#Cramped base, Lousville-spawn playthrough, hard and balanced (SETTINGS AND MOD TALKS IN REPLY)
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Hell yeah, i vibe with that
Where is that
We love cozy bases
i actually love bases like this
Louisville industrial area, the ship in the gated complex right beside Fossoil HQ since the Fossoil HQ one got too many entry points and this one only have 2. Decent spot for a Lousiville-spawn start, lots of breathing space and lookout points with the railings around the area once you cleared the whole perimeter.
Having a blast with my Lousiville-spawn game settings and modlist. 2.5x Population, 1.5x starting population, 2.5x peak population, 90 days populations peak, respawn and respawn unseen hours at 168 (a week), respawn multiplier at 0.05, zombies pretends to be dead even after you killed them (meaning that i am not 100% safe even though i cleared out the entire industrial area) random zombies that includes smart and sprinters zombies, migrating zombies due to some mods that i installed like expanded helicopter events and random sounds events.
Thx
Alongside tons of QOL mods that made the game more interesting, balanced, while also lore friendly and realistic, it allows a hard, yet manageable and satisfying Lousville start.
Cramped base, Lousville-spawn playthrough, hard and balanced (SETTINGS AND MOD TALKS IN REPLY)
It's really, good.
Everything else besides the zombies settings is mostly untouched, so the game maintain its default, vanilla feel to it.
The zombie settings allows breathing space in Louisville, especially due to the population peak day, respawn/respawn unseen hours, and the respawn multiplier settings, it allows you to slowly make way through Louisville, gameplay consists of me slowly clearing out an area, and once the area is clear, it remains clear, with the respawn hours set once per week, i am safe to travel around the cleared area daily without having to worry about the respawning zombies, although some settings like the zombies pretends to be dead once i killed them and the random sound effects and the expanded helicopter events balanced the respawn settings by introducing migrating zombies.
Like this time when i finally cleared out an area, only for a helicopter from the expanded helicopter events passes by and the whole place is riddled again with migrating zombies, it introduces unexpected factors to the game, while i still could make use of the meta events from the mods to quickly loot an area while the zombies are busy migrating.
Zombies settings, i used random zombies mod for the randomizer, i found 1-2 sprinter in every 2-3 rallied zombies group i came across.