PK's Rebalancing Mod

Aye, I was able to gen a laboratory start in my own world usng my mod, but Im not using the latest. Ill update and try again.

    "occurrences" : [0, 30],

What in the bananna balls is that?

0 to 30 labs in the core game :expressionless:

Ill update to 1 - 5 regular labs and 1 - 3 ice labs per region.

1 to 5 and 1 to 10 for icelabs and labs.

Apparently they changed how frequency of the labs is handled? I may have to make further adjustments to all doodads.

Trying out re-balance mods since vanilla is too easy, not that thereā€™s many mods to choose from with Cata++ being out of date.
Turns out Iā€™m looking for something marginally less hardcore, as trapdoor spiders are on par with hulks. Iā€™m having a hell of a time raiding even two houses before Iā€™m forced to look for another town, melee seems useless, and the game ends as soon as Iā€™m out of ammo.

Are there recommended world-gen settings, chargen, or early game procedures required?

[quote=ā€œcheezit, post:184, topic:11323ā€]Trying out re-balance mods since vanilla is too easy, not that thereā€™s many mods to choose from with Cata++ being out of date.
Turns out Iā€™m looking for something marginally less hardcore, as trapdoor spiders are on par with hulks. Iā€™m having a hell of a time raiding even two houses before Iā€™m forced to look for another town, melee seems useless, and the game ends as soon as Iā€™m out of ammo.
Are there recommended world-gen settings, chargen, or early game procedures required?[/quote]
Spider lairs are now marked with scattered bones, just sprint away if one pops near you(rip grab)

If you have troubles raiding even two houses you have either set an enourmous spawn rate or doing something wrong. Overencumbering, not baiting zombies 1 by 1 to bushes\windows, itā€™s hard to tell without knowing how exactly you play. Try starting in a shelter as a security guard, 10-10-8-6 stats, 1 point in dodging, grind fabrication to 1, craft a needle, a scarf, a pair of arm and leg warmers and 2-by-shin guards. This class has everything you need just for 1 point - a handgun, flashlight and a baton, thatā€™s all you need to start looting.
Also you may try not looting towns at all, walk at the outskirts and look for an easier target. A mansion or an apartment building. You should visit ā€œuselessā€ locations too - power stations (if technicians only, disengage if shockers) have hard hats, flashlights and steeltoed boots, hasardous waste sarcophagi have some useful gear while being completely uninhabited.

If you have troubles raiding even two houses you have either set an enourmous spawn rate or doing something wrong.
Hordes enabled. Was this mod intended to have them off? Plus spiders, snakes, etc. I have to visit usually 3+ towns before I find one I can push into the edge, hopefully find some guns, and be forced away and travel until I run out of ammo since you can't melee spiders/snakes/etc newly hardcore wildlife.
10-10-8-6 stats
OK, so min-max the old chargen instead of the new multi-pool gen.
hard hats, flashlights and steeltoed boots,
speaking of which, with the new "squeamish" trait, how do I clean clothing so I can wear it?
Hordes enabled. Was this mod intended to have them off? Plus spiders, snakes, etc. I have to visit usually 3+ towns before I find one I can push into the edge, hopefully find some guns, and be forced away and travel until I run out of ammo since you can't melee spiders/snakes/etc newly hardcore wildlife.
I have no problem playing with hordes. They don't really care about bashing windows and stuff, but you have to restrain from setting buildings on fire though. Using firearms with hordes should be a last resort - whether using this mod or not. Wildlife - you don't have to fight it. Sprint away as i said, break LoS with trees, or set a bush on fire and run around it.
OK, so min-max the old chargen instead of the new multi-pool gen.
These stats are within the new boundaries.
speaking of which, with the new "squeamish" trait, how do I clean clothing so I can wear it?
Right now you can't. There's work in progress on github, so i would expect this feature soon. It will add a washing board and an option to wash them with soap.

I start in cities with a hobo character. 1.5 spawns, wandering horde, and i used to do surrounded starts before the core game got harder. I take 2 melee to ease my pain.

I appreciate the feedback. i hope trapdoor spiders are marked. there are going to be human bones or suspicious dirt mounds around their homes.

Its important to only fight when you have to early game. you need supplies and zombies drop supplies, so.

I start in a random house at midnight. the house is on fire. Zombies immedietely come running to the noises.
I try to grab anything useful. as a hobo, i have no shoes, no weapon, no armor, and a bindle that takes up one hand. The static npc can help, sometimes, by having a useful weapon or occassionally being a drug vendor.
I have to, i must, grab zombie clothes before I leave. ill freezr to death otherwise. i need at least a pair of foot wraps.
That done, I can punch a chair for a 2x4 or get a heavy stick and smash the fridge. They drop chunks of steel and rubber hoses 6 nails and a wood or if you find a pipe and you can make a weak but acceptable weapon. remember that what techniques, like dodge, you can access matter. makeshift crowbars habe no block skill.

Sprinting out of said house, I next go to look for a flashlight of more clothes.
I need to see in the dark to find a car. a new survivor might be able to 1v1 most zombies, but brutes, acidic zombies (lvl1acid Zs) and such make a bad time. I consider tier1 acid zombies more dangerous to a day1 survivor than tier2 ones.
point being, I utilize shrubs and chairs and windowframes to fight zombies in as close to a 1v1 as possible.

