you use is a percentage where 1=100% chance to receive a drop from that group. if you want them to drop more ammo, for instance, you'd want to start on the ammo lootgroup on line 467 and adjust those values first. i don't know what it means that there is no probability value set for cops' ammo lootgroup drop, my first guess is that they don't drop it (ammo that would drop would be part of one of the other groups instead). you can probably just change the line from

<item group="ammo"/>

to

<item group="ammo" prob="x"/>

or

<item group="ammo" count="x,y"/> (this expresses a defined range for the loot, so if you reference an existing lootgroup you might be able to specify a certain number of rolls on that group rather than just a chance that it'd drop)

you can probably add somewhere a separate lootgroup specifically for irradiated cops and their ferals, though i don't know how

 
Last edited by a moderator:
I have long ago learned that cops "generally" aren't worth the effort it takes to kill them( at least in my experience). Today however ; I was curious to see just what one of the glowing feral versions took to kill...My toon is lvl 106 and on day 31..shouldn't be That hard, right?

Well, 193 round of shotgun ammo, 178 iron crossbow bolts, 250 arrows, 19 barbwire fences, and 31 wooden spikes I decided to give up. Even if I only hit half the time, There has got to be something buggy about that...or are they just THAT hard to put down?

DID my cop glitch out or is this what I have to look forward to next blood moon?
As people highlighted, they regenerate. Cops and weights use the larger one, 80 hp every 3 secs. I believe the spider zeds use the minor which is 40 per 3 secs.

If your difficulty level is up, you also do a lot less damage, taking even more time.

Worthwhile to note, is that trap damage isn't affected by difficulty level, just player damage. So your defenses (dart/blade traps chop glowies up fast) work as well on easy as insane difficulty. This means as you bump difficulty level, base defenses become even more important :)

 
Shotgun turrets do chop them up quite quickly.

Oh, rather than fiddle with the regen values, I'd rather just hit them a bit harder. (short of the rocket launcher that is... at least after I dug out a ginormous pit shooting at a horde with it... oops!) :p

 
Back
Top