Project Zomboid

Project Zomboid

[B42/B41] Bandits NPC (v2)
Falkner 9 Jan @ 12:24pm
Sandbox Reccomendations?
I'd like to hear your ideas for good settings to use. Here is mine

> I decided so set the AI of all the clans to Wanderer
I think this is essential because the Guard AI occupies a building and stays there, i think these spawns would affect performance if left to accumulate over time (wanderers will get gobbled eventually) and they occupy/clear places you'd have wanted to loot like gun shops or the prison. Also with wanderer they don't immediately see you so you can play the encounter how you like.
Also may set some AI groups like convicts to "Theif" for base raids without wallhacks.

> Spawn Indicator off
I just said I don't like how raiders automatically know where you are and head straight for you, I have to play by my own rules. It definitely adds to the tension not knowing if they're right around the corner,

> I reduced the spawn rate to 10% of default
I found the pace relentless, being attacked several times per day at some points.
For example a 9% chance becomes 0.9% which spawns on average every 110 hours (4.5 days( instead of 11 hours (average of twice a day) This leaves enough of a break that you have time to heal, or even long enough to let your guard down and get caught out.

> Bandit defender spawn chance = 1% of default
That's 0.024% - You could go 50 days without encountering one. Sounds low but I want to preserve now this mod would affect performance over time, I dont want every 5th building to be a bandit Hideout where they sit and do nothing but eat cpu cycles - and I don't want "saving my FPS" to be my primary motivation for raiding them.

> General Settings Bandits may NOT remove barricades
Did they bring a Hammer? Blowtorch? No? Too bad, use the door.

>Bandits dont trigger temporary panic
Nah - I'll do all the panicking myself, thankyou. :D


Questions:
Do you Have any settings you like to play on? Any tips?
Last edited by Falkner; 21 Jan @ 4:22am
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Showing 1-4 of 4 comments
Very solid settings. I also personally find myself lowering the amount of ammunition they have. 2 magazines for an m16 is still 60 rounds; enough ammo to kill me probably eight times.
Andrzej 20 Jan @ 6:50am 
I play on similar settings. I lowered chance for all bandits to 0.5 and set all except police and millitary to wandering.

I also lowered ammount of magazines found on bandits. They usually die before they deplete all their ammo and I get too much loot.


That brings me to my biggest gripe with this mod. NPC die quite easily from zombies and without much effort I already got like 10 crowbars, M16, more pistols than I will use in whole life, ammo etc

That is quite a big problem. I think bandits should never spawn with guns in good condition to nerf loot from them. Remove crowbars, they are too good, give them simple spears or knifes instead as a melee.

Some secondary loot is also too common. I have plenty of batteries, lighters and food from deceased bandits. I could almost survive on this loot alone without scavanging.


The best solution would be to make it so bandits when spawned in the world take equipment which already exists in environment so we don't have infinite supply of goods which ruins economy and flow of the game.

At the very least they should have drastically lowered ammount and condition/quality of loot.
Last edited by Andrzej; 20 Jan @ 8:50am
what does the "clan Spawning" tickbox mean?
Falkner 21 Jan @ 4:26am 
@Alpha Gamer, is if you want that group to spawn at all. For example if you untick preppers, that group wont ever appear.
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