Project Zomboid

Project Zomboid

[B42/B41] Bandits Creator
Clan Share
Thought id make this discussion so people could share things about clans whether it be names people can use, aswell as clan ideas
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Showing 1-13 of 13 comments
I played with Bandit Creator a bit and made four clans of raiders like those in Fallout:

1) Raiders scum, basically desperate survivors with little to no loot (sometimes are even missing some clothes) and skills who live only by killing and robbing other survivors. Some of them are infected and can bite the player out of desperation. Start spawning on day 2-3, early into the outbreak.

2) Raiders survivalists – a group of thugs who managed to apapt to the new world, have some makeshift armour and weapons and are generally better equipped and organised than the previous group. Some have red stripes on their faces that show their membership in the gang. Spawn after the first week as if they spent all that time looting, surviving and forming a gang.

3) Raiders experts who have the best equipment of all raider clans, e.g firearms, and plenty of experience of surviving in the apocalypse. Often have parts of military gear and even military weapons. Spawn after 15-20 days and spawn quite seldom, as they are meant to be very cautious and don't usually attack average survivors, instead targeting those with more resources like the player.

4) Feral raiders – bandits who left towns either for scavenging or out of pure desperation and apapted to surviving in the wilderness. Are basically a tribe with crude weapons and makeshift clothing or no clothing. Spawn only in the countryside starting with day 20 or so. There are the infected among them and you should be cautious not to get bitten when you fight them.
Last edited by Max Payne; 4 May @ 12:16pm
I also created two friendly factions that spawn after 20 days or so: Deputies and Lawmen.

Deputies are former cops and civilians who scavenged some police equipment and made it their goal to bring order to Knox Country. Spawn only in towns, have pieces of police equipment (armour, parts of uniform, firearms), scavenged armour like shin guards or old army helmets. Some are sharpshooters, others are recons. Are led by The Sheriff (in two variants). Both shefiffs have better equipment than the rest of the clan and respective uniform. Generally have police weapons, use nightsticks as melee weapons.

Lawmen are basically the same but nobody knows where they came from. They operate in the countryside and do their best to clear Kentucky roads of criminals and raiders. Dress in black clothing like robes or suits, wear black cowboy hats or other headwear of the same colour, are armed with revolvers, shotguns and long-range rifles, have some makeshift clothing like bags. Have many sharpshooters among them, use wooden bats as melee weapons. Can spawn in camps. Idk about the leader yet but I might just call him Chief Lawman and give him slightly better equipment or a piece of clothing that would make him stand out.
Last edited by Max Payne; 4 May @ 11:57am
I also started creating (or better to say re-creating) a faction called Desperate Citizens that used to be in the game before v2. My idea is that they'd be the first survivors of the apocalypse, ordinary civilians, and would assist or fight the player. Initially I wanted to make it all-friendly but hell, why not make a hostile sub-group? So now I plan to make two sets of Desperate Citizens, one hostile, one friendly.

They'd spawn starting with day 1-2, carry civilian equipment mostly and use different everyday appliances (like pens, rolling pins or hammers) like weapons, and of course be dressed in civilian clothing. I plan to make representatives of different professions like firemen of construction workers. Probably some police too.

They'd spawn quite often but for a week or even less, which would imply that most of them either died, joined the raiders or some other faction. They would fight Rednecks, Raider Scum and other hostile factions. Like I said, there would probably be a hostile set, people who went all crazy and desperate so they just formed bands and started hunting others. Not sure though if it's really needed now that there are Raider Scum who are essentially civilians who turned against everyone. I'll have to think of it.

I also think of making a separate group of Desperate Citizens for the countryside which would be much rarer and there would be fewer spawns. There would be farmers and such, but probably also some former town dwellers who escaped the chaos.
Last edited by Max Payne; 4 May @ 12:26pm
子犬 4 May @ 4:09pm 
Originally posted by Max Payne:
I also started creating (or better to say re-creating) a faction called Desperate Citizens that used to be in the game before v2. My idea is that they'd be the first survivors of the apocalypse, ordinary civilians, and would assist or fight the player. Initially I wanted to make it all-friendly but hell, why not make a hostile sub-group? So now I plan to make two sets of Desperate Citizens, one hostile, one friendly.

They'd spawn starting with day 1-2, carry civilian equipment mostly and use different everyday appliances (like pens, rolling pins or hammers) like weapons, and of course be dressed in civilian clothing. I plan to make representatives of different professions like firemen of construction workers. Probably some police too.

They'd spawn quite often but for a week or even less, which would imply that most of them either died, joined the raiders or some other faction. They would fight Rednecks, Raider Scum and other hostile factions. Like I said, there would probably be a hostile set, people who went all crazy and desperate so they just formed bands and started hunting others. Not sure though if it's really needed now that there are Raider Scum who are essentially civilians who turned against everyone. I'll have to think of it.

