Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.14-1]
How does the Louisville Checkpoint NPC's work?
Do they stay there permanently? Or do they despawn after the in game lore date of when the checkpoint is overran? I'm curious on how they work in more detail.
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Showing 1-12 of 12 comments
Jtrocks Oct 20 @ 12:18pm 
they stay there forever and are nearly impenetrable, the only way to kill them is to bait them into a horde of zombies
Originally posted by Jtrocks:
they stay there forever and are nearly impenetrable, the only way to kill them is to bait them into a horde of zombies
Oh. I would have thought they would have disappeared on the 15/16th whenever the checkpoint gets overran lore wise. At least that's how I was hoping it was going to work. Hopefully the dev of this mod makes it like this because having them always there is not lore-friendly.
NEG Oct 20 @ 8:41pm 
force friend fire + long range rifle or bomb does the job
literally asked the same question, but now I know how they work. As I understand, the player has only one day to visit them before the checkpoint is overran, I'm not sure but I tested it in debug and it seems that they are alive from 9:00 9th to 6:00 10th, somewhere around this time, probably the zombie deletion system has a timer which after running out gives them no chance of surviivng.
mod dev said that he will add more logic to soldiers, actually I'd really like to see how it all ended for them, like imagine the knox event from a refugee perspective, it would be a nightmare fuel.
Last edited by Tezuka Rin. Rin Tezuka.; Nov 5 @ 9:26am
rav2n Nov 5 @ 9:46am 
Originally posted by Tezuka Rin. Rin Tezuka.:
mod dev said that he will add more logic to soldiers, actually I'd really like to see how it all ended for them, like imagine the knox event from a refugee perspective, it would be a nightmare fuel.

And this offended person didn't say anything about the invisible line that deletes zombies? Or is he naive enough to think that deleting my messages will somehow solve the problem? He could have at least written about his unwillingness to address this issue somewhere, instead of remaining silent. This question comes up here all the time.
Snejk  [developer] Nov 5 @ 10:27am 
Originally posted by rav2n:
...
The reason I remove messages from people like you is because all you do is complain over and over again. Why in the world should I allow people like you to have a voice on the workshop page of my mod? You never say a single positive thing and you will be never satisfied no matter what I do.

This is a hobby project I do for fun, yet you talk about it as if it's the worst thing in the world and I'm forcing you to play it. Seriously, go touch some grass. It's actually pathetic.

All future messages posted by you will be removed as soon as I see them. I'm done talking to you.
Snejk  [developer] Nov 5 @ 10:31am 
Originally posted by Tezuka Rin. Rin Tezuka.:
mod dev said that he will add more logic to soldiers, actually I'd really like to see how it all ended for them, like imagine the knox event from a refugee perspective, it would be a nightmare fuel.
... and to get back on the actual topic, yes, it's being worked on. The idea is that the military should fall apart over time. It's a mechanic I want applied to e.g. police, EMTs, and other "static" factions, as soon as they are implemented.

I have it on a feature branch that I'm working on whenever I have the time for it.
rav2n Nov 5 @ 10:43am 
Originally posted by Snejk:
Originally posted by rav2n:
...
The reason I remove messages from people like you is because all you do is complain over and over again. Why in the world should I allow people like you to have a voice on the workshop page of my mod? You never say a single positive thing and you will be never satisfied no matter what I do.

This is a hobby project I do for fun, yet you talk about it as if it's the worst thing in the world and I'm forcing you to play it. Seriously, go touch some grass. It's actually pathetic.

All future messages posted by you will be removed as soon as I see them. I'm done talking to you.

Hah. You're wrong. The mod really is awesome. But your solution regarding the checkpoint is a fly in the ointment. Initially, all I suggested was adding an option in the settings to disable the military and the invisible barrier at the checkpoint. But you decided to remain silent and delete messages. Even if you'd pinned this issue somewhere under "known issues," that would have solved the problem.
Take care of yourself; the fact that you react so strongly to criticism is a bad sign. I wasn't trying to insult you or your work. There's no escape from bad comments; I know from experience.
Snejk  [developer] Nov 5 @ 11:29am 
Originally posted by rav2n:
...
Very well. Since you seem to genuinely be trying to have a conversation and be friendly, I apologize for being rude and dismissive.

I want the factions to be a central part of the mod. If I make a sandbox option that makes it possible to disable the military all together, the goal post is already moved to that point and can't really be reversed without players getting upset. Likewise, there will be an expectation that future factions should have it as well, and then the goal post has been permanently displaced from how I want the mod to work.

The reason I introduced the "invisible wall" was because the military was constantly getting overrun. Removing it brings us back to where it was before and literally doesn't make it better.

To summarize, in my eyes, adding either of these sandbox options moves the mod in a direction I don't want to and doesn't really address the issue.
Snejk  [developer] Nov 5 @ 11:33am 
And the feature I described before i.e. the military slowly falling apart over time, adds more value in my eyes, since if the military falls apart, the checkpoint will be overrun with zombies -> the invisible wall will be removed. That "sort of" fixes the issue you're describing while keeping my vision for the mod the way I want it to be.
Originally posted by rav2n:
Originally posted by Tezuka Rin. Rin Tezuka.:
mod dev said that he will add more logic to soldiers, actually I'd really like to see how it all ended for them, like imagine the knox event from a refugee perspective, it would be a nightmare fuel.

And this offended person didn't say anything about the invisible line that deletes zombies? Or is he naive enough to think that deleting my messages will somehow solve the problem? He could have at least written about his unwillingness to address this issue somewhere, instead of remaining silent. This question comes up here all the time.

I don't know why you're so mad bro, in my opinion this system is pretty good at keeping them alive for a reasonable time at least, cause those soliders have typical startroopers aim, plus the gunfire attracts alot of zeds to the place, so for the most part it's made for a reason. It looks werid not gonna lie, but it's still WIP so I don't mind it being like that.
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