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More than 64 Zombies at a time

No easy way that I am aware of. There -are- ways to make the hordes approach that 64 faster. The Blood Moon Trickle fix by GuppyCur fixes the end of night trickle to be a much faster wave, so the blood moon nights don't get boring a little way in after you've wiped out the first 3 waves. It is here:

https://7daystodie.com/forums/showthread.php?68457-Quick-fix-to-quot-boring-blood-moons-quot

And then going into that file(Gamestages.xml) and modifying the constants at the beginning of the file(config: StartingWeight, DifficultyBonuses, DaysAliveDifficultyBonus, etc) will change how quickly the hordes get nasty by increasing your gamestage.

And finally, it tends to be a better way to go to make the zombies themselves tougher, rather than just adding more of them. Both because it is easier on the cpu, and because beyond a certain number of total zeds, they stop adding much difficulty since 80 zombies clustered together in a big mob can't all beat on your walls at once and aren't really measurably harder to kill with exploding crossbow bolts than 20 zombies. So going into entityclasses.xml and raising all their HP, and into items.xml and hunting out all the zombieHand items and increasing their damage(both entity and black), tends to be the better way to go than just 'more zombies'.

 
No easy way that I am aware of. There -are- ways to make the hordes approach that 64 faster. The Blood Moon Trickle fix by GuppyCur fixes the end of night trickle to be a much faster wave, so the blood moon nights don't get boring a little way in after you've wiped out the first 3 waves. It is here:
https://7daystodie.com/forums/showthread.php?68457-Quick-fix-to-quot-boring-blood-moons-quot

And then going into that file(Gamestages.xml) and modifying the constants at the beginning of the file(config: StartingWeight, DifficultyBonuses, DaysAliveDifficultyBonus, etc) will change how quickly the hordes get nasty by increasing your gamestage.

And finally, it tends to be a better way to go to make the zombies themselves tougher, rather than just adding more of them. Both because it is easier on the cpu, and because beyond a certain number of total zeds, they stop adding much difficulty since 80 zombies clustered together in a big mob can't all beat on your walls at once and aren't really measurably harder to kill with exploding crossbow bolts than 20 zombies. So going into entityclasses.xml and raising all their HP, and into items.xml and hunting out all the zombieHand items and increasing their damage(both entity and black), tends to be the better way to go than just 'more zombies'.
Thanks Ive done most of that and some other stuff to. But the damage for zombie hand items seems promising. I will give that a try!

 
Worthy of note: Increasing difficulty levels only increases the damage that the player does to zombies, and that the zombies do to players(along with increasing gamestage somewhat). It does not affect the actual HP or damage of the zombies themselves. Which becomes important in light of the things it -doesn't- change. Ie: Having a higher difficulty doesn't impact the amount of damage that traps or some explosions do to zombies, or how much damage zombies do to blocks. What this ends up meaning is that a higher difficulty doesn't really end up making fighting off a horde much harder if one has a base. They take longer to whittle down, but your traps take them out just as quickly as they do on the easiest setting and they take as long to break your walls. So some pretty basic traps and concrete/steel walls end up trivializing even the nastiest hordes, even on insane, even with a 64 zombie blood moon limit.

As such, increasing the HP and -block damage- of zombies tends to be a good way to go to add difficulty, along with possibly scaling back traps somewhat to bring them back in line with player weaponry.

 
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