PC What Happened To This Game?

Its not broken. It operates the way the developers intend it to. It's just not the way you want it to be. Perhaps the description is what is misleading and that should be altered. The walk day/night button is only for normal zombies that normally walk during the day. It causes them to use their day speed at night as well. Since ferals and radiated zombies normally run at day, their night time speed will match that. There is no button to make feral and radiated zombies walk. They never walk. It's not in their nature and there is no option for it.

You can say it a thousand more times if you wish but it won't change the setting. 

Man, you even want to use your cheat codes casually... ;)
Hate to tell you this, Roland, but since A17 the always walk does make everything except zombie dogs, zombie bears and living animals always walk, including ferals, radiated, cops (until they reach the charge and explode trigger), and demolishers.  It was a change I much appreciated, because I hate running zombies (I'm terrible at FPS games, and am pretty much completely incapable of hitting running enemies unless they are running straight at me.)  Honestly, I'd tend to quit A16 games when all the horde night zombies were running, because it made horde night boring for me since all I could do was sit around and let traps kill them.

Granted, vultures have made horde night less fun for me from A17 on, because the most fun I'd have on horde nights was sitting on top of my base trying to pick off all the zombies before they got to the walls, but that's neither here nor there.

 
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The mod that MaxTurnerX was using had issues with POI sleeper spawns.  Did you happen to check this out under those conditions?


I did not check POIs, no. The mod should not cause any problems in POIs, as it only replaces one zombie name with another in all of the spawn groups. However if POIs have specific sleeper zombies specified, then the mod will not remove them. If the POI uses one of the sleeper entity groups, then no special zombies ought to spawn.

So, POI designer sez "I want a Wight to be in this corner" = there will be a Wight in that corner

POI designer sez "Spawn a GS-appropriate sleeper horde here" = the horde will not include special zombies

Or so I think. I threw the mod together quickly with little regard for safety or best practices! 🙂

Edit to add: I just went through Dishong Tower at GS127 and I didn't see anything worse than a Fat Mama zombie. No errors, and it sure seemed like the zombies were easier than I'd expect for a T5 POI at that gamestage.

 
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Hate to tell you this, Roland, but since A17 the always walk does make everything except zombie dogs, zombie bears and living animals always walk, including ferals, radiated, cops (until they reach the charge and explode trigger), and demolishers.


Yes, but. Ferals and other specials have their own "aggro" speeds which are faster than normal zombies and these are still in effect even when they are set to "walk only". If MaxTunnerX's complaint is that Ferals and such move faster than other zombies when set to "walk", he does have a point. Specifically, the standard zombie template has this aggro range (0.2 would be used in the "walk" setting):

<property name="MoveSpeedAggro" value="0.2, 1.25"/>

And the Wight, for example, has this - over 2x the aggro speed of a normal:

<property name="MoveSpeedAggro" value=".5, 1.35"/>

These two started at the same spot when I aggro'd them (from about as far behind Arlene as the Wight is in front of her now).

image.png

A simple modlet to "fix" this would just replace all MoveSpeedAggro values with "0.2, 1.25" throughout entityclasses.xml. Everything would move like a normal zombie.

 
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Hate to tell you this, Roland, but since A17 the always walk does make everything except zombie dogs, zombie bears and living animals always walk, including ferals, radiated, cops (until they reach the charge and explode trigger), and demolishers.
What do you know?  I never select that so I was going off of what @MaxTunnerX was claiming. I guess he meant the rage mode. Thanks for correcting my own misinformation. (Given your claims are true…heheh)
 

In any case, there are zero fix it tickets for the walk setting because it really is operating as intended (however that happens to be) and is not broken.  I never press that particular button, myself, so I’m at the mercy of professional casuals to steer me right on this.  
 

Now, if you don’t want rage to happen then select Scavenger. 

