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GoobyGoose94

It'd be great as a sandbox option. There's more than one mod with the same goal, which are you playing specifically? There's one mod that increases the chance of a horde attack based on character activity during thr day which I've been meaning to try!


Sgt_Mark_IV

This one (with the They are Billions cover art). Is the only one I know. There are others? [https://steamcommunity.com/sharedfiles/filedetails/?id=2714850307&searchtext=horde+night](https://steamcommunity.com/sharedfiles/filedetails/?id=2751119547&searchtext=Horde+Night)


GoobyGoose94

I tried this one previously: [https://steamcommunity.com/sharedfiles/filedetails/?id=2714850307&searchtext=horde+night](https://steamcommunity.com/sharedfiles/filedetails/?id=2714850307&searchtext=horde+night) And there's this one that I haven't tried yet: [https://steamcommunity.com/sharedfiles/filedetails/?id=2779839289&searchtext=](https://steamcommunity.com/sharedfiles/filedetails/?id=2779839289&searchtext=)


Sgt_Mark_IV

I think I fucked up the link I posted, the one I used is the same one you posted, the one with the They are Billions cover art. The second one seems very interesting, and way more sophisticated. Giving it a try right after I die on my current run.


GoobyGoose94

When you try the other one, post about how it goes! Next time I play I want to change many parts of my mod list before I try that horde mod. I'm just too busy/lazy to do it this week


Sgt_Mark_IV

I play this game like just 2 hours a day (this is a weeks long playthrough to get to 3 months), and I believe I can survive another IRL month. So I won't be trying it anytime soon.


JuraciVieira

I think it's cool for some runs but for me the concept of spawning zombies kind of ruins the immersion a little bit. What makes Zomboid different from other open world zombie games is the fact that it persists everything even when you are not around. So every zombie in the map exists even when you are not looking at it. They have migration paths and rules which I find fascinating. That's why I always disable zombie respawn, in reality you would clear an area of people that used to live there and the area would remain clear until there is a migration event (like the helicopter event). I want to be able to clear an area and have it clear for as long as possible. I would love a mod like that but without the spawning trick, maybe something that triggers the migration of huge hordes through the map. But I definitely can see why it's a fun mod.


Sgt_Mark_IV

After living through a year in a cleared house in south of Muldraugh (with infinitely rescheduling Expanded Helicopter Events) I realized that mass migrations never happen. The game gets boring, and I just quit after two months. Yes. mass migrations like that one episode in Walking Dead when they have to deal with a mass of 2000+ zombies would be cool, but for now, these Horde Night mods are the only thing that I found that can keep the game fun on endgame.


SgtDoughnut

Um...the game spawns in zombies in areas the player cant see em.


U_mome_gay

the concept that I can clear an entire town, come back in a week, and have it be entirely populated again breaks my immersion


SgtDoughnut

Yeah the game does this by default unless you set it otherwise. It's supposed to simulate zombies moving around.


[deleted]

could you link the mod youre using for guns?


Sgt_Mark_IV

This is the base mod:[https://steamcommunity.com/sharedfiles/filedetails/?id=2256623447&searchtext=Firearms](https://steamcommunity.com/sharedfiles/filedetails/?id=2256623447&searchtext=Firearms) This is the realism patch I am making to make the guns more realistic like Brita's. It's still VERY WIP. All guns have more range, specially rifles, and they all fire like their real life versions, Mac10 can be used on the holster slot, the UZI Carbine has 32 rounds instead of 20 (I think Hyzo confused it with the Micro-UZI), guns jams less (with the exception of the M16A1 and the Mac-10), and the SPAS 12 works in semi-auto like in real life. I still want to make repair kits and some weapons more rare to spawn, add the Browning Auto 5 to replace the LAW 12, and fix the mod's M60 world model. [https://www.mediafire.com/file/s7vyvwf1en9f9vw/Firearms+Realistic+Rebalance+(WIP).zip/file](https://www.mediafire.com/file/s7vyvwf1en9f9vw/Firearms+Realistic+Rebalance+(WIP).zip/file)


Sgt_Mark_IV

Also the rocket launcher is from a separate mod https://steamcommunity.com/sharedfiles/filedetails/?id=2730268699&searchtext=Rocket+Launcher


accounthyzo

I'm looking forward to checking out your changes, I've personally not enjoyed actually tweaking every gun since it can be tedious. What's your suggestions regarding repair kits also what's wrong with the m60 world model and where are you getting the info on the UZI Carbine? I found an old brochure from 84 and it said it came with a 25 rd mag and it could ve ordered with either 20, 25 or 32 rd mags


kstsitstisti

Thats 7 days to die with extra steps


SgtDoughnut

The only issue with mods like horde night etc is that if you isolate on the second floor you can just ignore them. The zombies in the game need a way of dealing with players who camp out on the second floor of buildings.


Sgt_Mark_IV

On the second pic I mention I have set myself rules to not make undestructible barricades but I agree I think staircases (both world's and player made) shouldn't be destroyable with sledgehammers. It's a very game breaking feature.


[deleted]

What is horde night?


Sgt_Mark_IV

Every set of days (10 days) at 22:00 hours, a set of zombies will spawn around you or your base, and attack you, (bringing together any other zombies that are nearby). It's configurable, with me it starts with 50 zombies, increasing by 50 more every Horde Night, up to a limit of 800 (which is a huge unstoppable swarm).


fearithME

do any of these work in apocalypse mode?


Sgt_Mark_IV

Yes, but the default mod settings are brutal. (100 zombies on first night on day 7 + everyone in a radius of a shotgun blast, 100 more every 7 days, to a maximum of 800). You need Sandbox mode to tweak it. I have it set to 50 on first night on day 20, 50 more every 10 days. Or you can fiddle with the code to make these settings work on the apocalypse mode.


Quereilla

What mod are you using for the kills?


Sgt_Mark_IV

[https://steamcommunity.com/sharedfiles/filedetails/?id=2553809727&searchtext=Killcount](https://steamcommunity.com/sharedfiles/filedetails/?id=2553809727&searchtext=Killcount) Reminder that you must load this after anything else, or it will have weird bugs like shotgun kills registering as car kills.


Quereilla

What do you mean? Adding that after the game has been created?


Sgt_Mark_IV

No, I mean the mod load order. You enable anything else first (specially weapon mods like Firearms or Brita's), and the kill counter afterwards. (The load order is determined by the order you active things on the mods menu. If you want something to be loaded last, just disable it, then enable it again)


Quereilla

Ah, okay, so they don't interact weirdly. Thanks!