I also think of making a separate group of Desperate Citizens for the countryside which would be much rarer and there would be fewer spawns. There would be farmers and such, but probably also some former town dwellers who escaped the chaos.

Just to know if it isnt just me getting this bug: Do your created characters always save in default hair/skin settings? Everytime i create a new bandit, be it in a new or a native clan, they end up as white blonde dudes and chicks even if i try to change it in the editor (at first i thought it was some kind of randomizer mechanic but after ten bandits i realized there was a pattern). Also, you had the same idea of remaking the Desperate Citizens Clan as me lol
Originally posted by 子犬:
Originally posted by Max Payne:
I also started creating (or better to say re-creating) a faction called Desperate Citizens that used to be in the game before v2. My idea is that they'd be the first survivors of the apocalypse, ordinary civilians, and would assist or fight the player. Initially I wanted to make it all-friendly but hell, why not make a hostile sub-group? So now I plan to make two sets of Desperate Citizens, one hostile, one friendly.

They'd spawn starting with day 1-2, carry civilian equipment mostly and use different everyday appliances (like pens, rolling pins or hammers) like weapons, and of course be dressed in civilian clothing. I plan to make representatives of different professions like firemen of construction workers. Probably some police too.

They'd spawn quite often but for a week or even less, which would imply that most of them either died, joined the raiders or some other faction. They would fight Rednecks, Raider Scum and other hostile factions. Like I said, there would probably be a hostile set, people who went all crazy and desperate so they just formed bands and started hunting others. Not sure though if it's really needed now that there are Raider Scum who are essentially civilians who turned against everyone. I'll have to think of it.

I also think of making a separate group of Desperate Citizens for the countryside which would be much rarer and there would be fewer spawns. There would be farmers and such, but probably also some former town dwellers who escaped the chaos.

Just to know if it isnt just me getting this bug: Do your created characters always save in default hair/skin settings? Everytime i create a new bandit, be it in a new or a native clan, they end up as white blonde dudes and chicks even if i try to change it in the editor (at first i thought it was some kind of randomizer mechanic but after ten bandits i realized there was a pattern). Also, you had the same idea of remaking the Desperate Citizens Clan as me lol
i didnt make this discussion for discussing bugs, theres another discussion for that, i also dont think thats a bug i think thats just the default settings used by the creator
Originally posted by 子犬:
Originally posted by Max Payne:
I also started creating (or better to say re-creating) a faction called Desperate Citizens that used to be in the game before v2. My idea is that they'd be the first survivors of the apocalypse, ordinary civilians, and would assist or fight the player. Initially I wanted to make it all-friendly but hell, why not make a hostile sub-group? So now I plan to make two sets of Desperate Citizens, one hostile, one friendly.

They'd spawn starting with day 1-2, carry civilian equipment mostly and use different everyday appliances (like pens, rolling pins or hammers) like weapons, and of course be dressed in civilian clothing. I plan to make representatives of different professions like firemen of construction workers. Probably some police too.

They'd spawn quite often but for a week or even less, which would imply that most of them either died, joined the raiders or some other faction. They would fight Rednecks, Raider Scum and other hostile factions. Like I said, there would probably be a hostile set, people who went all crazy and desperate so they just formed bands and started hunting others. Not sure though if it's really needed now that there are Raider Scum who are essentially civilians who turned against everyone. I'll have to think of it.

I also think of making a separate group of Desperate Citizens for the countryside which would be much rarer and there would be fewer spawns. There would be farmers and such, but probably also some former town dwellers who escaped the chaos.

Just to know if it isnt just me getting this bug: Do your created characters always save in default hair/skin settings? Everytime i create a new bandit, be it in a new or a native clan, they end up as white blonde dudes and chicks even if i try to change it in the editor (at first i thought it was some kind of randomizer mechanic but after ten bandits i realized there was a pattern). Also, you had the same idea of remaking the Desperate Citizens Clan as me lol

Just to answer the question: works fine for me. If I don't set their hair colour, it just seems to be randomised, but I set it manually for most of them.
子犬 6 May @ 11:49am 
I knew you'd mention that, sorry for breaking da rules. I just used this discussion cuz the most active user (Payne) was here, and if it WAS a feature they would probably know. I used the mod a little more and apparently it IS a bug, since all the bandits created by me spawn in the same "white skin blonde hair" setting even if i did change and save them with a different skin and hair color, thus proving it just resets back to default settings for whatever reason. The skin color in the editor also doesnt seem to change, but stuff like hats with two variations or socks randomize just fine (probably because theyre meant to be random, but the two settings in having trouble with aren't. I know because someone in the comments asked for Slayer to add said feature to skin and hair). Last time i checked, no one in the Bugs discussion had this problem yet, but i'll make a comment there regardless.

