PC HOW TO WIN (Getting more Zombies in your Game)

or does everyone just jump into the map and run in circles until a wandering horde shows up?
For what it's worth in my experience the wandering hordes spawn in only at certain times each day. Specifically, the time at which you are at maximum survival stress and the very last thing you need right now is a wandering horde to appear. 🙂 So waiting around for one might not work - better to go ride a bike in the wasteland until vultures peck you down to 20 health + broken leg + infection and you're out of medkits and low on ammo. BOOM, wandering horde will show up.

But seriously, the (now unused?) spawning.xml had a "day" and "night" wandering horde spawner. With the wandering horde spawners now in gamestages.xml I really don't know how the game decides when to spawn a wandering horde. I thought it was still at certain times? I'm sure somebody knows. I should find that person and ask...

 
very nice yes ripclaw thanks. looks like the spawnwanderinghorde  command works. it doesn't always spawn the wandering horde immediately as it seems it's still constrained by the game engine to wait for a specific time frame that is always 12 hrs apart between day and night. i didn't test too much yet, but seem like the hordes want to wait for like around 9am and 9pm.

boidster - there are still plenty moments i'll be attracting vultures on my bike and screaming like a girl until the next wandering horde shows up lol.

 
very nice yes ripclaw thanks. looks like the spawnwanderinghorde  command works. it doesn't always spawn the wandering horde immediately as it seems it's still constrained by the game engine to wait for a specific time frame that is always 12 hrs apart between day and night. i didn't test too much yet, but seem like the hordes want to wait for like around 9am and 9pm.
I haven't used that command since 16.4, but I believe it used to function where it would spawn the horde at some point distant from your location and then they would slowly make their way toward the location you executed the command. This might explain the time gap depending on how long your days are, or it could have changed entirely in how the command functions.

 
I'll add here my modifications which sparked a new challenge for me and easy searchable quotes:

Entityclasses:

- Doubled screamer health to make them harder to 1 shot, 

<entity_class name="zombieScreamer" extends="zombieTemplateMale">
    <property name="Tags" value="entity,zombie,walker"/>
    <property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardScreamerRagdoll.prefab"/>
    <property name="SoundRandom" value="Enemies/Base_Zombie_Female/zombiefemalescoutroam"/>
    <property name="SoundAlert" value="Enemies/Scout_Zombie/zombiefemalescoutalert"/>
    <property name="SoundAttack" value="Enemies/Base_Zombie_Female/zombiefemalescoutattack"/>
    <property name="SoundHurt" value="Enemies/Base_Zombie_Female/zombiefemalescoutpain"/>
    <property name="SoundDeath" value="Enemies/Base_Zombie_Female/zombiefemalescoutdeath"/>
    <property name="SoundSense" value="Enemies/Base_Zombie_Female/zombiefemalescoutsense"/>
    <property name="AvatarController" value="AvatarZombie01Controller"/>
    <property name="ModelType" value="Standard"/>
    <property name="WalkType" value="3"/>
    <property name="Mass" value="110"/>
    <property name="RootMotion" value="true"/>
    <property name="HasDeathAnim" value="true"/>
    <property name="AIPathCostScale" value=".5, .6"/>

    <!-- Gameplay -->
    <property name="HandItem" value="meleeHandZombie01"/>

    <effect_group name="Base Effects">
        <passive_effect name="HealthMax" operation="base_set" value="150"/>


Entitygroups: 

