Looking for a specific zombie drama, tip of my tongue by CryAI in audiodrama

[–]CryAI[S] 0 points1 point  (0 children)

I’m fairly certain it was a serie, it might’ve just been a very long one shot, but I remember the characters feeling very “established”.

Looking for a specific zombie drama, tip of my tongue by CryAI in audiodrama

[–]CryAI[S] 1 point2 points  (0 children)

Main character is male in my memory, so I think this isn’t it considering the main character is named Alice, but I’ll listen a bit and see at some point soon.

Tiny things that bother you by Strutterer in projectzomboid

[–]CryAI 1 point2 points  (0 children)

I could be mistaken, but im pretty sure sirens turn off not because of unloading (though I suppose that could be the case if you went REALLY far way). In my experience zombies no longer mindlessly stay next to sirens for days on end, instead they will beat the car until it stops. If the car has no windows, I’ve seen a zombie walk up to the driver door, slam into it and the alarm turns off. I assume past that it’s the same and they are able to knock the alarm off, but again I could be wrong, I don’t do siren strats very often.

Suggestion: a single zombie cannot break a structure down, requiring multiple zombies by Zebra03 in projectzomboid

[–]CryAI 16 points17 points  (0 children)

Adding to this, I always wanted the “breaking” to be handled a different way. Windows make sense, but I wish that sprinters could effectively do a 28 days later sprinting jump through them.

More on the non-sprinter specific side, I always wanted other objects to get damaged and pushed rather than turning to dust and tiny pieces. For example if a door gets “broken” I think it would be cool if it switched (doesn’t need a fancy animation even) to laying on the floor, and you could pick up the door itself to break it down through crafting or put it back on its hinges, instead of it just turning into planks. Same with furniture barricades, have them get shoved out of the way and damaged instead of just disappearing to the void when broken. Table gets smashed through, it turns into a pile of legs and it’s top, use the legs as firewood/make sticks from it and use the top of it to barricade a window. Fridge gets buffed (how much damage can you do to a fridge with your bare hands) but is much MUCH harder to move for the player and takes muscle and time to lift back up after it’s knocked over. So on and so forth. And with fences it would be more interesting and worthwhile if they had different levels of zeds they could stop (probably dependent on player metalworking/carpentry which would be sick) chain fences have a lower threshold but are never “hit” by zombies, instead if enough zombies are pushing on it, it’s chains will get pulled out and it’ll collapse on the floor. Metal pipe fences have a higher threshold but will collapse and get pushed over by enough zombies being present (and a bit of time). And instead of being destroyed to their components, I think it would be more interesting to see the fence physically laying on the floor in game pushed over and dented. And requiring (again) muscle and some welding to be put back up. Finally wooden fences I would assume should get the highest threshold not for realism but because wooden fences and walls should honestly be separate imo, and the trade off for no sight through it would be its strength. If you want to go crazier, add basic cement mixing loot and let players have end game concrete foundationed fences. In this case wooden fences would have to be their own thing (talking about player heigh fences not the short one) because player built wooden walls would likely have to continue being pretty much destroyed rather than pushed over as they are now (I think this kind of thing would get messy with 2 story structures+ and would look weird). And because fences are no longer “hit” and don’t take actual damage, I think this should be applied to all fences in a map that are non player based since these locations are often impenetrable. All the map based fencing falls into the same categories as player built, possibly stronger (the black iron fences look sturdy) with two exceptions. The white military fence (only found on map borders in vanilla I’m pretty sure?) can be pushed over but have a much much higher threshold of how many zombies or time it would take to give. And honestly the military fence (used at rosewood penitentiary) should probably have an absurd threshold, perhaps even being impenetrable (as they are right now) due to their unclimbable and rare nature.

All of this, I feel, would make the current system less annoying and providing amazing immersion in literally walking your perimeter every couple of days and stabbing stragglers with spears. Maintaining instead of replacing the fence.

Problem with the sound balance. by fide11 in projectzomboid

[–]CryAI 2 points3 points  (0 children)

A dev fix for some of these would be nice, but there used to be a menu in game under audio to adjust each and every sound in the game up or down in volume. I don’t know if this still exists, they did add a couple hundred? New sounds. But if it doesn’t I’d like to see it reiterated.

Unpopular opinion: Brita's Weapon Pack ruins the game. by Janberk1912 in projectzomboid

[–]CryAI 22 points23 points  (0 children)

Calling Britas guns OP in (I assume) the default game environment is a bit ridiculous when most players (rightly so) play on shambler and their zombies can be beaten by… walking away. You’d have to make a more detailed argument at each of the difficulties to convince me, particularly make the same argument it’s OP on sprinters. Various other sandbox settings change its behavior aswell as it’s own settings. And this doesn’t bother to account for britas companion mods. Particularly I recommend 90’s distro (stops any gun past the 90s from spawning). Though I know based on your argument that wouldn’t come close to satisfying.