And to make the intended use of this page, i'd like to share the clans i made until now (the same ones that have the problem described, but i did them either way):

1) "Police Officers". The remaining members of the law force in Knox County after the first outbreak. Most of them carry a standard pistol + nightstick equipment and have some sort of protection, since theyre the ones who survived and only did this because they knew how to handle themselves. A special variation of them have the Traitor perk, those being the officers who decided that the world is already too ♥♥♥♥♥♥ to keep up with they duty. Other variations carry shotguns, pistol only, shotgun + pistol, or nightstick only. Spawn from day 2 to day 20 in a 20% chance and walk in groups of 1-2, Urban and Secluded areas. I'll probably make an extension for this one with a SWAT clan.
2) "Prisioners". A hostile group of maniacs who managed to escape they fate behind bars with the help of the chaos. Their weapons variate, from stolen guard equipment, to improvised stuff, or they bare hands. These also include a special variation, but those are just a stronger version of the previously described buddies. They spawn for around seven days or less, since its quite obvious such disorganized and unhinged people wont last long, in a 15% chance, in groups of 1-4, Urban and Secluded areas.

I'll make way more, so expect more comments! :steamhappy:
Using the "trairor" perk is an interesting idea. I wanted to use it for some of the Desperate Citizens as soon as it gets implemented. As for prisoners, I believe, there is already such a clan in the game, but well, why not make variations?

An idea also came to me to make a group of mental asylum escapees like there used to be, but make them much weaker. I think this group is already among Week One clans, but I think the base Bandits could use it too.
子犬 6 May @ 12:09pm 
The preset Prisioners clan seemed a bit meh, especially with the buffed up guns, so i set them to zero and made this variation with the orange jumpsuits and weaker weapons for a little more realism and challenge. I also developed a inhuman hatred for the Sports clan because they killed what was probably my best character during some test playthroughs (blud killed 100 zombies to die to 4 dudes with dumbells). Your mental asylum idea is also cool asf!
Thx) Yeah, I also got killed by Prisoners as well as some of my npc partners. And yeah, you're right, they need a variation with orange suits, idk why Slayer switched them to different colour.

Surprisingly, Sports didn't give me much trouble as I didn't encounter them that much. The Butchers however turned out to be a real pain in the butt.
I have an idea that would change the gameplay, it changes the game from being a zombie apocalypse to being a warzone:

1) Make zombie population low or an insignificant amount

2) Make 2 primary factions that has a 100% chance of spawning every hour (or lower but still a high amount).
Faction #1 will be the army. They would be friendly.
Faction #2 will be any hostile force (another country's army, mercenaries, etc). They would be hostile (obviously).


Optional things to add:
1) Turn off water and electricity when the game starts cause the army might cut those off to prevent aiding the enemy.

2) Survivors
1. Civilians that would be trying to live by and avoid fighting. (i hope the dev adds neutral factions, factions that try to avoid fighting zombies and other factions but would still fight in self defense)

2. Standard bandits and looters that fight for themselves.

3. Militias and partisans on both sides that would fight the opposing army.

I didn't try to do this yet, it just came to my head a few hours ago.
Last edited by BigFart69; 23 May @ 6:01am
Originally posted by BigFart69:
I have an idea that would change the gameplay, it changes the game from being a zombie apocalypse to being a warzone:

1) Make zombie population low or an insignificant amount

2) Make 2 primary factions that has a 100% chance of spawning every hour (or lower but still a high amount).
Faction #1 will be the army. They would be friendly.
Faction #2 will be any hostile force (another country's army, mercenaries, etc). They would be hostile (obviously).


Optional things to add:
1) Turn off water and electricity when the game starts cause the army might cut those off to prevent aiding the enemy.

2) Survivors
1. Civilians that would be trying to live by and avoid fighting. (i hope the dev adds neutral factions, factions that try to avoid fighting zombies and other factions but would still fight in self defense)

2. Standard bandits and looters that fight for themselves.

3. Militias and partisans on both sides that would fight the opposing army.

I didn't try to do this yet, it just came to my head a few hours ago.
that could be an interesting idea, another possibility is to make them both friendly cause then you and all other survivors are just a nobody in the middle of the battle
seby989 3 Jun @ 12:23pm 
i made a gang of spiffo cultists that strictly survive off of spiffo burgers and fries and worship their leader who's in a spiffo suit, theyre heavily armored and use weapons made from the bones of their enemies.

theyre super hostile and are only offensive and also mostly wear orange, they spawn on day 10 and die out on day 150
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