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Improved Hordes [V1.0]

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Here is a photo from console when the horde was supposed to happen

https://ibb.co/cczxwTj

Also I used the command to manually spawn a horde and noticed that it did spawn one further away from my base and they kept going away until I started shooting at them.

Here is the schedule

https://ibb.co/f8CDgYj

It says next supposed o be 7. It should be 5 but I guess it counted the ones I did manually

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Seems like you've just gotten mostly non-feral wandering hordes which do spawn and wander away in a distance. The feral wandering hordes are the ones that come closer to your position, but are by default a 50% chance. You can change this in the settings.xml file to get them more often. I am looking into changing some things in a future update.

 
Seems like you've just gotten mostly non-feral wandering hordes which do spawn and wander away in a distance. The feral wandering hordes are the ones that come closer to your position, but are by default a 50% chance. You can change this in the settings.xml file to get them more often. I am looking into changing some things in a future update.
Thanks. I just changed it to 100% chance. 

 
Has someone also the problem that the zomibes spawn on player blocks? We have a big Base an now sometimes a horde spawns inside the walls. 

 
Has someone also the problem that the zomibes spawn on player blocks? We have a big Base an now sometimes a horde spawns inside the walls. 
There is a bug being fixed in the next release where zombies often spawn closer to the group than intended.

 
Just FYI I changed the chance of feral hordes to 100% and I am on day 6 and still no horde to my base or around me
Just checking, have you run "improvedhordes wandering reset" after changing it, and does the schedule show that they are all feral hordes?

 
Just checking, have you run "improvedhordes wandering reset" after changing it, and does the schedule show that they are all feral hordes?
I have started a brand new save with feral 100%. The schedule says all feral. 

After I wrote the previous comment I got  (I think) a horde with 3 wolves on day 7

 
I have started a brand new save with feral 100%. The schedule says all feral. 

After I wrote the previous comment I got  (I think) a horde with 3 wolves on day 7
Sounds about right, remember that the hordes scale with gamestage so when you start the hordes will be small but get bigger/tougher as you progress.

 
FilUnderscore said:
Sounds about right, remember that the hordes scale with gamestage so when you start the hordes will be small but get bigger/tougher as you progress.
Day 31. Game stage 117. I am only getting dog hordes every 3 to 4 days. I have the settings to 100% feral and the schedule shows me that there supposed to be 1 every day pretty much.

I am also using the no scout mod. Could that be the problem? Anyone else has that issue?

 
I use a zombie looting mod server side that allows looting of vanilla zombies. Do you know if this would conflict? It wouldn't work with darkness falls and undead legacy.

 
IMPROVED HORDES 1.1.0 RELEASED FOR ALPHA 20.3 B3.

Changelog:

Added

  • Smarter heatmap that affects nearby chunks.

    Simply being in a location for a long time will increase the heatmap by a small amount, normal heatmap activities will count more relative to roaming.
  • Affects the gamestage of any groups near these chunks, meaning more frequented areas will have harder hordes as zombies pinpoint the best places to catch survivors in.
  • Begins to decay after 1 day of no activity, takes 4 full days to decay. Revisiting the area will restart the timer and continue increasing the heat in the area. This can be adjusted in the settings.xml file under the heat_tracker section.

[*]Patrol hordes

  • Begin to roam frequently visited areas on a determined frequency depending on the amount of heat generated in an area and the biome difficulty. Avoiding detection lowers the heat in the area.

Changed

  • Improved Horde AI allowing horde zombies to sense players based on sight and sound.
  • Horde spawns for solo groups can now be in any direction.
  • Horde endpoints can now be 45-315° from their spawnpoint.
  • Gamestage difficulty now takes into account the biome you are in, adjusting for easier/tougher hordes, especially in the wasteland.
  • Feral scouts no longer summon a horde on death, but can fit in more screams than it's non-feral variant.
  • Feral scout spawn chance is no longer dependent on gamestage, but instead now depends on the heat in an area.
  • Scouts contribute more heat to an area leading to harder hordes as they continue to scream.
  • Horde balancing changes.
Fixed

  • Horde spawning within a player group instead of outside.
  • Wandering horde group occurrences for players not saving, leading to more spawns of certain horde groups than intended (ignoring the maxWeeklyOccurrences hordegroup value).
  • AI Horde not being removed from tracking after state change.


