How monster evolution works? Will some of the base monsters in the already generated areas evolve into one of you?
Also about mandatory map specials. Before adding your mod, I was just above the limit at 73, after I’m at 102. Can you enlighten me a bit of how this whole thing works?
a) map specials can’t be placed, but where? Most of the areas are not generated and the world is infinite in theory? Is it within the 165x165 legacy world size limit?
b) why there is so many mandatory structures, even in the base game?[/quote]
I also have this problem, although my game’s at 73 with the mod.
everytime an ovrrnap special demands it spawn one of the 72 slots for mandatory specials is taken up. with more thab 72 mandated spawns the gamw cannot guarantee they will spawn. tjis is codemines and coolthulus baby, ho ask them why you have to see this error.
my mod, run without any other moda, has not tripped this error. the only intermediate solution would be go get al lsist of mods being used and add anotber ‘patch’. which would have to be constantly updated. i think a better solution is to teach eople howto make their own changes to the overmap_special.json file
Hello pisskop,
thank you a lot for your work on this great mod, in my eyes it is a realy needed addition to the game to keep the endgame challenging.
I am playing with the core game release around mid november and the build in PK mod from you.
I dont want to update anything there because its running stable and i am very happy with it for now.
Except ofc one problem. I am following this thread and someone already stated the problem with zombie lord total out of balance, a few pages back.
This was fixed by you. You stated that you tuned him down and that zombie hulks/tanks could only upgrade out of brutes.
Could you please be so kind and help me out with 3 questions
1: From a quick look it seems that only changes in pk_spawn_upgrades.json and pk_spawn_list.json have to be made to fix that problem. Am i right?
2: Will changes in there take immediately effect on loading a game from a save? For example if i change mon_zombie_lord faction to ants. (no im not doing that)
Or zombie lord upgrade abilitys.
Now to the important one.
3: Could you tell me what changes needs to be made for the tune down? this way i dont need to make game upgrades and i can change it to my taste, because right now in my game with the actual zombie lord problem the evolution time doesnt realy matter.
1: Nope. I also reduced their stats and the frequency of their rezzing / upgrading.
2: Yes. Already present zoms will stay but new ones will spawn according to the new formula.'
3: Go to monster/zombie.json and find the zombie lord. Then change him.
[quote=“pisskop, post:582, topic:11323”]theres not much to say
everytime an ovrrnap special demands it spawn one of the 72 slots for mandatory specials is taken up. with more thab 72 mandated spawns the gamw cannot guarantee they will spawn. tjis is codemines and coolthulus baby, ho ask them why you have to see this error.
my mod, run without any other moda, has not tripped this error. the only intermediate solution would be go get al lsist of mods being used and add anotber ‘patch’. which would have to be constantly updated. i think a better solution is to teach eople howto make their own changes to the overmap_special.json file[/quote]
Well, I would like to know if some of the buildings added by mods, like ‘Tree Orchards’ etc. can lose this ‘mandatory tag’, so your buildings are more a priority, so if you can give me extra infos… What is a mandatory special, how to recognize it?
This is my attempt to reduce the number of mandatory spawns within my mod, to try to increase compatibility with other mods. Each one hurt me to drop, but if it works than it works.
Attempting to tweak the default of zombie groups into mon_null, resulting in less zombies spawns overall. Ive started by buffing the chance for normal zeds to spawn and making some special zeds more time restricted.
The result will be that less ‘random, single zeds’ will spawn. hopefully.
how is the 20 calculated? this is on zombie lord from up to date pk mod.
Tested it and with 20 there, he didnt upgrade any zombie at all after maybe 200 steps. with 0 he does it after a few steps.
But he formed Blobs out of zombies 1 or 2 times and its a 180 there. I dont get it.
zombie master and necros still have [ “UPGRADE”, 0 ], means there is still a problem here?
can I turn off imps and demons destroying my 6 month old character out of nowhere? I mean, seriously? I am beyond pissed, Imps? I mean, chimps with flames? wow. hate this mod.
