







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?
Well spray and pray seems to work with a lot of zeds all bunched up together. I just hope WarMongerian will at least give it a try, but then I to cannot tell someone how to play either. I just think it will help him on horde nights. He has also never used any electricity. I made video of my base by just letting the traps take care of anything and with the 64 zeds per horde night I almost had all of them taken out until the last few minutes, then I had to start fighting. These things will help him if he gets overwhelmed by multiple zeds rushing at him. Again I have tried to get him to try but he will not use them anyway, which is a bummer because they are super useful during bloodmoon.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 wrongMelee has a bit of delay from click to aim, that might make it more forgiving in a sense, etc.
Yeh, I often aim for a chest though; but the point of that is to get them to stagger, which makes the head stay still for the next two roundsMy thing with using ranged weapons, even with feral zeds I always aim for headshots.
Fair enough. Glad you got through horde night. Hopefully some gaming will keep your mind occupied and off other things that may not be so good to think about. It does that for me as I said before..Yeah, I'd like to make something clear.
My eyes are bad, nothing new there, right. I have problems with depth perception, and so can often 'miss' a zombie because they are actually too far away.
Let's talk about the hands and fingers. I have arthritis, my fingers, on both hands, are stiff and hard to work with, when if flares up.
Of my 4 strokes, 3 destroyed brain cells that were being used to control my fingers' movements, as well as brain cells that control my speech centers.
I have neuropathy, which makes my fingers numb, on top of being stiff and twitchy.
My right hand is my best hand, and if my eyes worked a bit better, I could probably miss less often.
My left hand, is not so good. I cannot always go forward/back, because my finger slips off the key. I cannot sidestep at all. I can mostly (NOT all the time) avoid hitting the darn windows key when trying to run, but not uncommonly, I crouch down instead of running, so there is that.
If i had to fumble around trying to reload/unjam a firearm, I would most likely end up unarmed in the middle of a zombie pack, and probably not be able to find the "W" key quickly, and end up dying.
I try not to dwell on what I cannot physically do anymore, and hope this puts paid to folks thinking I'm "just being stubborn", and not taking their well intentioned advice to try exceeding my physical limitations.
Anyway, I got through my 3rd Horde Night in a row last night, and managed to net 2 red loot bags.
Yes, doing what I can, and finding the fun I can, is good for me.Fair enough. Glad you got through horde night. Hopefully some gaming will keep your mind occupied and off other things that may not be so good to think about. It does that for me as I said before..