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Everything posted by BoogieMan

  1. Exactly what a Russian hacker would say!
  2. I've lived in Florida for awhile and that's pretty accurate, although the "Winter" time here is maybe two months where on average you can get by with a hoodie, if that. Unless you're out at night in which case you might need a light to medium coat if you'll be outside for extended periods of time. I've seen it snow a few times, but it melts the moment it hits the ground and never accumulates. Although in the very northern edge of Florida I've heard that it can make a slight dusting on the ground for a short time. Also see hail pretty much every year down here, which I rarely saw up north, not sure why that is. Most of the time it's unpleasantly hot and humid. And sometimes you can get a sunburn in less than an hour. You can often spot the tourists by how sunburned they are, poor buggers. WEAR SUNSCREEN!
  3. Who wants some pulled pork?! Which do you prefer, a dry rub or wet?
  4. I believe any dropped items are safe. The only exception I'm aware of is if the sandbox setting for cleaning up zombies is enabled that of course they and anything on them will get removed when it triggers. I would feel better if someone could confirm though.
  5. Maybe they could use a slight buff, but in any event I like them. I put medical supplies in one, and basic tools in the the other.
  6. They'd be too small to cover most windows, they'd have to be sewn together. A makeshift sack makes since though.
  7. I noticed today that a M16 can't use .223 rounds. I do not find this surprising, but it is factually inaccurate. Most 5.56x45 weapons can safely fire .223 rounds. You don't even need a different magazine. Not quite as good at longer ranges though. A .223 firearm *can* fire a 5.56 round as well, but it is potentially unsafe since a 5.56 round produces more pressure that could in best case wear out the gun faster, get jammed up inside the mechanism, or worst case make it explode in your face.
  8. As far as I am aware this is how it works: Has a Cold Cause: Being cold and/or wet for long periods of time, hypochondriac trait. Treatment: Staying well fed as much as possible, not getting cold/wet, and probably extra rest. Tissues help muffle sneezes/coughs which may attract zombie attention. Prevention: Equipping an umbrella in one of your hands slows the rate that you get wet and reduces the maximum amount of wetness you can get, changing out of wet clothing, drying yourself with a towel, having Outdoorsman and Resilient traits. Sick Cause: Consuming expired food and (eating) cigarettes and having the hypochondriac and weak stomach traits. Treatment: Staying well fed, and lots of rest. Prevention: Don't eat expired food, having Iron Gut and Resilient traits. Zombification Obviously from being bit by a zombie. Appears to function just like being sick, but once it flares up health begins to rapidly drain until you die, and it cannot be cured by any means. Staying well fed will slow the rate of health loss and buy you a little time. Wound infections Cause: Dirty/untreated wounds, leaving bandages on for too long, and has a small chance to occur regardless. Treatment and Prevention: Keeping the wound and wound dressings(bandages etc) clean. Antibiotics help, but I'm fairly sure they do not help with anything else. Bandages can be reused and cleaned with water and made sterile by using of a bottle of disinfectant on them which also makes them safer to use than bandages only cleaned by water. Vitamins only help with fatigue and exhaustion, and only in a minor way.
  9. Indeed, I was born in 1980 and grew up in Indiana, and it's very similar to Kentucky.
  10. The game does not very accurately represent American homes either in layout/size and like you wondered, the usage of curtains. In my experience it's rare for any window to not have either curtains or blinds. Also in the majority of houses I've ever been in, the bathroom is usually an interior room that has no window. Ones that do exist, sure, but in my experience it's fairly rare. But some compromises have to be made for gaming. Different regions in the US can influence home design quite a bit though.
  11. I haven't done the math but I think Thick Skinned is worth more than 1 guard skill regardless, maybe as many as 3, and it always applies and isn't specific to either blade or blunt weapon use. For what it worth, I'm using the latest version of PZ (iwillbackupmysave) and I just checked and I no longer even see Self Defense Class as an option you can pick, so I guess it's getting removed, or the omission is a bug.
  12. I don't think anything reduces the chance for getting infected, you can just lower your chances by getting hit less often.
  13. I think Thick Skinned is better. The other just raises a skill, which you can do in anyway although it may be slower if it affects your XP gain for that skill. I believe Thick Skinned gives you -10% chance to be scratched, and -3.75% less chance of being bitten. A little less effective if unarmed though. Combined with defensive skills and it can be a nice improvement to your durability. Weapon skills do the same thing more or less, reduce your chances to be bitten/scratched and XP for it is granted on hits/kills with blunt or blade weapons. Thick Skinned is like getting bonus guard from the beginning that will always be effective regardless of defensive skill level. A guard 10 character with Thick Skinned will have even less chance of getting hurt than a guard 10 character without. Seeing as any landed bite has a 100% chance of infecting you, any chance of reduced bite chance is good.
  14. It's not terribly hard to live a long time once you're through the very early game. If you get enough food and supplies and go to a remote area and stay out of trouble and work on farming, your odds go up dramatically. Not as fun though, in my opinion.
  15. Weird. Looks like the room is floating in some empty void.
  16. @Ciber Ninja The map is so big, traversing it without cars was a nightmare. Running and running forever just to get to the next town wasn't fun. I imagine you are in an extreme minority. Cars allows them to add more and more to the map and have it still be relevant to the player.
