Jump to content

EpochZ: Bandit Country


Grahame

Recommended Posts

Travel back to where it all began...

When the Pacific Flu hit Chernarus the country was recovering from the disastrous civil war that had wracked the country for years. Luckily, Russian, CDF, Red Star, NAPA and CFOR units were already in place, forgot their former rivalries and immediately jumped in to help... It wasn't long before they too had succumbed to the plague!

IP: 149.56.28.85:2322

Visit the EpochZ Community Forum or contact us on Discord.

Required Mods

Epoch

Ryan's Zombies and Demons. Zombies can infect you. Watch out because if you die from the virus then your body may not be where you left it when you return...

CBA_A3, CUP Weapons, CUP Units, CUP Vehicles: it's 2025 with 2025 weapons and vehicles. I've completely overhauled loots.h for CUP but not increased the loot spawn chances.

CUP Terrains Core

DS Houses: Opening up lots of previously unopened buildings. Custom loot spawner to generate ground loot in these and other buildings

Chernarus Redux: Opening up more vehicles and a map with a distinctly post-apocalyptic feel

RDS Civilian Pack for all the missing DayZ/Epoch vehicles including the bicycles, Thomas the Tractor and the unsurpassed Yamaha TT650!

Tryk's Multi-Player Uniforms: lots more uniforms for the uniform junkies out there. This is the one that you want if you are downloading via Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=779520435

Enhanced Movement so you can climb over walls and onto buildings to escape the infected

LordRampantHumps Items Pack for apples and pears that can be harvested from apple and pear trees

Massi's WW2 Units adding some extra weapons, including the Mosin, Kar98, a few SMGs and pistols

Kurt's Survival System (KSS) for and host of Slavic food and drink, including vodka and beer

@EpochZ_Cows for Cows!!!

@EpochZMod which provides new models for certain base building structures, adds new equipment and base building options and modifies infected skins and behaviour so that they have animal, not human AI intelligence

Scripts

A3EAI: with vehicle and helicopter patrols. AI patrols and spawns replace the default Epoch antagonists (apart from the Epoch UAVs and subsequent militia if you don;t shoot them down). The AI will interact with the Zs and vice versa.

SEM, BlackEagl's and WAI Missions: all with weapons, equipment and loot customized for CUP and including SEM Convoy missions. And yes, there is the WAI Nuke mission. If no one's dealt with that before the timer expires run like hell :huh:

DayZ style Helicopter Crash Sites: with reduced CUP-based loot and infected "defending" them.

C-130 Supply Drops, guarded by AI and with CUP-based loot.

Black Market Traders in the three trader cities (Stary, Bash and Klen) and elsewhere.

HALO/Ground Spawns and you can select limited Starting Gear

Rewrite of LootSpawner to spawn zombies on buildings rather than in an area. The Zs (which are reskined to match the map - including military Zs - are also dumber than in standard Ryan's Zombies with animal intelligence and thus easier to sneak past and evade). There are generally lower amounts of loot than normal on EpochZ servers though to fit the feel of the server

"New" Wicked AI Missions, including several more ported from ARMA2/Epoch including the slaughter house, abandoned trader, drone pilot and Old MacDonald's farm. More to come soon!

New items include Hunting Knifes, gas masks, laptops and PC Parts for looting and lots of new food and drink (fruits together with the Russian food and drink from KSS Mod, including vodka)

New Buildables: Sleeping Bags (green, blue and brown) - can be made spawn points, a Large Workbench - required for crafting more complex base kits, Storage Crates and a Portable Generator. Also have provided new models for certain building parts to better fit into Chernarus Redux including the Plot Pole (you'll recognise this from somewhere...), Outhouse, Well and Deer Stand

Cows! kill them and take and cook the steaks. Note, to gut animals you now need a hunting knife or hatchet

Can opener, knife or hatchet required to eat from canned food. You get less or more hunger back depending on which you use

Harvest apples and pears from their trees (and sunflowers for their seeds too!)

New Points of Interest designed by @BetterDeadThanZed including new trader camp layouts at Bash and Stary

All uniforms are unlocked for all players

Deploy a bicycle (with vehicle repair parts) or a Mozzie (with vic repair parts, an engine block, fuel tank, rotor and duct tape) via the action (scrollwheel) menu

A complete rework of the hunger and thirst values from food and drink

New spawns now have energy so that they can build campsites

Halv's Repair and Reammo Script, rearm and repair your vehicles at the kiosks at gas stations.

Extended Safe Zones with Vehicle Protection!

Advanced Towing and Advanced Rappelling

And lots, lots more...