- Added small chance to spawn overworld demolition zombies 

<entitygroups>
    <entitygroup name="ZombiesAll">
        <entity name="zombieBoe"/>
        <entity name="zombieJoe"/>
        <entity name="zombieSteve"/>
        <entity name="zombieMoe"/>
        <entity name="zombieYo"/>
        <entity name="zombieBusinessMan"/>
        <entity name="zombieArlene"/>
        <entity name="zombieDarlene"/>
        <entity name="zombieMarlene"/>
        <entity name="zombieSkateboarder"/>
        <entity name="zombieCheerleader" prob="0.3"/>
        <entity name="zombieOldTimer" prob="0.3"/>
        <entity name="zombieBiker" prob="0.3"/>
        <entity name="zombieFarmer" prob="0.3"/>
        <entity name="zombieStripper" prob="0.3"/>
        <entity name="zombieUtilityWorker" prob="0.3"/>
        <entity name="zombieJanitor" prob="0.2"/>
        <entity name="zombieNurse" prob="0.3"/>
        <entity name="zombieSteveCrawler"/>
        <entity name="zombieFatHawaiian" prob="0.3"/>
        <entity name="zombieDemolition" prob="0.1"/>
    </entitygroup>


- Possibility: Whenever heat triggers a scout (screamer), that can be changed to any number of chosen zombies, FE demos, if you want really to punish yourself. 

                -  <entitygroup name="ZombieScouts">
                    <entity name="zombieScreamer"/>

Spawning:

- Added multiple times more overwold zombies, making total number of zombies around you 32 during day/night time and 64 shortly after dusk/dawn. Respawn time will be 6  IG hours, at night 3 IG hours. You can set BM count up to 32 without being spawncapped. 

    -<biome name="pine_forest">
        <spawn maxcount="7" respawndelay="0.25" time="Day" entitygroup="ZombiesAll" />
        <spawn maxcount="8" respawndelay="0.12" time="Night" entitygroup="ZombiesNight" />
        <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" />
        <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />


- Heat spawned scout partys will have 2 screamers, can be changed to any number of any zombies as mentioned above

 - <entityspawner name="Scouts" dynamic="true" wrapMode="wrap">
              <day value="*"><!--* means it is used when no day is specified -->
            <property name="ResetToday" value="true" />
            <property name="EntityGroupName" value="ZombieScouts" />
            <property name="Time" value="Any" />
            <property name="DelayBetweenSpawns" value="1" />
            <property name="TotalAlive" value="2" />
            <property name="TotalPerWave" value="2" />





 
At first I was like, "How did this thread get two pages of content without me seeing it?" and then I noticed the dates of the posts.  :p

Good thread, old thread, maybe Roland should re-pin this one and update it perhaps?  Not that I'm trying to boss him around or anything.

 
WANDERING HORDES

To increase your wandering hordes you do everything listed in the first post except that in step 7 instead of opening the spawning file you will want to find the file named gamestages and right click on it and open it using notepad or comparable program.

Once you open gamestages you will scroll down past a bunch of notes and other stuff until you get to about line 216 which starts the wandering horde section. Here is what it looks like:

<spawner name="WanderingHorde"> <!-- These will wrap around at 50. -->

<!-- Will probably have to undo that later. Rev 19924 /19944 -->

<gamestage stage="01"><spawn group="wanderingHordeStageGS1" num="05" maxAlive="30" duration="09"/></gamestage>

<gamestage stage="02"><spawn group="wanderingHordeStageGS2" num="10" maxAlive="30" duration="09"/></gamestage>

<gamestage stage="03"><spawn group="wanderingHordeStageGS5" num="06" maxAlive="30" duration="09"/></gamestage>

<gamestage stage="04"><spawn group="ZombieDogGroup" num="04" maxAlive="30" duration="09"/></gamestage>

It continues on through 50 different gamestage stages. All you have to do is increase the numbers I colored red. In vanilla the easiest horde is only 5 zombies which is hardly noticeable. Up it to whatever number you feel would be a fun horde size at that stage of the game. Make sure to read the spawn group name before the number to be sure you want to adjust that one-- such as the last one listed in the example. Changing an early game zombie dog horde from 4 dogs to 15 dogs might be a bad idea but it is your funeral.

So just to illustrate, if I change that first gamestage stage 01 horde from its default setting it would look like this:

<gamestage stage="01"><spawn group="wanderingHordeStageGS1" num="15" maxAlive="30" duration="09"/></gamestage>

This change would make the horde be comprised of 15 zombies.

