PC Hey everyone that says there's less zombies try this?

I also have 2 modlets
1 with increased spawning in wilderness and 1 with increased wandering hordes. you can even go inside them and edit to your liking the values

BTW i ran a test today. 100 arlenes. In one spot. Draw your own conclusions

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Perfectly smooth 60 FPS with dips to 56-59
I've used your mods in the past and all the extra zombies ran real smooth. Maybe they are thinking about a console port and that might limit the number of active zombies?

 
My question is this;

I've noticed in the xml it stops after a certain day number, both for wandering hordes and blood moon hordes,

so what determins the numbers if you are beyond day 49?

Thanks

Edit;

It looks to me like, it wraps around the ones specified for days, and returns through the list once it runs out?

Some of the spawning lists stop at different days, and in the gamestage file it looks like it's supposed to do that?

I guess?

Mostly I since our server is beyond day 60, I just want beefier random hordes, and way more than 1 rabbit every 15 days.

 
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I've used your mods in the past and all the extra zombies ran real smooth. Maybe they are thinking about a console port and that might limit the number of active zombies?
I still remember the A17 performance "fiasco" when recommend spec machines had problems showing even HD. You don't need to conjure the console boogie man to see that min specs and this game are no friends anymore. I bought a new PC in January 2019, about 2 months after A17 came out. I still have my old machine available (far above min specs) and 1080p is still impossible with A18.

My guess is that they will not change anything with zombie numbers and keep any performance wins for the future. They will have to adapt min specs to reality shortly before release. Only at that time and if the game were GPU-bound for a reasonable min-spec machine would they have budget left for a zombie increase at default.

But I also expect a zombie slider at that time in the options.

EDIT: I hope that they will give the proposed encounter system a generous zombie budget drawn from what they get from performance wins. Since they can make sure that only a subset of players have a running encounter this budget doesn't need to be divided by 8.

 
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I've also jacked up my Wandering Hordes, last one was about 40 or 50 zombies. No issues. Haven't taken it as far as some here - hehe - but it'll do for now.

 
My question is this;I've noticed in the xml it stops after a certain day number, both for wandering hordes and blood moon hordes,

so what determins the numbers if you are beyond day 49?
Not sure if still true but wandering hordes used to be determined by taking the modulus of your GS divided by 50. This gives a value between 0 and 49 and there were 50 possible wandering horde types defined in the file. This also meant that the wandering horde you get is rather random, regardless of what day in the game it was. This is why people could get the infamous 6 Dogs or 3 Bears horde on day 1.

No idea about actual horde night hordes though.

 
My guess is that they will not change anything with zombie numbers and keep any performance wins for the future. They will have to adapt min specs to reality shortly before release.
I think this is a terrible plan. They will lose old school players (I already lost 2 of my regular 4 group due to this). And a brand new players would take one look at the lack of zombies in this "apocalypse" and just move on to another game. Especially if they've played a game like State of Decay that has hundreds of zombies roaming the world at all times, and builds fantastic tension at all times because of it. Maybe these groups don't matter as TFP already have their money - though Steam refunds are a thing...I fear it takes less than 2 hours for a newb to realise there is little happening in this game most of the time. Few people will give it the goodwill that old hands are prepared to.

 
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I think this is a terrible plan. They will lose old school players (I already lost 2 of my regular 4 group due to this). And a brand new players would take one look at the lack of zombies in this "apocalypse" and just move on to another game. Especially if they've played a game like State of Decay that has hundreds of zombies roaming the world at all times, and builds fantastic tension at all times because of it. Maybe these groups don't matter as TFP already have their money - though Steam refunds are a thing...I fear it takes less than 2 hours for a newb to realise there is little happening in this game most of the time. Few people will give it the goodwill that old hands are prepared to.
At the moment the approval rate on steam seems quite good, I don't see newbies having the same tastes as your group. New players will have to cope with (for them) quite difficult zombies and a game where they know almost nothing. That players with hundreds of hours in a game and almost complete knowledge have symptoms of fatigue is normal. Happens if the game stays unchanged, but even worse when it changes away from the particular players tastes.

I'm an "old school player" (for an appropriate definition of old school, "Arcanum" and "Planescape Torment" are still in my top-5), so I don't think the dividing line is there.

But the game definitely started as a crafting and sandbox game (because some other parts like the RPG part were not fleshed out from the start) and some or many players drawn to the early versions don't recognize later versions as "their" game anymore. For me (I started with A15) the direction of the game has been almost ideal, even the (half-finished) A17 had (for me and my co-op friends) more positives than negatives.

 
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So when a new build drops, and this file gets overwritten, I need to edit it again? I dislike XML editing as a solution for that reason. I prefer they fix it by default.
the problem is its better to go with a lower amount by default as it will work better for more players. That is why the game is so easily edited, it doesnt update enough to make editing xml's a hard thing to do.

also fro myour other posts you are looking for a super hard, bone breaking game. What you want will never be a default thing as most players dont want that. But by using the available tools they have given us you can change the game more to your liking

 
They could just add in more in game editing options, I mean they already let you change the serverconfig.xml file in the starting menu when you start a new game.....so why not add an advanced menu to that to let you edit other aspects of the gameplay?