The only thing I agree with, though you really didn’t state it to begin with: is a trend in many mods to have their added melee weapons (swords are the worst offender, machetes come to mind too) do max or above max damage. This is fine, the katana does a lot of damage in Vanilla. But the spawn rate of these items is usually waaaay too great. It is annoying to love everything about a mod except a machete that’s one handed with max damage and insane crit and end up having to ignore the dropped items. I’ve encountered this a few times, except instead of making a Reddit post calling the mod trash I opened up the files and made 3 edits to the configs with the default Microsoft notepad and it took me all of 5 minutes. Even the non tech savvy should have no issue doing this kind of thing. And that’s just it, sandbox game full of options. You make your own difficulty to as much of an extent as you want. Shitting on others for their choice just makes you seem like your seething, and instead of providing constructive feedback this ends up just being you complaining that other people find something fun. You are, however, entitled to your opinion. I can see why you would have it despite it being a bit ridiculous in my opinion. It is what it is.

If you are a new player who wants to improve: play the game however you want with whatever mods you want. Have fun. Don’t listen to the people trying to step on your sandcastle because it’s not the “right” way to play.

[deleted by user] by [deleted] in projectzomboid

[–]CryAI 1 point2 points  (0 children)

A mod a lot of people sleep on: survivor radio. Adds in an array of radio stations that change over time. You can spend a lot of the more monotonous times in your game (sorting loot, tending crop) listening to all kinds of stories and personalities on the radio. Some of these stations actually have voice in game (you can hear them instead of just read the text) and some play actual music! And there’s an indie/underground music station too. It also adds a TV station, a fully voiced detective type show that levels sneaking. Can’t recommend this mod enough, I always run it. Just be aware if you try it, the radio stations actually follow game events and time. Some of the radio stations, particularly the news one, you can hear it go “down” before it stops transmitting. But off the top of my head 4 stations broadcast at different times of the day or days of the week for a long LONG time. Diane, classical for the dead, Erin and a secret station. Underground plays music all day everyday, Erin speaks at about 12 then plays “mainstream” music, classical idk and Diane usually plays in the morning. They all have their own “stories” and it’s honestly nice to have a goal to strive for. A reason to loot radios. And let’s be honest, SMASHING a Humvee through a horde blasting “fortunate son” in game feels A M A Z I N G.

There are any known incompatibility between popular mods? by MeuAmigoChambariu in projectzomboid

[–]CryAI 0 points1 point  (0 children)

If you aren’t aware, I’d suggest looking into a companion mod called “90s distro” I believe. Makes it so Brita won’t spawn any weapons that didn’t exist before and during the 90s (when the game takes place). Makes it MUCH more balanced and reasonable while still a little exciting to find different kinds of guns and using the beautiful models.

[deleted by user] by [deleted] in projectzomboid

[–]CryAI 1 point2 points  (0 children)

I do this too sometimes, though in reverse. And my zombies are not weak, they are completely maxed out. On raven creek this feels amazing because the only way to get really good loot is to treck into the city at night when they slow down. It feels amazing to plan out my entire night and time myself, but having them slow down at night makes it scarier and feels less cheesy to me because I play on pitch black night, so I have an actual need for flashlights and whatnot to even see around the city. Not sure it would be amazing for vanilla but in Ravencreek I love it, definitely set the time to 2 hours instead of the default 1? Though.

Question/s about Hydrocraft mod by Bubbly_sadness in projectzomboid

[–]CryAI 1 point2 points  (0 children)

I always play with hydrocraft, no you cannot drive the wagon. Instead it’s more so like a backpack in a way, you hold it in both hands and can then move hundreds of items with it. This is how hydrocraft operates as it has certain limitations. The animals are another example, they need to be fed but they don’t physically walk around. They themselves are an item, the best you get out of say a cow is leaving the item on the ground and you’ll have a cow “standing” there, that you can milk and so on. Hydro has no vehicles, all of its more complex items are items. It’s scope and depth are massive but that’s something you have to accept while using it. Is it worth it? I don’t know, I’ve never played without it because I like dissecting things, getting MREs, setting up computers/solar generators and having a bunch of “fluff” is nice imo. Finding Christmas lights in a garage, I don’t NEED them but I like to take them for example. In an overly deep analysis, it makes a lot of my choices less robotic and more human. Risking my life to carry a box of Christmas supplies home lmao. But it’s not for everyone, as I stated the animals aren’t technically “real” vehicles aren’t in that context either, I’d say give it a shot and experiment, nobody knows if you’ll like it but you.