Now I know that you've been eyeing that maxAlive="30" value and wondering why not just up that to 64 for some truly epic hordes. I'm almost certain that number is hardcoded in elsewhere in the code and changing it here won't matter but I could be wrong and someone will be along shortly to correct me if I am and then I'll change this part. But by all means give it a go and type 64 in there and then change the number to 64 and see what happens. That is the fun with experimenting with these settings.

Just like with the spawning file, when you are finished changing the numbers for all fifty hordes makes sure to save and then close your files and game launcher and then start up your game. You will surely notice when a horde wanders by after this.
What does this do :maxAlive="30" 

does that limit it to only 30 zombies on map, or is that the upper limit of the zombies? 

 
Not sure tbh

It could be that it limits the number of zombies on the map to 30 when the horde spawns and keeps it at a max of 30 for the duration listed. Or it could be the largest horde that can spawn is 30 zombies. Maybe someone wants to experiment.

 
So i changed the values in darkness falls,  to be 50 to 100 in all those wondering hordes. I have not seen one yet. I will know if they are limited to 30 or not. However, i also got distracted and started playing chorno trigger again.... 

I really wish i got into xml editing sooner. This really is a game changer, it's fun and educational. I saw a fist of the north star mod on the nexus, which means we are close to a dragon ball zombie mod...

 
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I've been using this to make the game more fun for a long time now. This game is awesome because of the modding potential. Plus the gameplay is smooth. And voxel world is fun for me. Thanks a lot for sharing this, it helps others enjoy this awesome game even more! Can't wait for alpha 20!

 
As a small tidbit of a suggestion, one could also add more challenging types to nighttime spawns for the forest biome. :)  I personally add in feral wights, cops, feral cops, soldiers, and feral soldiers, but one could easily add in radiated zombies for the extra scare factor (cops, soldiers, bikers, etc.). Heck, you could gut the entire list and replace it with nothing but rad zombies if you're a masochist.

 
As a small tidbit of a suggestion, one could also add more challenging types to nighttime spawns for the forest biome. :)  I personally add in feral wights, cops, feral cops, soldiers, and feral soldiers, but one could easily add in radiated zombies for the extra scare factor (cops, soldiers, bikers, etc.). Heck, you could gut the entire list and replace it with nothing but rad zombies if you're a masochist.
That's pretty much what happens in Darkness Falls. You at least get radiated zombies, and some ferals, during the very first night of a game.

 
Ok, so i went in, and changed both the spawn values and the max spawn to 65 for all the wondering hordes in war of the walkers with the fist of the north star modlet. Tons of zombies. tons of beatings, tons of exploding heads. Also added that mod that throws screamers into the mix, so i get the infinite screamer loop. So far the computer has not crashed, and the beatings will continue until morale improves.  Horde night is set to max and it is now a break from things. 

So yeah, looks like changing those variables is the way to go, unless there are some mod shennigans afoot on my end, but regardless i am having the time of my life. 

 
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Ok further update. I have a darkness falls instance and a war of the walkers instance. i screwed something up with wotw and it scrubbed my fist of the north star mod. I suspect it is not compatible with DMT. further investigation is required. 

So i shame quit and started playing darkness falls. now the XML for that i have configured where the variables are increased for horde spawning, but i left the max size alone. The result? Small hordes. almost as if they are the minimum size. I suspect that the max size has to be increased. 

<gamestage stage="03"><spawn group="wanderingHordeStageGS5" num="65" maxAlive="30" duration="09"/></gamestage>

So this gets me in the darkness falls instance 9 to 15 zombies

<gamestage stage="03"><spawn group="wanderingHordeStageGS5" num="65" maxAlive="65" duration="09"/></gamestage>

[SIZE=14.6px]This gets me in the war of the walkers [/SIZE]instance[SIZE=14.6px] a hard time. [/SIZE]

[SIZE=14.6px]I will modify the xml with the darkness falls instance to 100 for max alive, and see what happens. If it stays the same, then it means that my massive battles were the result of an [/SIZE]infinite[SIZE=14.6px] screamer loop. [/SIZE]

[SIZE=14.6px]My end goal is a game mode i call "hard times" where the horde night is random with now warning, and zombie hordes are big. [/SIZE]

 
I believe that 64 zombies is the hard-coded ultimate max number of entities there can be. Changing the number to 65 or 100 probably won't do anything beyond 64 zombies. Of course, if those modders somehow cracked the code to allow more then it might work.

