pasmon79 Posted April 13, 2020 Author Share Posted April 13, 2020 In a realistic zombie game, there would be no "freak hunt missions"(they are boring and reward-less even the feral one if you are prepared properly). If i am correct, the game minimizes infestations upto a threshold to prevent zombies from overrunning the valley(to keep game-play manageable), which would happen in real world. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 19, 2020 Author Share Posted April 19, 2020 (edited) How does the game control whether hordes will attack home or infest nearby buildings? Can it be controlled? Edited April 19, 2020 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted April 19, 2020 Share Posted April 19, 2020 Simulated by the exe, not controllable. It depends upon the number of hordes and the danger level. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 19, 2020 Author Share Posted April 19, 2020 Okay let us see that at low danger level, it will infest nearby buildings and at high level, it will make the feeble attempt to attack home and gets wiped out by my elite team. Where can i found its exact dependencies(Any clue)? Link to comment Share on other sites More sharing options...
qmjs Posted April 20, 2020 Share Posted April 20, 2020 It has pieces in many files. Start with fsEvent.HordeIntercepts_Activate Link to comment Share on other sites More sharing options...
pasmon79 Posted April 20, 2020 Author Share Posted April 20, 2020 (edited) Well there is a piece in file rts-events, other i failed to find. The game-code seems reasonable shifting horde frequency at all danger levels, no need to mod that. I hangout almost all the time in savini residence with Ray in team. Does the base choice at savini residence make game too much easy and less exciting along with an option of calling a getaway car for all the players? Edited April 20, 2020 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted April 21, 2020 Share Posted April 21, 2020 Difficulty is very relative. Each base has its own benefits and drawbacks. Some people can manage extreme difficulties... take a look at this video someone made a while ago with my mod installed. That is much higher than I usually play, only having reached those levels mainly for testing. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 21, 2020 Author Share Posted April 21, 2020 What i feel about this game is that it has already a great system and game-play mechanism installed, which is further capable to be expanded into something brilliant. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 22, 2020 Author Share Posted April 22, 2020 (edited) What exactly is "Stat.HealingRate" found in medical facility? Is it the factor that gives my injured character(in use/command) a free boost health upon restarting the game? Edited April 22, 2020 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted April 23, 2020 Share Posted April 23, 2020 It is the hit point recovery rate for characters with lost hit points but not actual wounds. Link to comment Share on other sites More sharing options...
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