@hmstanley you can pat out the fire if you burn by passing time. Just make sure you drop burnt clothes if you are below fire intensity 3. Because theres a core game bug here with patting.
Ive reduced the number of required special building spawns, to make it easier to use other mods with this one.
I have also removed the zombie as the default monster for zombie monster groups. hopefully this will make less ‘stray’ zombies while not really making the game explicitly ‘easier’ from our points of view. Although this does mean that zombies will be more concentrated and dense.
To explain perhaps a better way: The game will choose tiles to spawn ‘something’ at. It will decide what group to spawn. Every time a zombie groups was chosen, it would roll 1000 sided die. if it hit a number that was for a certain zombie or pack of zombie it would spawn that. If it hit nothing it would spawn 1 regular zombie. Ive removed that regular ‘nothing’ zombie and made it actually nothing. But Ive also made normal zombie packs more common.
how is the 20 calculated? this is on zombie lord from up to date pk mod.
Tested it and with 20 there, he didnt upgrade any zombie at all after maybe 200 steps. with 0 he does it after a few steps.
But he formed Blobs out of zombies 1 or 2 times and its a 180 there. I dont get it.
zombie master and necros still have [ “UPGRADE”, 0 ], means there is still a problem here?[/quote]
‘20’ is 20 turns of combat. 4-6 turns is about the average PC running 1 tile. the 20 does not take into account how long the master/necro spends actually raising the target, which can take up to a minute in some cases.
You dont know how many use your mod that didnt take part in the survey. And it will be more, there are many skilled people that keep improving the game. A new stable release will do a lot here. Experimental can somtimes be very frustrating with nasty bugs.
Q1-> regarding the mix of cata++ and your mod? … if I use the new version you just posted, will this stop the overspawn problems? I was getting that error too?
Q2 -> when you see imps, demons, and other doom nonsense, which I just high tail it and run from, but when you do see them, does that mean there is a spire close? or some location from which they spawn? this doesn’t make sense to me. For example, if you see a triffid, you know that there is a triffid grove close, or ants, etc… you get the point.
Q3 -> if I see my stats decreasing significantly, (strength to zero for example) while I enter a survivor bunker or another bunker in a town, does this mean the place is completely irradiated? I was seeing this and I didn’t see this in the game, well, never saw radiation in the stock game? Also, I’ve noticed that these stats don’t return to their normal values, they are white, but they 2 points lower than what I started with? What does this mean? and how does one deal with that?
idk. I didnt check, I removed many ‘unnecessary’ mandatory spawns that I had kept to ensure ‘quality’ of spawning.
2:
Yea, demons will not spawn randomly. they spawn because somewhere nearby is a hell structure.
3:
Radiation may not immediately affect you, but if you suddenly have decreased stats Id stay away from a place, take some iodine and prussains, or at least get some clay to chew on.
@pisskop i suggesst you to alter upgrade and ressurection on zombie necro and master to 20, or even 30 because they are weaker than a lord. Its both 0 on them. And because lord has 20 here, i think this isnt intended.
Maybe people dont see a problem here because they turn themself into a lord. But as long as hes not a Lord, he upgrades nearby zombies at insane speed.
This was tested in debug mode on my older pk mod version. If the necro and masters, on more recent mod version, cant use upgrade on themself anymore, then its even worse with the actual upgrade setting.
I dont know what you think the numbers mean, but the lower the number the lower the cooldown. the lower the number, the stronger the move because it can be used more often.
Thus, I nerfed the lords as asked. The necros and masters are at coregame settings. i.e. no cooldown.
As I stated above, the cooldown does not take into consideration how long the monster spends actually performing their move, i.e. the more damaged the corpse the longer it takes to revive it.
this does make the lords, in theory, ‘weaker’ than a master or necro. But it has both abilities, and using one of those will take more than its cooldown. I did nerf it, though.