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번역 관련 문제 보고
This.
Keep your forges and your fires outside/away from your base and you will not have a problem. Also, if you pay attention you can learn where the screamer commonly paths. This way you can put spikes/traps down where you KNOW she is gonna end up walking.
these are just workarounds.... and its not like I have turrets in the first 20 days...
and btw if you build blocks or upgrade them to iron and so on increases the heatmap like 0.01%
that will also sooner or later get the screamers to the main base.
we tryed to put the forges and fires and workbenches underground and away from our base but now its like they always start digging holes over them....
I was asking if possible to limit the spawning of the screamer so maybe 1 per day or someting like this.
Yes; by limiting the heat YOU produce :)
ok so... if I would change the * to a day. I could at least control the days when the screamer spawning... like every 5 days or so...
or if I would write "30,60" that would let it spawn between day 30 till day 60....
its not perfect but this would help....
but still, is the
I will try it out but I would really love to here from someone here if that would work befor I start a new map.
Personal, I 1/2 agree with you that screamers are a bit much, but only when I am trying to focus on building. The other times, I actually just "pi**" them off intentionaly because, I am weird and get board easly when I dont get to shoot Zeds enough. Besides, Feral Screamers are fun to fight, especialy when there are 4 of them and their cute friends.
When a screamer (or group) spawns in, the heatmap effectively resets to zero, so you get a NEW screamer spawn once it heats to 100% again. This new group is unaffected by any previous Screamers.
You may be best posting your question on the modding Steam sub-forum or TFP Forum Modding section for a full reply.
One "workaround" that will prevent Screamers spawning from heat would be to change the contents of the Scout group from Screamers to (say) Radiated Feral Cops, or chickens.
That way, when the heatmap reaches the stage where a Scout is called, the game spawns you the Cop or the Chicken.
EDIT; so, in entitygroups.xml is the Scout group
<entitygroup name="ZombieScouts">
<entity name="zombieScreamer" />
</entitygroup>
Just change the contents of the group
<entitygroup name="ZombieScouts">
<entity name="animalChicken" />
</entitygroup>
not even after 3 days. but when I build a forge and fired it up then it dont take long till you have lots of heat.
I know it will reset once it reaches 100% but I think I remembered that the screamers spawned much earlier and that didnt reset the heatmap.... I will try it out.
NP; I edited the post above with details.
There was a problem with animal "gore" blocks in a16 where they could fall through the world and continually add heat ("smell" really, attracting zeds) so depending what version of a16 you are on that may be adding to your woes. They temporarily fixed it in either 16.1 or 16.2 by removing the gore block.
A lot of players used to make Screamer Farms to purposefully summon Screamers in order for them to scream and summon the zeds for loots.
Also, a lot of players have separate "heat", "loot" and Horde bases so they can set the Forges going then leave the chunk to go looting for loots or building & mining etc & don't risk their loot stashes on Horde nights.
I do understand your annoyance at them, but they are in the game as a balance for those Survivors that make a lot of Heat and hang around.
EDIT; http://steamcommunity.com/app/251570/discussions/0/1471967615850598987/?ctp=2
Can I suggest changing the "Time" to read Day or Night? At least you could build the base all day long then when night falls, take a break and hunt zombies.
Can I suggest changing the "TotalAlive" and "TotalPerWave" to read 0? That might cause problems if the game expects a value larger than 0 ... idk.