Day 31. Game stage 117. I am only getting dog hordes every 3 to 4 days. I have the settings to 100% feral and the schedule shows me that there supposed to be 1 every day pretty much.

I am also using the no scout mod. Could that be the problem? Anyone else has that issue?
Are you running any mods that add/change biomes in anyway? Try using the latest version and see if it's still happening.

I use a zombie looting mod server side that allows looting of vanilla zombies. Do you know if this would conflict? It wouldn't work with darkness falls and undead legacy.
This mod doesn't add any zombies, just spawns in zombies (from the entityclasses.xml & entitygroups.xml configs), so it should work with it fine.

 
Last edited by a moderator:
IMPROVED HORDES 1.1.0 RELEASED FOR ALPHA 20.3 B3.

Changelog:

Added

  • Smarter heatmap that affects nearby chunks.

    Simply being in a location for a long time will increase the heatmap by a small amount, normal heatmap activities will count more relative to roaming.
  • Affects the gamestage of any groups near these chunks, meaning more frequented areas will have harder hordes as zombies pinpoint the best places to catch survivors in.
  • Begins to decay after 1 day of no activity, takes 4 full days to decay. Revisiting the area will restart the timer and continue increasing the heat in the area. This can be adjusted in the settings.xml file under the heat_tracker section.

[*]Patrol hordes

  • Begin to roam frequently visited areas on a determined frequency depending on the amount of heat generated in an area and the biome difficulty. Avoiding detection lowers the heat in the area.

Changed

  • Improved Horde AI allowing horde zombies to sense players based on sight and sound.
  • Horde spawns for solo groups can now be in any direction.
  • Horde endpoints can now be 45-315° from their spawnpoint.
  • Gamestage difficulty now takes into account the biome you are in, adjusting for easier/tougher hordes, especially in the wasteland.
  • Feral scouts no longer summon a horde on death, but can fit in more screams than it's non-feral variant.
  • Feral scout spawn chance is no longer dependent on gamestage, but instead now depends on the heat in an area.
  • Scouts contribute more heat to an area leading to harder hordes as they continue to scream.
  • Horde balancing changes.
Fixed

  • Horde spawning within a player group instead of outside.
  • Wandering horde group occurrences for players not saving, leading to more spawns of certain horde groups than intended (ignoring the maxWeeklyOccurrences hordegroup value).
  • AI Horde not being removed from tracking after state change.
IMPROVED HORDES 1.1.0 RELEASED FOR ALPHA 20.3 B3.

Changelog:

Added

  • Smarter heatmap that affects nearby chunks.

    Simply being in a location for a long time will increase the heatmap by a small amount, normal heatmap activities will count more relative to roaming.
  • Affects the gamestage of any groups near these chunks, meaning more frequented areas will have harder hordes as zombies pinpoint the best places to catch survivors in.
  • Begins to decay after 1 day of no activity, takes 4 full days to decay. Revisiting the area will restart the timer and continue increasing the heat in the area. This can be adjusted in the settings.xml file under the heat_tracker section.

[*]Patrol hordes

  • Begin to roam frequently visited areas on a determined frequency depending on the amount of heat generated in an area and the biome difficulty. Avoiding detection lowers the heat in the area.

Changed

  • Improved Horde AI allowing horde zombies to sense players based on sight and sound.
  • Horde spawns for solo groups can now be in any direction.
  • Horde endpoints can now be 45-315° from their spawnpoint.
  • Gamestage difficulty now takes into account the biome you are in, adjusting for easier/tougher hordes, especially in the wasteland.
  • Feral scouts no longer summon a horde on death, but can fit in more screams than it's non-feral variant.
  • Feral scout spawn chance is no longer dependent on gamestage, but instead now depends on the heat in an area.
  • Scouts contribute more heat to an area leading to harder hordes as they continue to scream.
  • Horde balancing changes.
Fixed

  • Horde spawning within a player group instead of outside.
  • Wandering horde group occurrences for players not saving, leading to more spawns of certain horde groups than intended (ignoring the maxWeeklyOccurrences hordegroup value).
  • AI Horde not being removed from tracking after state change.


Are you running any mods that add/change biomes in anyway? Try using the latest version and see if it's still happening.