 
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I believe that 64 zombies is the hard-coded ultimate max number of entities there can be. Changing the number to 65 or 100 probably won't do anything beyond 64 zombies. Of course, if those modders somehow cracked the code to allow more then it might work.


I have a modlet installed with 16x zombie hordes and I can tell you, beyond a shadow of a doubt, that there are far more than 64 zombies in these hordes. It's to the point where until I kill off a good 20 or so of them, their AI pathing is a bit wonky.

 
I believe that 64 zombies is the hard-coded ultimate max number of entities there can be. Changing the number to 65 or 100 probably won't do anything beyond 64 zombies. Of course, if those modders somehow cracked the code to allow more then it might work.


Hmm.... So 64 entities period, does that count the players, animals or the zombies, or is it just the groups? If it is just 64 per group, then the trick would be to have  a line of code that spawns three hordes in at once, like an n!=3 statement. 

Anyway, started the apocalypse now mod, it plays well with that fist of the north star mod, so i set all the numbers to 64. 

<gamestage stage="03"><spawn group="wanderingHordeStageGS5" num="64" maxAlive="64" duration="09"/></gamestage>

Gonna see what happens now.

 
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@Regaone I thnk JaWoodle is using a custom modlet that he (or someone for him) created.  I looked at the first video and it lists the modlet but not available  yet.  The name of it is Random Giant Hordes mod.

Edit: nm, I saw on the last video he has a link for it.  You would need to post your console log to see what errors are occurring for someone to help you

 
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The random part is in block.xml... 

<configs>


<append xpath="/blocks">

<!-- Wandering Horde Config -->

<block name="WHConfigBlock">

<property name="Extends" value="terrDesertGround"/>

<property class="WHConfigLoad">

<property name="Logging" value="false"/>
<!-- This mod generates a random number based on what the user specifies below. WHHoursMin is the minimum value. WHHoursMax is the max value. So WHHoursMin=4 and WHHoursMax=8 means the wandering horde can occur every 4 to 8 hours -->
<property name="WHHoursMin" value="4"/>
<property name="WHHoursMax" value="8"/>
<!-- This mod generates a random number based on what the user specifies below. WHZombiesMin is the minimum value. WHZombiesMax is the max value. So WHZombiesMin=10 and WHZombiesMax=30 means the wandering horde can have 10 to 30 zombies. It is recommended not to exceed 60 as the max zombies for FPS reasons -->
<property name="WHZombiesMin" value="20"/>
<property name="WHZombiesMax" value="50"/>


</property>



</block>



</append>



</configs>
Until I find the solution, I apply your technic, modify maxcount and delay.

So, if you know how work this random horde Mod, thanks to share the solution 😁


I looked at it again.  You need to do two things:

One, remove the entity groups in the mod as it calls for a group called animalSpiders.  That is not in the Romero mod, this is a special for JaWoodle so unless you have his exact version, the mod is not going to load properly when it hits this config file.

Second, you need to adjust the values to get random hordes based on your preferences.

Details on what each value does is in the description on that file.

EDIT:  Also note that the mod uses Harmony so you need to make sure you have all the files necessary to run it properly.

 
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Thanks a lot  BFT2020,

I had remove entitygroups.xml yet

I had keep in config folder : "Block.xml" and "Gamestage.xml" ; in Harmony folder "Harmony-Wandering Horde Frequency.dll" but even I copy/paste all dll from Romero Mod, it doen't work ...

anyway, it's not a big deal ... just in case anyone used this random spawning horde ^^

thx a lot

 
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