 
@BoidsterBro, I need to applaud you again. I have just tested the mod you uploaded the other day and it's working pretty neatly. I'm on gamestage 340 and in the short time I was using the mod I checked a couple POIs and surrounding area (one in forest one in burnt forest or whatever the biome is called). I have only seen standard zombies and one fat one, which I guess isn't standard cause it gives more exp, but I still consider it normal because it's slow and melee. The only downside I could see was that there were still vultures in the game. Can you tell me how to remove them?

 
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@BoidsterBro, I need to applaud you again. I have just tested the mod you uploaded the other day and it's working pretty neatly. I'm on gamestage 340 and in the short time I was using the mod I checked a couple POIs and surrounding area (one in forest one in burnt forest or whatever the biome is called). I have only seen standard zombies and one fat one, which I guess isn't standard cause it gives more exp, but I still consider it normal because it's slow and melee. The only downside I could see was that there were still vultures in the game. Can you tell me how to remove them?
You can either set the spawn rate to 0% chance or change what is spawn in place of the zombie itself.  If you open up the file that Boidster replaced for casual zombies, that will point you in the right direction.  Then find any instance of vulture and either change the name (say you want to replace vultures with wolves) or lower the spawn chance to 0%.  You will need to find the correct name of the entity you want to replace so that the console doesn't give you errors trying to spawn in a non-existing entity.

I am at work right now so I can't give you specifics.

I did not check POIs, no. The mod should not cause any problems in POIs, as it only replaces one zombie name with another in all of the spawn groups. However if POIs have specific sleeper zombies specified, then the mod will not remove them. If the POI uses one of the sleeper entity groups, then no special zombies ought to spawn.

So, POI designer sez "I want a Wight to be in this corner" = there will be a Wight in that corner

POI designer sez "Spawn a GS-appropriate sleeper horde here" = the horde will not include special zombies

Or so I think. I threw the mod together quickly with little regard for safety or best practices! 🙂

Edit to add: I just went through Dishong Tower at GS127 and I didn't see anything worse than a Fat Mama zombie. No errors, and it sure seemed like the zombies were easier than I'd expect for a T5 POI at that gamestage.
you know what is weird.  I got this itch to download the original mod and your mod, and go through them, seeing how the original mod author went about it.....even though I personally have no desire to mod any of the specials out of the game  🙂

 
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I got this itch to download the original mod and your mod, and go through them, seeing how the original mod author went about it
Most likely they went about it close to the same way but the original got broken by an update and was never fixed. The real travesty here was @Boidster letting the vultures slip through!  Vultures in a casual mod? PAH-LEASE!!!

Nice troll move though….I could see him chuckling as he made the mod knowing that eventually Max would run into vultures while believing everything was lemon squeezy. 
 

Then, again I’m a bit shocked also that Max wanted wolves left in. I  die to wolves more often than to any special infected or vultures— and wolves….run. 

 
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Most likely they went about it close to the same way but the original got broken by an update and was never fixed. The real travesty here was @Boidster letting the vultures slip through!  Vultures in a casual mod? PAH-LEASE!!!

Nice troll move though….I could see him chuckling as he made the mod knowing that eventually Max would run into vultures while believing everything was lemon squeezy. 
 

Then, again I’m a bit shocked also that Max wanted wolves left in. I  die to wolves more often than to any special infected or vultures— and wolves….run. 
Well like I said, I only met wolf once in my entire new playthrough and also I got the animal tracking perks as soon as I could because then I can detect them. But of course, if they start chewing on me or jumpscaring me I'll get them the hell out of my game.

 
Then, again I’m a bit shocked also that Max wanted wolves left in. I  die to wolves more often than to any special infected or vultures— and wolves….run. 
Wolves though are a great source of meat.  The mod I got right now reduces meat harvest so no more existing on rabbits and chickens alone (they are reduced down to 3 per).

Though me personally, I love a pack of zombie dogs or vultures as they are a good source of rotten flesh and feathers.

But hey I am different.  I love it when I misjudge a situation and several ferals make me pay for it  😉

 
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Cops are still in there too as well as Soldiers and Football Players. So I guess it's a casual-ish mod?

