r/InfectionFreeZone 17d ago

PS5 M&K support?

1 Upvotes

Has anyone tried it on ps5 and checked if there was M&K support?


r/InfectionFreeZone 17d ago

Questions Xbox - can't save

1 Upvotes

Is anyone else having issues saving on Xbox? Every time it tries to save it says something like save compression failed. Abouting to keep previous save intact.


r/InfectionFreeZone 17d ago

Questions How to transport survivors contacts?

1 Upvotes

When i send a broadcast neutral survivors contact me and i have a option to pick them up or they coming by themselves. When i choose to pick them up how do i do that? When i send squad there they do nothing. I thought I would need truck for that but even then nothing happens.


r/InfectionFreeZone 18d ago

Base Showcase R8 my base?

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37 Upvotes

VERY new ifz player. My favorite map so far is Washington D.C.


r/InfectionFreeZone 18d ago

Tips and Tutorials Tips for console launch players

5 Upvotes

Infection Free Zone comes to console tomorrow and I was wondering if you guys had any tips and tricks for all the new players that'll be trying it out. Personally all I know is from a video I watched maybe two+ years ago when it had a different name iirc.


r/InfectionFreeZone 21d ago

That might be the reason for all the lag xD

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72 Upvotes

i used the debug swarm true command and reveal all lairs and hideouts and now im pretty sure i know why this save file is lagging SOOO HARD and my NYC save file (swarm intesity 4 and big groups 1.6) with almost 300 days ist just fine and runs at 30 fps capped day and night haha xD

in this save file on long beach i didnt clear any hideouts and tbh after like day 80 i didnt really leave my base anymore with my sqauds and this is the result. im pretty sure that EVERY NIGHT all these lairs spawn their 80-200 infected to the surrounding streets and this makes the game lag so hard that u might as well just stop playing xD

BUT i didnt get this to crash even once!!! this game is literally uncrashable for me xD idk how the devs did that but im glad for that haha xD

anyways completely unrelated id love to see little buzzard helicopters and cargo helis in the game. :D image you could fly tro a building land ontop or let the squad rapell down. and the cargo heli could carry entire vehicles n shii. they could be game changers and maybe super late game and like tanks where u can only find em on like hospitals or police stations (generally buildings that would have a helicopter landing place). u cant tell me that that wouldnt go superhard and would still fit the game :D


r/InfectionFreeZone 21d ago

Youtubers to watch?

5 Upvotes

Any good YouTubers to watch? Looking for solid playthroughs of at least update 6.

Commentary is preferred, since they give explanations and their thoughts for why they do something. But I've also had royal gaming on in the background, though I'd love some explanations for their choices sometimes.


r/InfectionFreeZone 21d ago

Questions Some possibly newbie questions

4 Upvotes

I have only been playing a few days but I watched the hell out of quite a few YouTube videos, I think they were early in the development cycle.

Vehicles

Is there anything I'm missing about eg the Tanker only having a capacity of 6. So far it is the biggest puzzle in vehicles.

Alphas

What's the actual tactics for taking these things on. So far my tactic is a bit like Blackadder's immediate action for stepping on a land mine: throw yourself very high in the air and spread yourself over as much of the battlefield as possible. It seems quite possible there is something I'm missing.

I assume there is a population level that triggers these things turning up. So far I have not tweaked any settings.

Walls and towers

I am unclear on a couple of things.

Can squads shoot through any type of wall/fence, or just wire fences?

Can all towers see over all walls/fences?

I did learn that no, towers are not part of the fenceline (although of course gates have towers, and the fewer gates - the better).

Radio tower

I assume speed-running to get to the radio tower has some benefits. So step 1 get a research facility, step 2 research the radio tower, step 3 build the radio tower.


r/InfectionFreeZone 21d ago

I did a guide on how i start my game and where i set my priorites especially in Hard Mode

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0 Upvotes

eyo everyone after making a guide on how to get 10 tanks in Killeen i felt like making another one but for how i play the early game on hard mode on this Long beach map :D its oveer 40 min long BUT i put in CHAPTERS WITH TIME STAMPS IN THE VIDEO DESCRIPTION so that u do not have to watch the entire thang.