Features

  • All players are BLUFOR, roaming, dynamic and mission AI are OPFOR, infected are RESISTANCE allowing the interaction between the Ai and infected - they will fight each other when spawned together.
  • DayZ Trader cities at Stary, Bash and Klen
  • Dynamic vehicle wrecks on the roads make driving a more interesting experience...
  • No building restrictions, build where ever you want
  • 75m Jammer range
  • 7-day base maintenance
  • 48-hour vehicle locks
  • 4 hour restarts, day/night cycle
  • PvP, but attacking other players in or around the trader cities is prohibited and will result in a ban!
 
Link to comment
Share on other sites

There have been quite a few additions to Bandit Country over the last couple of weeks, including:

  • The addition of the RDS Civilian Pack mod adding all the missing vehicles that you love so well, including the mountain bike, Thomas the Tractor, Skoda vans, an ambulance and militia car with working sirens and lights among many others.
  • Deploy and repack a bicycle if you have a ToolKit (available in the initial gear selection).
  • New Buildables at your base (all are saved to the database and behave as any other base parts, apart from the lack of PhysX when building): working Portable Lights, a Well and Outhouse (both are water sources), Razor Wire, Deer Hut, various Sandbag Walls, Fuel Pump, large and small Camo Nets, Loudspeakers, a Burn Barrel and a wall-mounted Phone (which acts as an ATM).
  • Toggle on and off plot pole jammer boundary markers to see the extent of your demesne :ph34r:
  • "New" map additions including a checkpoint on the coast road NE of Elektro, expansion of the NEAF and a medical camp at the NWAF (based on those in ARMA2 but completely laid out by me in the editor from scratch).
  • Dynamic Road Debris from Epoch 0.6 Experimental.

See the EpochZ community forum for the crafting recipes for the new buildables.

Link to comment
Share on other sites

  • 1 month later...

EpochZ: Bandit Country has now been updated to use the new Chernarus Redux mod with (as far as they have got so far) a really good post-apocalyptic feel. The ground loot spawner has been modified to spawn loot in the new open buildings that mod provides (as well as the ones previously opened by OCP/DS Houses), including the new open hospital!

Link to comment
Share on other sites

Very pleased to announce that EpochZ: Bandit Country has been updated to Epoch Experimental (pre-release Epoch 1.0). The next update of Epoch has so many great features that really suit the new Chernarus Redux map and the two together complement each other perfectly. Some of the changes already included in Experimental are listed in the Change Log but there is much more there already (including persistent tents, acting as unsecured storage) and much more to come yet!

Epoch Experimental is available on Steam Workshop.

Link to comment
Share on other sites

  • 2 weeks later...

Updated to Chernarus Redux 0.4. Major changes:

- Added Underground Train Station
- Added clutter to eastern coast factory
- Added Evacuation Site in front of Chernogorsk Hospital parking lot
- Added Klen Hill Evacuation Site
- Added Southwest Roadblock Checkpoint
- Added Rats to environment
- Added Rats animations
- Added future models and tweaks to 3den configs
- Added further clutter to several random locations
- Tweaked Simulation Weather

Unfortunately the Klen Evac Site is pretty much inaccessible by land so I have removed that as a trader camp. Am talking to map mods cause the interior of the camp is perfect and fits the map (obviously) if only there was moderately easy land access and a helipad. Will be building a new (hopefully temporary) NE trader camp where the old Hero Camp was (NE of NEAF, S of Olsha).
Underground railroad station is... well, you figure it out and remember, no base building restrictions except not close to safe zones.

Now I have to persuade @Helion4 to add a model for rat meat :ph34r:

Link to comment
Share on other sites

I just decided to play some more Epoch after reading about the upcoming version 1.0 and found this server. I like it so far. Just one thing...

On 6/5/2017 at 3:07 PM, Grahame said:

a Well and Outhouse (both are water sources)

"Outhouse" as a "water source"... ewww... 

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 weeks later...

It's back!

New mods required

LordRampantHumps Items Pack for apples and pears that can be harvested from apple and pear trees

Massi's WW2 Units adding some extra weapons, including the Mosin, Kar98, a few SMGs and pistols

Kurt's Survival System (KSS) for and host of Slavic food and drink, including vodka and beer

@EpochZ_Cows for Cows!!!

@EpochZMod which provides new models for certain base building structures, adds new equipment and base building options and modifies infected skins and behaviour so that they have animal, not human AI intelligence

New Features

Rewrite of LootSpawner to spawn zombies on buildings rather than in an area. The Zs (which are reskined to match the map - including military Zs - are also dumber than in standard Ryan's Zombies with animal intelligence and thus easier to sneak past and evade). There are generally lower amounts of loot than normal on EpochZ servers though to fit the feel of the server

"New" Wicked AI Missions, including several more ported from ARMA2/Epoch including the slaughter house, abandoned trader, drone pilot and Old MacDonald's farm. More to come soon!

