







Don't forget Eye Candy before opening those red and blue bags. Also make sure you take enough learning elixirs for the whole horde night. I found that 3 can be stacked, so that should do it. I do not know the exact amount that they help but any help is better than none, and they do not cost too much either.The Nerd Helm + Treasure finding mod + Grandpa's learning elixir = 3 levels in one Horde Night.
Spiders are annoying but they add a little more difficulty to the horde. I do not even know how to change what zombies appear, but I am in 1.4 and not 2.x right now. As far as Dire Wolves they seem to take twice as long to kill than most other zombies in 1.4. I do not think that undead bears come around too often and I just finished bloodmoon 33 and onto bloodmoon 34 and I have never seen an undead bear on any version on any bloodmoon.To that end, I'm looking to replace them with a better class of zombie. What do I need to edit, to remove ;eapers (spider) zombies from my game, and what should I replace them with?
I'm the guy that can miss, at point blank range, with a spear, quite often, even though I play v2.4 against "The walking Dead", so the spider zombies contribute nothing to my game experience. They don't provide any loot, they take longer to kill than any other zombie, and completely ruin the immersion of fighting hordes of zombies. YMMV.If you play "Romero's slow zombies" it does not take much effort to aim either. If you can aim your shovel then you can aim a gun at slow zombies.
Couple angles, you could just remove them from spawn lists, and something else from the list would be spawned in their place instead. That might be entitygroups.xml, seems to have about a thousand lines of "spider*" to remove.To that end, I'm looking to replace them with a better class of zombie. What do I need to edit, to remove ;eapers (spider) zombies from my game, and what should I replace them with?
Heh heh heh.Couple angles, you could just remove them from spawn lists, and something else from the list would be spawned in their place instead. That might be entitygroups.xml, seems to have about a thousand lines of "spider*" to remove.
Or you could edit the entity itself to be / behave different; this would replace them one-to-one with something. From entityclasses.xml, 1972 forward (<entity_class name="zombieSpider" extends="zombieTemplateMale">) .. Dunno how easy that would be, you might just break things.. but if it works, it'd change them Everywhere at once, and you could define what they become.
I have not tried editing either, though, so take care, keep backups and .. ask someone more competent![]()
Found myself giving it a go.. so, I basically deleted everything within <entity_class name="zombieSpider" extends="zombieTemplateMale"> in entityclasses.xml, and filled that extends="" with zombieBusinessMan, like so:I hear ya. I was under the impression I could just put other zombies into the files, and they would take the place of the spiders, but I have not looked at this at all.
Can he use notepad++ and use replace from the search menu and replace anything "spider" to whatever?Swapping it to a biker didn't work, I suspect the order in which they are defined in the xml is significant; if you want to extend from something, it'll have to be defined before you use it. Would be technically simple to swap the order in the file; but I'm not even sure if that's the issue. So if you want demos instead, you might have to fiddle a bit more.
In entitygroups.xml, perhaps; but I don't know if that contains everything the game spawns. As in, are all POI defined spawns from there? It would probably break some things, like challenge tracking (if there's one for spiders). I just didn't want to go through those ~1000 lines for a simple test, you'll have to think about each a little. You prolly can't just replace everything cleanly, there's prolly a "spider" in a group name or something similar.Can he use notepad++ and use replace from the search menu and replace anything "spider" to whatever?
Yeah, I am not the best at modifying XMls so really could not say and you have way more knowledge than I do. I believe the spider to rather minor through, before they jump they crawl for a while towards you and you would just need most rifles or SMG or even the 9mm handgun (except pipe ranged weapon) to take one down from afar Not only that but they make some kind weird sound when they see you.In entitygroups.xml, perhaps; but I don't know if that contains everything the game spawns. As in, are all POI defined spawns from there? It would probably break some things, like challenge tracking (if there's one for spiders). I just didn't want to go through those ~1000 lines for a simple test, you'll have to think about each a little. You prolly can't just replace everything cleanly, there's prolly a "spider" in a group name or something similar.
In entityclasses you can't, that's the place that defines what a spider is .. depending on how it deals with duplicate definitions, it might end up spawning BusinessMan - named spiders. And throw a fit when trying to summon a spider.
If you edit the entityclass like I did, the game still Thinks it's spawning spiders, so things like challenge tracking and "unique POI spiders" will still work for sure. If you swap it with a bear, you'll have bears in vents, which sounds all sorts of glitchy, but that's about it.
Yeh, they'd be rather trivial to deal with without the leap; which one might disable from that entityclasses entry. It lists AI tasks, I suppose taking the line with "Leap" out would disable it. (And the following separator character "|").I believe the spider to rather minor through, before they jump they crawl for a while towards you and you just need most rifles or SMG or even the 9mm handgun (except pipe ranged weapon) to take one down from afar.
IMO, guns are basically the same as melee when it comes to aiming in close quarters; I can't see a practical reason why it wouldn't be just as easy. I've made the point previously, but I ain't telling someone he's playing a game wrongDo you thing that slow zombies would be all that hard for WarMongerian to aim a ranged weapon?