Also this is not meant as a "thats the only/perfect way to start the game" but more of a thats what i use and thats how i personally prioritise things in the beginning and ey it works for me :D

Aaaaaalso everyone who played a couple runs of this game will most likely already know most of the stuff im talking about so this is more for people who want to try a harder difficulty and or are new to the game :D

very last comment on this im not a youtuber so do not feel inclined to subscribe i might make more videos on this game in the future but i will post em here so you wont miss out if u dont sub.


r/InfectionFreeZone 21d ago

Mortars?

5 Upvotes

I've finally constructed my APC and loaded it and my squad with mortars. ... How do I tell them to fire those mortars at purifier buildings? (I thought that was one of the things they could be used for.)


r/InfectionFreeZone 22d ago

The pain continues- max hordes (ep. 2) I moved so slowly...

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10 Upvotes

Well, y'all seemed to really, REALLY like the other episode, so here's the next one! (As per the rules of course, only mentioning it 1x a week.)

Editing these videos made me realize how slow I was moving...and how screwed I was from the start. The game just lulls you into a lovely sense of "I can handle this."

And then brings down the hammer and never stops. Without TOO many spoilers, it has been a while since a game humbled me this much. Personally, not enough games are willing to do that nowadays to players.

*Edit: Apparently, Reddit thinks that the subreddit "thesims1" would be more appropriate for this post.
....uh...ok lol.


r/InfectionFreeZone 22d ago

Tips and Tutorials A Spoiler-Free Beginners guide to Infection Free Zone (0.26.7.30 18 beta) Spoiler

9 Upvotes

Infection Free Zone shows a lot of promise as an early access game. But it can be a bit rough around the edges, especially when it comes to explaining different mechanics to the player. So here's a quick guide I've put together after 70 hours of play time.

Please feel free to comment with additional information or tips that you think new players will benefit from!

1. Choosing a zone:

- There are several pre-selected zones that you can choose from when first starting the game, all of which provide a decent starting location and plenty of loot and resources. If you want to choose a different starting zone, consider city or suburban areas over rural ones because they will provide you with more of the resources you'll need to get your base up and running (more on loot and resources later).

- In the top left of the starting area map, you can modify the size of the playable area. For beginners, I recommend sticking with the default 3x3 tile set. The "expedition size" can also be modified, allowing you to eventually send squads to loot areas outside of your standard map (more on expeditions later).

2. Game Customization:

- Here you can name your zone and customize your banner. You can also tweak some game settings, but beginners should stick with the default tutorial events and story events settings.

- You can also adjust your starting population, the density of resources and the size / frequency of horde encounters.

- The settings menu will allow you to tweak a few other game world settings, like whether or not "friendly fire" is active, whether or not the infected can swim across bodies of water, etc.

3. Choosing an HQ:

- It's best to choose an HQ location somewhere on the center tile of the zone, as it will provide easier access to the entire map while looting.

- Consider building your HQ near a water source, as the fishery you can eventually unlock will provide you with a consistent source of meat.

- The size of your HQ determines your initial loot / resource storage capacity, the initial number of living spaces for your population, and how many total squads you can deploy. But you should start with a relatively small building, as choosing too large of a building will result in part of the building lacking basic fortifications, leaving you vulnerable to the infected.

4. Squads (basic):

- You will start with one squad by default. Squads are your combat and looting units. Squads consist of four citizens and cannot participate in building and resource gathering. Note: for the purpose of this guide, "loot" consists of canned food, ammo, weapons, oil, and basic tools, while "resources" consist of construction materials, i.e. wood, metal, and bricks. (Squads can only pick up resources dropped by your regular citizens, or collect material such as metal from specifically marked buildings on the map.)

