Road Horde¶

Agents spawn in cities and march along roads in tight formations. StickToRoads at full power is the dominant processor, keeping agents locked to the road network. Flocking and alignment make them move together as a cohesive horde, while a small avoidance distance prevents them from stacking on top of each other.
Wind provides a directional bias so hordes tend to travel in one direction rather than milling around.
Key Processors¶
| Parameter | Value | Why |
|---|---|---|
| SpeedScale | 1.2 | Faster than default for an aggressive marching feel |
| StickToRoads Power | 1 | Maximum road adherence — agents stay locked to road nodes |
| AlignSameGroup Power | 0.8 | Strong alignment keeps the horde moving as a unit |
| AvoidSameGroup Distance | 6 | Tight spacing — agents stay close but don't overlap |
| FlockSameGroup Distance | 20 | Short flock range keeps sub-groups together on the road |
| Wind Power | 0.4 | Mild directional bias without overpowering road navigation |
| AgentStartPosition | RandomCity | Agents begin in cities and immediately start traveling roads |
| WorldEvents Power | 0.8 | Strong reaction to player sounds — hordes will divert toward gunshots and explosions |
Configuration¶
<?xml version="1.0" encoding="utf-8"?>
<WalkerSim xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:schemaLocation="http://zeh.matt/WalkerSim WalkerSimSchema.xsd" xmlns="http://zeh.matt/WalkerSim">
<Logging>
<General>false</General>
<Spawns>false</Spawns>
<Despawns>false</Despawns>
<EntityClassSelection>false</EntityClassSelection>
<Events>false</Events>
</Logging>
<RandomSeed>345678</RandomSeed>
<PopulationDensity>140</PopulationDensity>
<SpawnActivationRadius>96</SpawnActivationRadius>
<StartAgentsGrouped>true</StartAgentsGrouped>
<EnhancedSoundAwareness>true</EnhancedSoundAwareness>
<SoundDistanceScale>1</SoundDistanceScale>
<GroupSize>16</GroupSize>
<AgentStartPosition>RandomCity</AgentStartPosition>
<AgentRespawnPosition>RandomBorderLocation</AgentRespawnPosition>
<PauseDuringBloodmoon>true</PauseDuringBloodmoon>
<SpawnProtectionTime>300</SpawnProtectionTime>
<InfiniteZombieLifetime>false</InfiniteZombieLifetime>
<MaxSpawnedZombies>75%</MaxSpawnedZombies>
<Systems>
<System Name="System 1" Weight="1" SpeedScale="1.2" PostSpawnBehavior="Wander" PostSpawnWanderSpeed="Walk" Color="#DDDD44">
<Processor Type="StickToRoads" Distance="0" Power="1" Param1="0" Param2="0" />
<Processor Type="FlockSameGroup" Distance="20" Power="0.3" Param1="0" Param2="0" />
<Processor Type="AlignSameGroup" Distance="20" Power="0.8" Param1="0" Param2="0" />
<Processor Type="AvoidSameGroup" Distance="6" Power="1" Param1="0" Param2="0" />
<Processor Type="Wind" Distance="0" Power="0.4" Param1="0" Param2="0" />
<Processor Type="WorldEvents" Distance="0" Power="0.8" Param1="0" Param2="0" />
</System>
</Systems>
</WalkerSim>