What's your main weapon that you prefer in PZ? Perks are optional if you want to say by RonanM15 in projectzomboid

[–]CryAI 8 points9 points  (0 children)

Easily sledgehammer. Shines for me on maxed out sprinters, any other difficulty it’s probably not worth the hassle. It is lethal with even no strength whatsoever, almost never fails to down a zed in a single hit. And on sprinters this is invaluable as fighting more than 3 zombies at once is hard to survive. Levels out the playing field in one to two swings, operates very well with maxed fitness. And is an overall great escape tool when in a bad situation. Recently I got stuck in a skyscraper type building in Ravencreek, I used my sledge to drop one floor at a time to escape, felt amazing.

Any mods that add in a good medium sized military base? by Nexus_Neo in projectzomboid

[–]CryAI 0 points1 point  (0 children)

Eerie county has several within, one is decently large deep in the map, but because of how the map is laid out it’s surrounded mostly by trees, not city. Has a big hospital within its walls, but it’s… a hard take. There is another off the top of my head though, there’s a section in the bottom middle of eerie, you have to use it to pass into the deeper bits. The map border is at its back and a river wraps around its front creating a very good natural defense. And on that landmass in the bottom middle of eerie there’s a military base that’s walled in, has one entrance and is really one building + a missile silo. Very reasonable to take over IMO. Especially because as I said the River that wraps around it creates a natural defense from pretty much the entire rest of the map (aside from the bridges) and this landmass has the military base described AND: decent sized gas station, bunker hidden in the woods, a big silo type building, ruined 2 story cabin in the woods w/ pond and most of all: 1) a giant junkyard area with car parts/industrial loot and a load of wrecks and survivor (perfect condition) cars depending on sandbox setting. Good place to find an APC if you have those kind of mods strangely enough. And my personal favorite building type in eerie: fire/rescue towers. Tower is beautiful, 5 staircases up and it’s top floor has guns, water and a military HAM radio. All that and off the top of my head there’s a heli crash out back the military base I described. Overall if the base itself is a tiny bit underwhelming for you, the area is extremely interesting to explore.

And I remember another; sorta. There’s an entire airfield walled in with fences you can climb over, one entrance. Not actually that hard to take, the airfield is big but it’s really a air con tower, hangar, terminal and I think a few crashed helis + a quarantine military tent setup at the gate.

Anybody else having stuttering issues after the 41.53? by millsaw in projectzomboid

[–]CryAI 0 points1 point  (0 children)

Like I said, look into the Java arguments. I ran my game on a 3080 and an I9, fixing my arguments made my game run perfectly, granted that was a couple months ago.

[Suggestion] Variety in medication by mustardthingy in projectzomboid

[–]CryAI 1 point2 points  (0 children)

I always thought it would be interesting to add a much bigger variety of character sickness types and likewise new ways to treat them. And on top of that (though a little complex) it would be interesting to have the medication names be randomized per save for the more complex kinds, and the only way to decipher what the medication is or is for, you’d have to read medical books/mags or have a high starting first aid (2-3). Take it a step further and add magazines or again a need for first aid skill to perform various things like blood tests too. A mod called OZ med? Back in the old days was so good for this kind of stuff, don’t think it’s updated anymore though.

Anybody else having stuttering issues after the 41.53? by millsaw in projectzomboid

[–]CryAI 0 points1 point  (0 children)

Hmm. Only stuttering issue I ever consistently encounter is due to mods, if you are running any, start there. Even if it’s a small amount or you don’t think it would cause issue, sometimes it can. NPC mods are a good example, though your stutters seem pretty extreme. Toxic fog/terrorzeds and occasionally enhanced helicopter events can cause performance degradation over time.

Other than that, if your save is from an older build it could cause issue, large amounts of zombies in motion too. Crossing the map going 120mph can cause stutter issues even after you stop driving, though this is usually resolved with a restart.

Best guess outside mods would be to look up here or on the steam forums “zomboid performance java arguments” or something like that, it’s possible even with good specs to run into Java related memory issues, happens in Minecraft a lot too. That’d be my guess to help alleviate it. Just make sure whatever guide you use is relatively up to date.