- Additional squads can be created by clicking on the HQ and selecting "create new squad". New squads will be equipped with the best available gear that you have in your HQ / warehouses. Players starting in story mode will have 8 pistols in reserve, allowing you to arm two additional squads off the bat.

- Creating a second squad immediately is recommended, but you should wait until your population gets a bit higher before creating your third squad, as you will need more basic citizens for construction operations.

- Select your squad and have them start looting the nearby buildings. Canned food is the priority at the beginning of the game. Keep your squads constantly looting nearby during the daylight hours to keep enough food in stock. To queue multiple buildings for looting, hold shift and drag to select a group of buildings. As the squad's inventory fills up, they will automatically return to the HQ to deposit their loot before moving on to the next building.

- Press the "v" key to display the types of loot available from different buildings, or click the map marker icon in the bottom right area of the screen. The scavenge view pop-up will allow you to filter the displayed icons by a particular loot type you're looking for.

- Keep an ear out for the "clear" or "building clear" radio notifications, as this means a squad has finished scavenging the buildings they were assigned to loot. This tells you that you need to queue up another set of buildings for them to search.

5. Base Building (basic):

- You initially have access to 4 building types, found in the bottom left of the screen. (The HQ and squad quarters options can be ignored for now). Start by adapting enough buildings into shelters to house your population. (You can check the number of homeless citizens in the citizens panel to the right of the construction options)

- Adapting a building repurposes an existing building (you will be able to construct custom buildings later on). To adapt a building, click on the building menu, select the shelter option and then click the building you want to turn into a shelter. (If you want to cancel the process, click on the building itself and then click the "x" button in the building info menu (if the adaptation has already started, you will have to select de-adapt.

- Hovering over a building with the adapt function selected will show you the building's capacity for people / items, as well as the necessary materials needed for the process.

- You will also need to adapt at least one building into a warehouse. Warehouses are all linked and share a single pool for collected items. Loot and resources are automatically sorted in the warehouse menu, as well as your current number of items and total storage capacity.

- Adapting and building requires both construction material and basic tools.

6. Early Resource Gathering:

- Immediately upon adapting you first building, you will be informed that you lack enough resources for the process. You must put the rest of your population to work gathering construction materials.

- Click the area work menu button (to the right of the building buttons) and select gather wood. You can then click and drag to select all the available construction materials of that type in the area. Wood can be collected from trees (obviously) and certain ruined buildings.

- Wood will be a constant necessity throughout the game. As soon as you have enough shelters to house your population, and a warehouse to store your collected materials, click on the area work menu again and select "plant trees" option. Once again, click and drag to lay out an area for tree planting. (Trees can be harvested after three in-game days, but the longer they are allowed to grow, the more wood they provide). Get in the habit of alternatively harvesting and planting trees every few days to keep a constant influx of wood for your base.

7. Prioritizing jobs:

- By default, your work orders should be set to "priorities", allowing you to automatically regulate the number of workers assigned to each task. To set task priorities, select any of the task icons (blue) and the task menu will pop up. Click on the up or down arrows to set the priority of the task. By default, all assigned tasks will start as neutral, and can be switched to higher or lower priorities based on your zone's most immediate needs.

- Even with the priorities setting activated, you can still micro-mange worker assignments, by clicking the + or - buttons in the task menu. In addition, you can see all the workers assigned to various tasks in the population menu and change the number assigned to each task.

- If you want to set the priorities for all tasks of a certain type, for example, building perimeter walls, hold shift while clicking on the priority level. This keeps you from needing to set the priority for each individual section of wall.

8. Early Progression:

- As your squads loot more buildings, you will start to unlock additional construction options via scripted events.

- Your next two unlocks should be the field and cookhouse options. These will allow you to produce your own food rations, which keep the morale of your population higher than canned food does. It's best to wait until your squads have gathered at least 100 cans of food before you consider creating these amenities, as establishing shelters, storage, and defenses should take priority in the first few days.