  17. This conversation confuses me. Why do you think there are like a 1.5 billion cars in the world? Because they are super useful. They travel fast and can store a lot of stuff. That's just their inherent properties. A 2,500 - 3,000 pound fast moving rigid object is going to be powerful. Low speed collisions against soft objects like people doesn't cause much beyond cosmetic damage. Broken lights, damaged hoods, grills, windshields and side view mirrors probably won't last long, but as far as damage that actually would make the car start failing? That's going to take a lot of repeated use. The most concerning damage would probably be the loss of a windshield and radiator damage. Blasting something at relatively high speeds is going to cause a lot of cosmetic damage, but the car will likely still drive fine. This is also in 1993, there are more cars made of mostly steel in this time period as opposed to plastics and lighter weight metals that we use today. Most large american cars would plow through large numbers of zombies fairly easily since most of them will probably be tossed to the sides or over the top, humans are top heavy and zombies aren't bracing themselves or preparing for the collision in any way since they have no self preservation. Larger trucks with a high underside clearance would do even better. Zombies aren't going to stop a car unless they are in massive tightly packed hordes and it would help if it was on dirt, and not pavement. On pavement, a car has a lot of grip on the ground and can apply it's power, weight, and friction advantage. Overall it would vary highly depending on the type of vehicle. Small cheap four cylinder cars can be held in place by as few as four people, if they have thick enough rope secured to it and are properly prepared and bracing for it, and the driver doesn't slam on the gas and instead eases up. With their hands? I'm sure it would take more. But even a medium sized simple pickup truck can take upwards of 16 people to stop it from moving. Again, people with a good grip rope secured to the vehicle who know how to brace their bodies and are all working in unison. A feat zombies could never match. The only advantage zombies would have (if you ignore the fact it would be impossible) is that they presumably don't get tired. What exactly is the intended goal here? What do you really want? Unrealistically and frustrating brittle cars that become a source of constant tedium and frustration? Loud cars that aggro everything in the city like it had no muffler? Cars in game are more or less inferior to cars in reality already. Especially handling and breaking. They already can carry less stuff (and for some of the vehicles WAYYYY less) than cars in reality could, other than some of the larger (but unrealistically light) items like furniture, appliances, and generators, but that's a needed gameplay adjustment. The only solid way that I really see them over performing is the windshield. That would probably break pretty quickly and then you'd have zombies in your face. Using metalworking to weld a bunch of vertical metal bars is what you'd want to do, or a large sheet with view parts large enough to see, but too small to be very dangerous. Bar the radiator too. You'd want a police car that is probably already reinforced, extra heavy, and has one of those big metal bumpers and bar the windows. That or a big truck.
  18. Uhh.. I think maybe you have a typo there.
  19. Weird. I have the opposite experience. Unless I'm really going fast it seems like running over a zombie has something like a 1 in 4 chance of actually killing them in the first hit. Also, when I drive through even as little as about 8 of them I lose much of my speed and low speeds rarely seem to actually kill them, not to mention it damages the vehicle over time. But.. I mean, isn't that what should happen? Cars are heavy, rigid, and go can move fast. Zombies also have no self preservation so just take the hits full on without trying to dodge or roll. Seems pretty accurate that you should be able to plow through them. In fact I'd wager it would take a lot more people to stop a vehicle moving in reality than it does in game.
  20. Thanks for the reply. There is no blam folder. There is only two within the save: isoregiondata radio While the door was locked, the blood splats on the ground and wall were still there on the inside, and the pile of zombies was maybe 2 car lengths away from the car is still there. I went upstairs and the doors I opened are still opened. I don't know how the game really works, but if that local chunk got reset, would not these thing be gone as well?
  21. I had a fully loaded police truck when I saved and exited the game. It was parked and turned off about 20ft from my location. Loaded up a few hours later and the car was gone. This was parked by the rear exit to the movie theater by the mall. EDIT: Another odd effect. The backdoor to the movie theater is now locked and it was NOT when I last played. As far as I can see, the pile of dead zombies I was disposing out back are still there. So, car and contents vanished, door locked itself. The trunk was nearly full with a few tote bags, a school bag, and a hiking bag loaded mostly non perishable food, building supplies, tools and some guns and ammo.
  22. It may be worth noting that the vast majority of magazine requiring pistols I've found in solo sandbox mode don't have magazines either. EDIT: Seems it affects any weapon that needs a magazine, rifles included. At this point about 85% of all magazine guns I've found in testing has had no mags. Sample size: Approximately 40 gun weapons.
  23. This happened at the stand alone store northwest a short ways of the West Point Police Department. Southeast most window. Zombie broke the glass, fell out and was stuck laying mid-air about where a floor would be if it was on ground level. It was still alive and making sounds.
  24. And it also goes down very quickly. I got one attack on me and it took about 25% of the total durability of a police shirt. EDIT: I suppose I should clarify that this is the clothing durability, not clothing cleanliness. If that isn't meant to be covered by that sandbox setting perhaps either it could be made to do so or at least update the tooltip to clarify.
  25. I think currently that more or less means that scratches from zombies can infect you. You're probably right that were that an option all on it's own, it may be kind of weird that a scratch could infect you, but not bites. I suppose the definition would have to be changed.
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