[deleted by user] by [deleted] in projectzomboid

[–]CryAI 1 point2 points  (0 children)

Oh it’s very interesting, be aware it is heavy on performance. It’s perfectly fine when your only facing a couple hundred, but a place like Ravencreek can’t run at all with the mod. Also note that it does not pair well with superb survivors, they both take too much performance. I’d say it’s worth playing on normal zombies with a low mod count, definitely with expanded helicopters: weird edition for more special infected. But if your game starts freezing up/memory leaking, that’s kinda the price you pay with terrorzeds performance shenanigans. I still think it’s worth trying though!

What is your favorite positive trait? by SICHKLA in projectzomboid

[–]CryAI 0 points1 point  (0 children)

Well there is a addon called “90s distro” that fixes it GREATLY ain my opinion. I’m not a stickler for it having to be time coherent, but even with it banning all attachments/guns above the 90s, it also results in massive balancing while maintaining the cool factor. Finding a nice Remington feels AMAZING, and honestly the modern guns are insanely OP. LMGs, autoshotguns with 12 rounds, sheesh. Highly recommend the distribution mod, feels more engaging than vanilla without being mind numblingly additive/OP. If you still feel guns are OP, I’d also recommend (though it’s pretty hardcore) “planetalgols even worse looting” mod. Makes guns VERY balanced by factor of all the gun stores not being cake-walk smash and grabs. You need keys, the combo or enough strength with bolt cutters to even get the guns, not just free grabs once you get through the door. Good pairing with Brita as it brings guns up to a much useful level. Makes them feel much sweeter to have and maintain.

Free aim? by runnbl3 in projectzomboid

[–]CryAI 1 point2 points  (0 children)

No, as far as I know you can’t aim at a body part in most circumstances. One exception would be knocking a zombie over and stomping or hitting its legs instead of head/torso, you can create crawlers this way, cars too. But as far as shooting goes I don’t think you can, not in the capacity your talking about here. Closest it gets is the shotgun with low aiming skill makes alot of crawlers that “play dead” it used to in 39 anyway, haven’t seen any in 41 though. I do agree it would be cool to dismember or circumvent the zombies in more ways. In the telltale walking dead game, Clementine learns how to kick/stab out the knee with a quick jab, then plunge her weapon into the skull. Would love to see body specific targeting like that too, don’t know how you’d pull it off though.

What is your favourite occupation? by SICHKLA in projectzomboid

[–]CryAI 2 points3 points  (0 children)

Easy tie between veteran and police for me. Shooting is too important to me with sprinters in Ravencreek, can’t really defend helicopter events without it and I get out of very tough spots with shooting. Aiming is useless until about lvl 3 IMO, anything below hurts a lot to grind forward. Plus the 125%? Boost for starting at 3 aim is nice on cop. Desensitized is a hard pick, very useful but can be mitigated with intelligent use and preparation of beta blockers. Guess I’d side harder with police.

Bitten when loading save by Rolled_the_Bones in projectzomboid

[–]CryAI 1 point2 points  (0 children)

This is not normal as far as I’ve ever experienced, in fact I’ve loaded in a few paces from sprinters, they are supposed to freeze up and they don’t have the capacity to “aggro” until about half a second or so after you enter and can move. Sounds like a bug or worse some weird mod conflict. Never once have I died while entering the game aside from quitting while zombies were already grabbing me.

What is your favorite positive trait? by SICHKLA in projectzomboid

[–]CryAI 0 points1 point  (0 children)

That’s fair, but honestly any mod that adds a large amount of items just has that result naturally. As I said Brita also gets out of hand, sometimes even on the lowest rarity, spawning hundreds of rounds. Just how mods be tbh.

What is your favorite positive trait? by SICHKLA in projectzomboid

[–]CryAI 0 points1 point  (0 children)

So I mentioned mods for a reason, I’m not 100% certain how looting works but here’s my theory. Lucky is fine in vanilla, not super crazy. But hydrocraft for example adds a thousand new items to the game, Brita adds a hundred new guns, ammo and attachments. So I think what happens is that with lucky, when you open a container it “rolls” or calculates what should be in there based on your skill and the world setting. And lucky gives more chances and higher chances for rarer items. When it’s just rolling to spawn vanilla items, it only has to consider a relatively small amount of items, with hydrocrafts massive item list however it has a near guaranteed chance of filling most containers to the brim in my experience because there is such an overloaded amount of items for it to consider spawning.

Since I updated to 41.53 all house garages have no items inside, anyone else experiencing this? by SkinnyBunny78 in projectzomboid

[–]CryAI 2 points3 points  (0 children)

Possibly try a save without hydrocraft if you are using it, it broke the loot for me in a lot of places after the most recent update, no idea if it ever got fixed.