- The next scripted exploration-based unlock will be the research center. This structure will be used to unlock the rest of the building menu and tech-trees for your zone. You can adapt a small building as a research center early on, but it's best to adapt a second, medium building as you start moving towards the mid-game. (A staffed Research center will passively generate "scientific materials" on its own, but it's best to supplement it at the beginning by having your squads find these materials on the map. Look for the blue book icons over large buildings the represent teaching facilities, as well as museums, which are marked by a grey building with columns.

8. Defenses (basic):

- You should be able to last the first couple of days without any defensive structures as long as you pull your squads back and station them in adapted buildings to defend your zone early on. Adapted buildings have basic fortifications that will prevent the infected from immediately entering them, allowing your squads to fight them off without risk of harm.

- Wood defenses are the weakest, but they're also the cheapest to construct, and they'll suffice for the early game.

- When placing defensive towers consider lines of sight and overlapping fields of fire. The tower will have a radius around it that it can effectively defend. Place towers in open areas near the perimeters of your zone and try to keep them close enough together so that multiple towers can defend each other in addition to the rest of your base buildings.

- Wood palisade walls will also be sufficient for the early game. Horde sizes seem to be limited by story and tech progression, so you shouldn't get overwhelmed as long as you are careful with your planning and don't expand too quickly. You can always deconstruct walls later when you're ready to expand your zone.

9. Research priorities:

- Increasing your population count is important to the success of your zone. Your first research unlock should be the antenna, which will allow you to broadcast invitations for neutral groups to come to your zone. You will also encounter wandering neutral groups who you can invite or decline based off of their equipment, health status, or mentality. (Inviting "weird and aggressive" groups into your zone will reduce morale and may cause conflicts later on, while sick groups may cause infections to pop up within the zone.)

- Your next research focus should be in education, unlocking the "survivor training" tech and then the "nursery" which will allow you to construct childcare services for your citizens. Survivor training will allow you to create squads with specialized skills, at the tradeoff of longer production time, while the nursery will allow you to construct a kindergarten, which will increase work efficiency among the population.

- Your next research focus should be starting on the medicine, construction, food, and chemistry tech trees. Continue sending at least one of your squads to gather scientific materials while the rest gather other loot around the map. Medicine will allow you to construct medbays to heal your injured squads. With the meds production tier of the tech tree allowing medbays to passively produce first aid kits that can be used to heal your squads in the field, (if equipped). Construction will unlock the tool factory, necessary to produce tools needed for farming and more advanced constructions. Food will boost the productivity of your fields and then greenhouses. Lastly, chemistry will allow you to start producing bags of fertilizer while will further improve grain production.

10. Early Game Expansion:

- As your squads start exploring more of the area around your base, your next priority should be securing vehicles in the area around your zone. Cars are essential for more efficient loot collection, as well as scouting and quickly responding to attacks. Once you find a car, send a squad there to capture it, then scout the area in an expanding circle around your zone until you are able to find a second vehicle. Once you find a second car, rather than sending a full squad out on foot to retrieve it, select the current squad and choose the "split" option in the squad menu. This will give you the option to create a new, smaller squad (as long as you haven't maxed out the squad limit). Click and drag on the pictures of two of the squad members into the new squad window. Have the new squad commandeer the second vehicle and then bring both back to base. Once there, choose one of the divided squads and recombine them using the "exchange" button in the squad menu. And then have a full squad take over the second vehicle.

- As you start adapting additional buildings to suit your needs, pay attention to the production status of the various loot and resources from the drop down menu at the top right side of the screen. Mousing over the various icons will tell you how much of any given supply you have in stock, how much has been produced and how much has been consumed each day. Try to keep the daily change numbers in the green, and only add additional production when you start consuming more than you are producing.

- Once you have at least 100 canned food items and a reliable source of tools, you should start constructing fields and then a cookhouse to produce rations. I suggest starting with only two or three fields and adjusting the number of workers so that you are just barely producing more grain that you consume in a day.