Anyhwho, there are instructions in the entitygroups.xml file that is included with the mod for how to remove whatever you want. Here's how to replace vultures with chickens:

1. Open up the modlet's entitygroups.xml file. You will just see a bunch of lines like this

  <set xpath="/entitygroups//entity[@name='zombieArleneFeral']/@name">zombieArlene</set>

That line will replace zombieArleneFeral with zombieArlene in the game's own entitygroups.xml. So any time the game would normally try to spawn an ArleneFeral, it'll instead spawn a normal Arlene.

2. Add a line like this (anywhere you want; order doesn't matter):

  <set xpath="/entitygroups//entity[@name='animalZombieVulture']/@name">animalChicken</set>

  <set xpath="/entitygroups//entity[@name='animalZombieVultureRadiated']/@name">animalChicken</set>

3. Save the file and start your game.

The instructions at the top of the XML list all of the "normal" zombies (not animals) that are left over from my work. If you want to replace any of them, just repeat the above steps putting the unwanted zombie in the orange spot, and its replacement in the green spot.

Here are the hostile animals and the "timid" ones. You can do the same thing above to replace any of the hostiles. You can even replace them with zombies if you want. Replacing the Bear with the leather-clad "biker" seems appropriate.


Hostiles


Timids


animalBear


animalStag


animalZombieBear


animalDoe


animalWolf


animalChicken


animalCoyote


animalRabbit


animalDireWolf


 


animalMountainLion


 


animalZombieDog


 


animalSnake


 


animalBoar (only hostile if you attack)


 


animalBossGrace

(special POI boss; may not be replaced by this mod)



 




 
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@BoidsterYou're a real MVP man! I'll get right to it. Man, I've never even known there were fkin radiated vultures. Anyway, good sense of humor with the "bear". The Family Guy cutaway comes into mind as well :D .

As for your mod, I really don't want to force you to do anything, especially when I will do the xml for myself, but since your mod is already up there, you should think about replacing anything that can run or fly (including animals) with something that can only walk, such as basic zombies or with docile animals. Only then can you call that mod a casual mod and people will be safe from stress and harassment. If they want to get some hostile animals back, they can do it on their own risk later.

 
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By the way, now that we have the replacement business finished, I would like to ask something. Would it be easier, the same, or harder than replacing the zombies if I wanted to reprogram their AI? Specifically, I want to take away their ability to attack me on their own. This would allow me to keep vanilla game, and even use literally any server config, but at the same time give me room to do whatever I want and face the challenge I want by only allowing zombies to attack me if I attack first. Is it in any way possible for me to do that? And would it be more or less work than doing what I just did with the xml?

 
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So have zombies behave like boars? Sounds like it should be doable.

If not, i am almost positive that you could change the damage they do per hit to 1.

 
So have zombies behave like boars? Sounds like it should be doable.

If not, i am almost positive that you could change the damage they do per hit to 1.


I suspect this might be enabled by 

<property name="IsEnemyEntity" value="false"


in entityclasses.xml.

Another way may be to rob the zombies of their senses. "animalTemplateTimid" has a lot of stealth settings that are higher than usual, they could be copied and turned down to very very low values

 
Well I changed the true to false in the zombies, zombie male class, but zombies regardless of sex attacked me still.

 
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My question is what do you do in a game where zombies don't attack you unless attacked? Run around, loot and build random buildings?
You do whatever you want, that's the point. Sometimes you want to build something, sometimes you want to clear a POI full of zimbies, sometimes you just want to kill a few zombies, sometimes you just want to dig some treasures. There is a million things you can do when the friggin' zombies are not pushing you around.

 
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You do whatever you want, that's the point. Sometimes you want to build something, sometimes you want to clear a POI full of zimbies, sometimes you just want to kill a few zombies, sometimes you just want to dig some treasures. There is a million things you can do when the friggin' zombies are not pushing you around.
How dare you choose to play the game the way you enjoy most! Degenerate!

 
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