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cheers
Looking at the DS code, I have some funny TODOs in there.
https://github.com/KingofTown/DS-hounded-mod/blob/master/modmain.lua
Namely
" -- The plan was to give the players a small break by having the mobs stop for a snack...but they don't ever seem to want to to id. TODO!"
One simple fix would be to give these spawned mobs the tag "Monster", so anything that would attack a monster would attack these. Or maybe tweak the speed values of these mobs to be equal to hound speed so you can always outrun them. Not sure.
I understand this DLC is pretty old now, would be a lot of effort for a small player base.
The only attempt to ballance I did was to adjust their health to match single player numbers, and to adjust the spawn rate/spawn numbers for each one based on "feeling". No tests, no DPS calculations, nothing.
The hounds summoned from a hound wave are programmed to chase for 100 seconds, after which they will get distracted.
I am simply injecting each animals current brain with a little piece of code that will make them like this. I could just override all of them and give them hound brains. In this case, they would behave exactly like the hounds do. Though, I remember trying this in the beginning and the game would crash as the hound brain assumes certain attributes are available that some mobs didn't have and try to access them.
I'd certainly have to think about it....but I haven't played the game in years now, so I don't even know what would be fair.
Its a shame beacuse this mod adds more danger to the world, but it is overpowered. I have been testing it in a creative world. Hopefully you're still around and might consider this change.
That being said, any way we can get an update to make it SW compatable?
get crashed your mind
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=544126369
You can start a new world and test it out with those mods by using the commands above to force an attack to happen.
GetWorld().components.hounded:PlanNextHoundAttack()
If you look at the output, it will say what mob it randomly picked. Then do:
GetWorld().components.hounded:StartAttack(15)
Maybe I'll just release it as is. I just don't like releasing stuff without testing and I don't really have anyone to test it with :P
Though, if I release it I'll probably get a bug list pretty fast.
Lol, that sounds like chaos
I love the teamwork aspect of DST and with this mod it might become quite a challenge :D