A skill2 melee armed with a nailboard and decent clothing will 1v3 zombies with minor issues.

Should I disable the bandit mod since you seem to have added them to yours pisskop?

i actually dont have any bandits like the bandit mods. the closest i have is the infected survivors, who job is to shout and yell and get angry at squirrels and attract zombies.

they drop really badly damaged stuff and cause guilt too.

Add bandits is a neat mod, keep them if you like them.

So, i did want to mention; I realized to other day that sinkholes, the pitfalls in the spider lairs, can be disarmed by digging a pit on them and refilling it. if you or something else falls into a sinkhole it becomes a pit.

Hey Pisskopp may i suggest a new mutated animal?
Giant Bombardier Beetle a huge beetle that can shoot boiling hot water at his enemies and his glands could be a natural source for hydrogen peroxide.

Would it be possible to use the same methods by which the FRIENDLY DOG turns EVEN FRIENDLIER on certain mine finales to implement monsters that become more dangerous the closer they are to being killed?

Were the above possible would it be viable to make BOSS MONSTERS with SEVERAL ā€˜second windsā€™ that change up the sort of threat they present?

friendly dog bitlies are typically hardcoded. I donā€™t know much code, and what I do know I logiked out.

I could try, and I could look for/about the beetle, but right now Im currently playing CKII pretty heavily. If I said that adding the lab frequency change was the most I did here all weekm, would you be mad?

Ill be back, and doing this, but right now I just picked up extra time to cover the incompetent accident prone coworker of mine.
I also have a bit of a cut up hand myself, but its the palm and thumb of my writing hand. One nice thing about computers is that nobdy can tell Im bi-dexterous.

No problem at all, it was just one of those it would nice to have it thoughts.

Could you possibly buff zombies a little more in a future update? The Tough Zombies mod increases their health too much for my liking. Iā€™d like to see a 20% health increase or so, or damage buffs, so that regular zombies are more deadly.

I could add stronger versions.

They are currently, for me, strong in the first day, weakening out over the next 2 weeks, then they are almost a joke until the middle of summer when the endgame critters pop up.

There are exceptions, such as the hollow zombie who is a rare spawn. I dont mess with him lightly. I say ā€˜himā€™ because theres never a group of them, just one who spawns and almost seems to stalk me on occassion.

Part of not buffing them is early game considerations. I dont actually touch the base zombie; except to mod its evo. I can add an intermediate form that will spawn after half a season or so?

Anywho, Im 8 years away from ending my ironman of lithuania in CKII, so Im looking to come back into this.
My created character had 1 son, a literal retard, who gave birth to the over 700 kinsmen alive in 1370. To come from such a humble begining, where the game actually suggested this completely incapable, drooling idjit duel a +6 personal combat lord is something. That boy would have been murderified quicker than it takes him to fill his goblet with his own saliva.

The game will end with my current empress, a middle aged seductress, controlling all of Europe sans Greece and Spain and Ireland and Scotland. She gets a +95 repore bonus with her male vassals because she is the diplomatic queen. What she doesnt own, croatia, perm, Russia, and Mali, of her religion, is holding their own against the Lollards of Byzantine. Byzantine dropped their orthodox routine and picked up a catholic heresy, allowing the Karlings to usurp the throne. Bloody Karlings just wont die.

The Aztec invaders, the 3 Khanish empires, they are all muslim, making muslim the second largest religion of the game behind me, and then the Lollards a third.

Iā€™d love them to be more deadly too! Regular zombies become too easy as soon as u get some basic armorā€¦ Would be much more fun if theyā€™d be constant threat for the entire game. Something like x2 melee damage for all creatures would be good. There is x2 health mod, why no x2 damage then? (( The only thing that prevents me to enjoy this game to itā€™s full.

I donā€™t mind very hard early game, itā€™s still customizable with monster spawn etc. But very easy midgame is discouraging :frowning:

Ill do something. I agree that zombies are a bit of a downer for the midgame.
ā€¦ But, in my defense :d Zombies arent the only thing that wants to murderdeathkill you midgame.

There a bug Im getting about the spider steaks I made for th arachnotron. Its nothing serious, and you could easily bypass it with no errors, but Im posting a new bitty here. This forum version is still a few bits ahead of the github version, and I dont think that will ever change.

Update.boop

Not too much changed, just did some more work on that cemetery and fixed that debug message.

Is the Rebalance mod included in the experimental builds up to date?

More or less.

Less, but at this point the only thing really missing are some items, some unfinished stuff, and some recipes. And some itemlists.

The vast meat of it is in the core game.

Since Im here I forgot to mention before that I added some varients of basic zombie types.

-Child
-Fat
-Tough
-Greenie

Zombies have all recieved 2 ā€˜subtypesā€™ of them. Type 2 is a faster version tat does less damage and/or has less health. Type 3 is slower and does more damage.

I dont know if anyone can tell. Its a trial of sorts to test how it works. The core game does this for vault cities and Irridated Wanderers.