Keep base settings as is, but make it easier/more convenient for players to change those settings without having to learn from YouTube or other external sites how to make the persistent changes or without having to worry about doing maintenance with every update.

 
I'm going to have to give this a try. We spent a 120min day around our base working and the only zombies we saw was a wandering horde of like 7-8 zombies. We are on day 41 and have a GS of 150. We had multiple stations going smelting things and crafting things, we were building and breaking things, had augers going. We were expecting to see more zombies show up, maybe a Screamer or two, but nothing. Really makes the game feel less like an apocalypse these days.

 
If horde night was done on a player-by player basis, instead of being a global event that happens on the same day for everyone, then maybe each horde would have the potential to be bigger without the lag spike, because the zombies would likely be shared with only one or two out of eight players.

 
I increased the numbers last night in the xml and it definitely has made the game more enjoyable. I turned it up to 10 zombies during the day and night to see how it feels. It seems like a good amount currently. Might turn it up more later. I was looking in to increasing the wandering horde size but was curious about something. In the xml files it shows the hordes up to day 27, what controls the hordes after that day? Does it just use the day 27 option for the rest of the game?

 
I increased the numbers last night in the xml and it definitely has made the game more enjoyable. I turned it up to 10 zombies during the day and night to see how it feels. It seems like a good amount currently. Might turn it up more later. I was looking in to increasing the wandering horde size but was curious about something. In the xml files it shows the hordes up to day 27, what controls the hordes after that day? Does it just use the day 27 option for the rest of the game?
Wandering hordes are defined in gamestages.xml (not spawning.xml), I suggest checking Jax's wandering horde increase modlet (under his modlet collection) for examples on how to modify this (or just grab it and tweak the numbers to something you find fun).

 
Wandering hordes are defined in gamestages.xml (not spawning.xml), I suggest checking Jax's wandering horde increase modlet (under his modlet collection) for examples on how to modify this (or just grab it and tweak the numbers to something you find fun).
Thanks for the advice. I'll definitely be installing some of these. Quick noob question though. I have a game going and my wife just joins it, will she need to install the modlets as well or just me?

 
Thanks for the advice. I'll definitely be installing some of these. Quick noob question though. I have a game going and my wife just joins it, will she need to install the modlets as well or just me?
I would suggest it. It’s a small file and takes two seconds anyways. It would probably work without her doing it though if you are hosting. If you are playing on a dedicated server, it will need to be added to those files though.

 
At the moment the approval rate on steam seems quite good, I don't see newbies having the same tastes as your group. New players will have to cope with (for them) quite difficult zombies and a game where they know almost nothing. That players with hundreds of hours in a game and almost complete knowledge have symptoms of fatigue is normal. Happens if the game stays unchanged, but even worse when it changes away from the particular players tastes.
I'm an "old school player" (for an appropriate definition of old school, "Arcanum" and "Planescape Torment" are still in my top-5), so I don't think the dividing line is there.

But the game definitely started as a crafting and sandbox game (because some other parts like the RPG part were not fleshed out from the start) and some or many players drawn to the early versions don't recognize later versions as "their" game anymore. For me (I started with A15) the direction of the game has been almost ideal, even the (half-finished) A17 had (for me and my co-op friends) more positives than negatives.
This assessment is pretty spot on imo. For reference, I started A6 and game is still my #1 favorite game despite all the changes. 😎👍

- - - Updated - - -

They could just add in more in game editing options, I mean they already let you change the serverconfig.xml file in the starting menu when you start a new game.....so why not add an advanced menu to that to let you edit other aspects of the gameplay?
Keep base settings as is, but make it easier/more convenient for players to change those settings without having to learn from YouTube or other external sites how to make the persistent changes or without having to worry about doing maintenance with every update.
More sliders have been mentioned by the devs but I wouldnt expect to see those until closer to full release.

 
I also have 2 modlets
1 with increased spawning in wilderness and 1 with increased wandering hordes. you can even go inside them and edit to your liking the values

BTW i ran a test today. 100 arlenes. In one spot. Draw your own conclusions

...

Installed those today, absolutely awesome. Barely get a moment to think with zombies snapping at my heels lol.

 
Took the idea and modified "spawning.xml". Tested it a few days. It's working correctly and gave the landscape back some afterlife. Made neutral animals respawn equal to predator respawn, so the wolves have something to eat, those piteous beasts!

Would be great to have some slider in the options to adjust this quantity - like it was in the good old days in - i believe - A15.

Best would be to have separate factors for zombies, neutral animals and predators and for quantities and respawn delay.

Long life the history of good ideas! May they sleep in peace!

 
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