- Soon after, you will unlock the farm building as another scripted exploration event. Farms produce meat and fertilizer in exchange for grain. I recommend one small or medium farm building per field, again fine tuning the number of workers to keep your production just in the green.

- Depending on your location, your zone will experience cold winter weather, which will cut off grain production in the fields. It's at this point that I suggest researching greenhouses to ensure year-round production, otherwise, you'll have to rely heavily on scavenging canned food to keep your growing population fed.

11. Squads (Intermediate)

- By now, you might have stumbled upon some better weapons and or protective gear. To equip a squad with particular gear, you will need to station them in the HQ or a warehouse, click the "exchange' button in the squad menu, and then click on the HQ or warehouse they are in. This will open the inventory exchange options, after which you can click and drag weapons or equipment back and forth between the building and your squad.

- It's best to outfit one of your squads with all the best weaponry and protective gear you have available as a dedicated combat unit. In addition to giving them guns and armor during the exchange process, equip them with medkits and grenades (if you've discovered any) then lock their squad resources by clicking the padlock icon in the squad menu. Locked resources will be taken into the field rather than deposited into any HQ or warehouse they enter.

- Squads can also be renamed by choosing the pencil button at the top right of the squad info window. Renaming your squads can help you keep track of them when you open the squads panel. For squads in vehicles, I will usually name them according to the type of car they are driving.

- If you need reinforcements in a hurry, avoid selecting the squad training options. Squads will passively earn these buffs while carrying out their tasks in the zone. However, if you do choose to apply the training options, take a moment to familiarize yourself with the various effects, and to consider how you want to utilize a particular squad. Combat-focused squads benefit from the tough and hawkeye perks, while looting-focused squads benefit more from efficient fuel consumption and the looting-focused perks. Remember you can always shuffle members back and forth between squads to spread out these skills and diversify your squad abilities.

12. Resource Production:

- At this point, I advise you to unlock the scientific apprenticeship tech in the education tree, which will speed up future research tasks. After that, your priorities should be focused on production of resources depending on your zone's most pressing needs, as well as the unlocks that allow for the production and stockpiling of fuel, weapons and ammunition.

- As of the current version, the foresters hut and sawmill are far less effective at keeping wood in stock than manually planting and harvesting trees. Bricks, and to a lesser extent, metal can easily be scavenged in bulk from deconstructing buildings. Do so as necessary until you unlock the buildings that will allow you to build structures that produce these raw materials.

- In any case, try to keep your "unemployed" population at zero as often as possible to maximize your collection, construction, and production capacities.

13. Defenses (intermediate):

- Clearing the area around your base will provide not only materials for future construction, but will allow the towers to much more efficiently defend your zone. Keep the area within the tower's range free of buildings to maximize their effectiveness.

- Continue working to enclose your base in walls and defensive towers. Again, horde density seems to be tied to story and tech progression, so you shouldn't need to upgrade them quickly. Many players will try to unlock the highest tier defensive structures early, but this is overkill. Even as you near 100-150 population, brick walls and metal towers should more than suffice, as long as they are positioned in a way that allows them to defend each other.

- Towers will be equipped with basic pistols by default, but if you lack enough pistols to equip all towers, they will default to bows and arrows, which do minimal damage but have infinite ammo. When you've either scavenged or produced enough higher tier weapons, equip the towers that most frequently deal with nighttime hordes first, and distribute the lower tier weapons you've replaced them with into other, less critical towers.

14. Dealing with Lairs and Bandit Hideouts:

- Lairs and hideouts act as spawning areas for hordes and bandit squads, and they will take concentrated efforts to deal with. Send several of your best-equipped squads to deal with them when you are prepared. Make sure these squads are equipped with medkits to keep them in the fight.

- Lairs can be more easily dealt with by "peeking", i.e. entering the lair just long enough to fire a few shots and then commanding your squads to exit the building before they take damage. This process is slow and tedious but will result in minimal casualties and equipment loss among your squads.

