Project Zomboid

Project Zomboid

607 evaluări
The Calm Before The Storm
8
3
4
2
2
3
2
2
2
   
Premiază
Adaugă la preferate
Preferat
Elimină din preferate
Dimensiunea fișierului
Postat
Actualizat
15.311 MB
27 mart. 2023 la 14:14
14 apr. la 11:30
19 notițe privind schimbările ( vizionare )

Abonează-te pentru a descărca
The Calm Before The Storm

Descriere
This mod adds an event that takes some inspiration from the "You Have One Day" challenge. Zombies migrate away from the player and form massive hordes, which, after a certain period of time, return to hunt the player. This mod is intended to work for both singleplayer and multiplayer. This will work on both new and existing saves.



The event cycles through three phases:

  • The Cooldown Phase - The time between events. Gameplay is normal and zombies will behave as usual.

  • The 'Calm' Phase - The period in which mass zombie migration occurs. Towns and cities will seem deserted and eerily quiet. This gives players the opportunity to scavenge and build defences before the inevitable horde arrives.

  • The 'Storm' Phase - Zombies return in large numbers as one massive horde and persistently hunt down the player(s). Zombies are, by default, always aware of the player's position, which can be altered in the sandbox menu. Players will be notified of the start of the storm phase by the sound of wind and distant zombie noises.

Note that unlike mods such as Horde Night and Here They Come, this does not spawn any zombies, but rather moves the existing ones in the world to form hordes.



The mod is very customizable through the custom sandbox menu and allows you to adjust the duration of each phase, as well as the radius and distance of the horde.



Workshop ID: 2953621037
Mod ID: CBTS
Discuții populare Vezi toate (4)
7
21 ian. la 8:35
IMPORTANT: FAQ
SocialTroglodyte
8
22 febr. la 6:45
IMPORTANT: Suggestions
SocialTroglodyte
410 comentarii
DinDin 14 iul. la 22:14 
☮Morti, you can check your console.txt log file to see if CBTS is working, and what phase it is in.

It is different for each player, but you can check on your own horde.

It is possible that you've set the distance to be too great, and the duration to be too short, so that the distance is greater than the horde can travel in that time.

One problem with CBTS working independently for each player is that if the phase are overlapping out of sync, another player entering the calm phase during your storm phase could be stealing your horde.
If that happened, the zombies would just walk backwards and forwards a short distance as the phase updates happened.

That's why I really think this mod should be updated to be synchronization with the server on login.
☮Morti 11 iul. la 12:02 
At several occasions we run into a group that is larger than what is set in the server's sandbox settings, so I'm assuming this is horde that has been gathered. But driving back they're suddenly gone; like they're migrating away from us. Naturally I'd assume that this has to do with the 'calm phase' where zombies form hordes away from the player in order to gather for an attack. But the attack never seems to happen, and we never see the horde again.
☮Morti 11 iul. la 12:02 
Got a server running for about a 5 in-game months. We had a total of one mini-horde in the beginning of the wipe and never seen any again. The towns seem to be deserted, as stated before migrating phase, so I'm guessing their migrating but never seem to attack. Rather confusing as it seems like the mod doesn't work properly? Or it might be my settings.

I hear the sound of the horde event starting, as do other players on their own individual timers, but there is never an attack. This leaves me wondering if (a) hordes disappears or (b) the horde gets stuck somewhere, or (c) the hordes migrate to far away to take to long to get to our base.
DinDin 23 iun. la 16:49 
The best solution i could come up with to ensure everyone's timers went off at the same time was to set the Cooldown to an obscenely long value in advance to ensure it didn't go off prematurely.
Then immediately before we wanted to hold the event, changed the settings to 0 Cooldown, 1 hour Calm, 2 hours Storm, and restarted the server.
Everyone logged in within a few minutes of each other, their timers started from 0, and our phases all triggered at the same time. (I used the StormAlertMessage to verify)

This was a kludge solution to a ridiculous problem that I only confirmed by reading the LUA files.

You shouldn't be claiming to support multiplayer without declaring the HUGE caveat that this is mod is NOT synchronized in multiplayer.
DinDin 21 iun. la 18:58 
I'm an admin on a server which just added this mod, and we're trying to coordinate times for having a streamed event, so I tried to figure out the nuts and bolts of this mod.

The first odd thing I noticed is that the debug counter in console.txt only counts when I'm logged in.
The second odd thing I noticed is that all the logic for the hordes is in the client lua.
The third odd thing I noticed is that when I logged in as a test account, the debug counter in console.txt is completely different.

As far as I can tell, all the logic for this mod - including the event phases - is done by each client, separately. So everyone has their own horde, and separate times, which only counts down when they're logged in.

Is that correct?
15 mai la 5:55 
is it possible to put a limit on the size of the horde? this feature would help a lot with a large pop
StormSpiritGB 8 mai la 23:39 
cant hear the sound and when turn text on nothing pops up there also no way to tell when horde thing is over if its ever over cause would stop trickling in 6 at a time every 2mins htis was after the 50+ major horde
guardians25 15 apr. la 3:13 
감사합니다! 당신은 천사에요!
Tregedy 15 apr. la 0:16 
fun mod,but not recomend to use on 2.5pop and above for obivous reason :steamfacepalm:
SocialTroglodyte  [autor] 14 apr. la 11:32 
@guardians25 Just added it. Hope it helps