New items include Hunting Knifes, gas masks, laptops and PC Parts for looting and lots of new food and drink (fruits together with the Russian food and drink from KSS Mod, including vodka)

New Buildables: Sleeping Bags (green, blue and brown) - can be made spawn points, a Large Workbench - required for crafting more complex base kits, Storage Crates and a Portable Generator. Also have provided new models for certain building parts to better fit into Chernarus Redux including the Plot Pole (you'll recognize this from somewhere...), Outhouse, Well and Deer Stand

Cows! kill them and take and cook the steaks. Note, to gut animals you now need a hunting knife or hatchet

Can opener, knife or hatchet required to eat from canned food. You get less or more hunger back depending on which you use

Harvest apples and pears from their trees (and sunflowers for their seeds too!)

New Points of Interest designed by @BetterDeadThanZed including new trader camp layouts at Bash and Stary

All uniforms are unlocked for all players

Deploy a bicycle (with vehicle repair parts) or a Mozzie (with vic repair parts, an engine block, fuel tank, rotor and duct tape) via the action (scrollwheel) menu

A complete rework of the hunger and thirst values from food and drink

New spawns now have energy so that they can build campsites

Link to comment
Share on other sites

  • 4 weeks later...

Some changes were made on EpochZ: Bandit Country yesterday and today, mostly bug fixes but some new things too:

  • Fixed the DayZ-style status icons used on this server
  • Placed a fix to try and prevent newly-spawned vehicles from blowing up when they are unvirtualized by ARMA Dynamic Simulation
  • Added the Fly By event script (just a little bit of fun)
  • Added some items missing from the traders (including Apex 4WD vehicles)
  • Removed radiation and toxicity effects from sardines
  • Spawn gear and locations have been freshened up
  • New weather script has been installed
  • Improved loot at Helicopter Crash Sites
  • Removed the trees from the spawn chamber (finally...)
  • Fixed a glitch where AI would not target players (mysteriously no player ever reported this glitch... odd that?)
  • Fixed the spawning of cows
  • Fixed the issue that spammed a warning message at server connection (had no gameplay effect)

More to come!

Link to comment
Share on other sites

  • 2 months later...
On 9/10/2018 at 5:19 AM, Spiff said:

Hey Grahame

epoch z updated recently, is there an eta please on when the server will update

Many thanks

 

On 9/10/2018 at 10:50 AM, Grahame said:

EpochZ: Skunkworks mod updated, not the standard @EpochZMod that is used on Bandit Country

The Chernarus Redux map is actually what updated and is preventing us from logging on to the server. Or at least that's where all the error messages I'm getting seem to be coming from.

EpochZ Bandit Country Map Error.jpg

Link to comment
Share on other sites

  • 3 weeks later...

@Grahame

With all the addons/mods/scripts, wouldn't you need to disable the epoch zombies, demons/phantoms, AI and drones? With epochz and wicked ai on my server, its a bit much engaging the zombie hordes, then spawn in regular ryanzombies, then sappers, then AI and drones. Was wondering what the best method of disabling the epoch antagonists was? Just comment the lines listing the antagonists out under the EpochClient.sqf within the mission pbo?

And where can I get ' Halv's Repair and Reammo Script '?

Edited by C4-timah
Figured Out First Question
Link to comment
Share on other sites

20 hours ago, C4-timah said:

@Grahame

With all the addons/mods/scripts, wouldn't you need to disable the epoch zombies, demons/phantoms, AI and drones? With epochz and wicked ai on my server, its a bit much engaging the zombie hordes, then spawn in regular ryanzombies, then sappers, then AI and drones. Was wondering what the best method of disabling the epoch antagonists was? Just comment the lines listing the antagonists out under the EpochClient.sqf within the mission pbo?

And where can I get ' Halv's Repair and Reammo Script '?

 

Link to comment
Share on other sites

Try it out. It is fully implemented into the DynaMenu and use some new commands for better working.
If you are using CUP-Vehicles or other not listed Vehicles in the list, you have to add them to the config.
If you have problems by adding them, please let me know (in another thread in 'Q&A Section' would be the best, I think. So others can find it).

Link to comment
Share on other sites

1 minute ago, He-Man said:

Try it out. It is fully implemented into the DynaMenu and use some new commands for better working.
If you are using CUP-Vehicles or other not listed Vehicles in the list, you have to add them to the config.
If you have problems by adding them, please let me know (in another thread in 'Q&A Section' would be the best, I think. So others can find it).

Is the service off by default? I've been to the service point on Altis and its never done any repairs to default vehicles i've had to drag there. Let alone rearm a Strider or Pickup

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Discord

×
×
  • Create New...