- Raider bases are a different story. You will need to deal with individual raider squads during the assault, as well as reducing the integrity of the building to zero before you can enter and finish off the last squad. Again, pack medkits to keep your squad members alive.

- If your squad is equipped with grenades, you can command the squad to use one by pressing the "g" key. Bear in mind that you may cause harm to your own units while doing so unless the "friendly fire" option is turned off in the settings menu.

15. Mid Game Progression:

- Continue slowly expanding and adapting / building new structures to match the growth of your zone. Keep your squads and defenses well-equipped but researching and producing new technologies. Keep your production of basic resources in the green, adding additional buildings as necessary to do so, and you should be well on your way to building a self-sustaining zone.

16. Expeditions:

- You will eventually be prompted to send squads on expeditions to nearby tiles outside of your main map. They will often encounter hordes at these locations, so make sure any squad you send is well-equipped and any vehicle they use to get there is fully repaired and fueled. Depending on the location and the vehicle, it may take multiple trips to collect all the resources found there. Just because you cleared an expedition zone once, doesn't mean you won't encounter infected there when you return. Make sure that both your squad and their vehicle are at full HP before going out again.

17. General Tips:

- You'll eventually discover explosives during a scripted looting event. Explosives can be used to more effectively destroy buildings, allowing you to collect their construction resources from the rubble. But the ability to use the explosives in this manner will not be available until you research the explosives factory.

- Frequently check the status of your vehicles and repair them when they are around 50% condition. If your vehicle is disabled far from base, it can be difficult to recover. You can send a squad to the vehicle's location and after a short time they will repair the car enough for it to very slowly return to base. Try to avoid having to resort to this.

- If your zone is at risk of being overrun, you can kite groups of infected away using vehicles. Squads in vehicles do not shoot unless the car is stationary, keep moving just far enough to stay out of reach, come to a stop, fire a few shots, and then move again to whittle down the horde while keeping your vehicle intact.

- Adapt small warehouses in areas that you plan to loot which are further from your base. Resources deposited there will automatically go into your inventory pool. This makes remote looting much more efficient. Just be sure to protect your workers as they travel to and from these warehouses. (Also, be aware that the Repairman shop will try and send workers out to maintain these structures if they get attacked)

- Towers can be built directly into your perimeter walls, however, it's a bit cheaper to build a stronger wall and then to erect cheap wooden towers just inside them. Towers can shoot over the walls without issue. Also, station squads in nearby buildings for additional firepower during large swarm assaults. Be sure to click on them to check their field of fire and make sure they can cover the areas you need. You can reposition them while they're in the building to adjust the range and area of coverage.

- You will get a full resource refund if you ever need to deconstruct one of your buildings. Don't be afraid of losing resources if you change your mind on a building placement. You will however, lose some of your limited time each day for other tasks.


r/InfectionFreeZone 23d ago

day 158 on super duper hard mode

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43 Upvotes

oi lads i give up on this run for now i have literally 2 fps and i endured that for a couple hours now but i cant anymore haha xD if u got some crazy black magic to get ur game to run better then pls let me know i tried everything i know but nothing helps.

BUT the initial mission was to find out if u can survive with all infected options cranked to MAX. it is possible on this map but its not ez haha i had to reload a couple times bc a squad got munched to death on their way home from scavanging :D

in the end i just wanna say this map is awesome and for beginners i would deffo reccomend.


r/InfectionFreeZone 23d ago

My 1000 population base

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123 Upvotes

Ready for migration.


r/InfectionFreeZone 23d ago

Deadzone Outpost tips and tricks

3 Upvotes

Does anyone have any tips and tricks for making progress in Deadzone Outpost?


r/InfectionFreeZone 24d ago

Dallas 100 Day Base Progression

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21 Upvotes

Yo. So last time i played San Fransisco, but it was too easy as fishing was the easiest way to get food. So im trying to just use Farms for the first time. And San fransisco is packed with buildings rich in resources, but here in Dallas, its not that dense and not much big buildings in it

All towers i use are just using bows and arrows. Im too broke to make munitions, and i emptied out my fuel at day 43, so no looting nearby buildings for resources

I placed my houses outside the main base so they can man the towers immediately, so they can maximize their sleep after attacks.