This mod doesn't add any zombies, just spawns in zombies (from the entityclasses.xml & entitygroups.xml configs), so it should work with it fine.


This mod doesn't add any zombies, just spawns in zombies (from the entityclasses.xml & entitygroups.xml configs), so it should work with it fine.


No I am not running any biome mods, I removed the no screamer zombies mod and added the reduced screamer mod.

Now I am getting zombie hordes with screamer but I didn't check to see if it was part of the scheduled horde or it spawned because I was using too many forges and cement mixers.

Will take a look next time it happens.

 
Thanks! A friend of mine is looking for more of a challenge, so this should help.  We want server side only mods so no one has to download anything. This looks wonderful.

 
This mod is unusable. My friend and I are around level 50 and we get endless hordes with it with most of them being green. Not only that they just kept summoning more and more.  The lag got bad with so many zombies I would say there was at least 30 to 50 zombies and counting. The mod needs some balance and tweaks. We love a challenge but this is beyond manageable.

 
This mod is unusable. My friend and I are around level 50 and we get endless hordes with it with most of them being green. Not only that they just kept summoning more and more.  The lag got bad with so many zombies I would say there was at least 30 to 50 zombies and counting. The mod needs some balance and tweaks. We love a challenge but this is beyond manageable.
Yes as stated in the OP, balancing is still a WIP (especially with a new horde type recently added in) and feedback is always welcome. You can lower the number of zombies spawned per player in the settings.xml file, or manually tweak the values yourself in the hordes.xml file in the meantime. Was this a scout horde that kept summoning zombies? Gamestage and Biome are also important factors as the Wasteland increases horde difficulty by +40 GS where as the Forest is +0.

 
^^^  I see why it went nuts. 3 scouts per person with 3 summons max each. That was 20 zombies we got to start then each scout could summon 20 more. No wonder it got crazy. I lowered it down to 1 scout per person and only 6 zombies per person in horde. This way it won't snowball so fast and make it a bit more manageable. That would make it a max of 48 zombies if the scouts summon 3 times.

Update: It seems to keep summoning screamers who then summon more. Even with my tweaks the zombies just kept coming. I couldn't keep up with the ammo with this mod. IMHO the horde spawns to often and way to many with the addition of the scouts/screamers.

 
Last edited by a moderator:
Hey,

Is there a way to configure this to spawn a custom scout, and custom group, as well as keeping the original scouts and groups?

I basically want there to be a chance to spawn these custom scouts.

Might be too specific a request 😛 

 
Hey,

Is there a way to configure this to spawn a custom scout, and custom group, as well as keeping the original scouts and groups?

I basically want there to be a chance to spawn these custom scouts.

Might be too specific a request 😛 


You can add custom groups in the hordes.xml file either by modifying it directly or using xpath, outlined more in the wiki on how to go about it:

https://github.com/FilUnderscore/ImprovedHordes/wiki/Custom-Hordes

 
thanks mate, this is how i want to do it but its not working this way, unless im doing something wrong


View attachment 24554

The hordegroup tag doesn't support a group attribute so you can remove that, so it becomes:

<hordegroup name="RaiderScout" weight="0.25">


----

The entity tags work similar to the entitygroups.xml entries where you are specifying the entity name from the entityclasses.xml. For example, wolves are defined in the entityclasses.xml as "animalWolf". Here you are saying that you are wanting to spawn an entity defined in the entityclasses.xml as "RaiderScout". So the entity name needs to match the name of the entity you are wanting to spawn from your entityclasses.xml file.

Example from wiki:

image.png

----

View attachment 24555

The top part of the above:

image.png

The way this works for scouts is this defines the chance that another scout will spawn alongside a scout-summoned horde, so if you want to do this with your custom group then you would change the entity entries to look similar to this:

<entity horde="scouts" group="RaiderScout" chance="0.1"/>


This basically picks the RaiderScout hordegroup from the scouts horde type (there are only 4 horde types - wandering, scouts, scout, and patrol).

Example from wiki:

image.png

----

image.png

And these entries below are picking the "Raiders" group that is defined in the entitygroups.xml file, an example of a group defined in that file is "ZombiesAll" or "ZombiesNight".

Example from wiki:

image.png

 
Last edited by a moderator:
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