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Unmaintained Wild dino levels 1.0

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View attachment 2795

If your have diffOverride 5, then you'll have max level (MaxLevel*5) = 150 in this case. (For drakes/wyverns etc.. max will automatically calculated greater)
If you setup a "Chance" = 1, you will never see wild dino level less than minLevel * diffOverride
If you setup a "Chance" = 0, then wild levels will be as default
It's a float value, it can be 0.1/ 0.5 or something else...

cheat WildDinoLevels.Reload - reload config
cheat WildDinoLevels.Params - print params

Don't forget to destroy wild dinos after loading the plugin!

If you'll have a question, You can ask me on Discord https://discord.gg/87CQWXn

Thanks to the author
Author
GreengoDK
Downloads
846
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10,991
First release
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5.00 star(s) 1 ratings

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Seems still to work fine with last version of ASE.
We are using it to improve wild levels on our cluster server in a more uniform way as possible for those maps using the old level distribution model of wildcard (The Island, Scorched Earth, Aberration, Extinction).

Best setting I was able to find to get the most average flat distribution as possible and with the lowest MSE as possible (targeting a flat 1/30 of wild dinos sample for each step for common dinos) was the following:

{
"Chance": 0.6,
"MinLevel": 11,
"MaxLevel": 30
}

This will give a peak on 11th step but generally it makes the most flat histogram when drawing the level distribution of a wild dinos population (again for simplicity excluding tek dinos, high level cave spawns, level 1 spawns)

We decided to exclude Aberration since it's already a hard map at the end (due wild reapers xD) but works pretty fine.

For free maps, gen1 and gen2 other settings may be needed. We didn't investigate so far since those maps use a different level distribution model, more flat although far from being "perfect" (a lot of level steps have 0 chance to spawn).
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