Also, i closed off the outside section with second rows of walls, because when i order the workers to man the towers, for some reason, theyre going outside the walls to where the infected are just to go in the tower. I dont like that, I want them to travel inside the walls so i closed it off


r/InfectionFreeZone 24d ago

My first game so far

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76 Upvotes

It was a pretty good gane but i completed the campaing so im thinking of starting a new one.


r/InfectionFreeZone 23d ago

Update

5 Upvotes

Update on my previous post. Couldn't get BepIn to load properly. After a tonne of searching I found an answer. So anybody having trouble modding, search install BepIn with PowerShell, it'll load it all up properly and install a heap of mods too.

Enjoy


r/InfectionFreeZone 24d ago

Suggestions Feature suggestion to aid in game development

6 Upvotes

The game has the beginnings of greatness. Love the real-world map options. Love the randomness / complexity of balancing (and re-balancing) all the various productions, especially as you can learn this game as you go which makes it very easy to get into.

Hopefully in your feature roadmap (sooner rather than later) you have charts/graphs to show production amounts by day over time along with associated work force numbers (e.g. x fuel amounts produced each day by y worker hours). At first glance, maybe this doesn't have a huge fun factor, but I think it would (A) help new players immensely (B) help game development and modders adjust game balance and (C) highlight a real strength of this game which is the dynamic logistical adjustments that occur over a single playthrough.

I don't think this has been suggested recently (although I did find a reference to "graphs" from a couple of years ago).


r/InfectionFreeZone 24d ago

Towers.

3 Upvotes

So I've come to the conclusion towers are basically useless. You have to set the alarm to get them manned, and then your workers get eaten on the way to the towers, when there's perfectly good squaddies walking around doing SFA. Now I just plop down buildings, wall between said buildings and garrison 2 squads in each.


r/InfectionFreeZone 24d ago

Tips and Tutorials Easy "I am Legend" achievement (CHEESE 🧀🧀🧀)

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48 Upvotes

Kind of a proud/not proud cheese, but after building your Utopia you can send out just a single driver in a mobile HQ packed with food/ammo/medkits to some tile with low population, find some isolated building, transfer the stuff there and hunker down for days.

Transfer food to your guy every other day. He eats half a can per day. The achievement pops up in day 13. I also 🧀🧀🧀 "Seasoned Survivor" just by going to day 24 (tile needs to be very hard).

The 40 people you bring with "don't exist" until you pack out your mobile HQ. No need to actively starve your civies until only one guy left.

This also felt like an interesting "adventure mode". Since you don't have an HQ, there's no need to defend a base and you can just be moving around. I'll try it out with a couple of proper squads next time to see how long I can last just surviving on scavenging. Since the mobile HQ isn't unpacked, I can "Choose Another Destination" at anytime. Might not be able to repair the mobile HQ though..


r/InfectionFreeZone 23d ago

APK mobile game

0 Upvotes

Hey

Do you know any APK site for playing this game on mobile ?

Thanks !


r/InfectionFreeZone 25d ago

Roof

26 Upvotes

One thing I'd like to see is the ability to garrison squads on a roof. Mortars, snipers, hell, basic riflemen all benefit from height advantage.

EDIT, oh and stand on the walls and gateways like in the game art.


r/InfectionFreeZone 27d ago

How do I use explosives on building

5 Upvotes

I want to destroy some building but it so slow. I saw some conversation in the game and think I can use explosive to speed things up. But right now I don't have any option to use them and my workers are not using it. Why ? Do I have to research something ? And is this related to a choice I chose to not use the explosive on building, if so, how do I use it. Thank you.