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Shadow of Chernobyl - Patch 1.0005

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  09:38:01  24 December 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
12/24/2015 9:40:21
Messages: 29388
Shadow of Chernobyl - Patch 1.0005

Wow. This is pretty cool. So of course I'm full of questions since I
found my two Military Stalkers in my Agroprom Underground and
after telling you about it, you were able to replicate the situation.
What actions did you take to get this to happen? Normally there
should be no reason for any Military Stalker to leave the Red Forest
and go south. As you saw in my "Garbage Wars" video, the needs
of the Agroprom are normally met with Military coming from Cordon.

I really like how you ran up behind him when he was arriving in Rostok.
That makes a really cool screenshot but I can't imagine you got away
without him shooting at you. This would have made some really great
video. The location where you spotted him in the Army Warehouses is
one where I just saw Loners wearing SEVA suits come out of the Red
Forest and go south to replace the Stalker on the hill where Wolf dies.
My first one walked into an anomaly right in the middle of the road
where I see yours in the screenshot. My second did too so I went
back to an early save and let him get passed it off-line. All 3 of the
NPCs that stand in that gulch had been wiped out by Bloodsuckers.
The other 2 NPCs needed there came from the south like normal.

In your last screenshot, I can't really tell if that's in the underground.
I've never spend the time to determine if the Military that enter the
Agroprom go to the Military Base then have some diversion path where
they teleport from the surface to the underground. I just assumed
that once they entered the Agroprom in off-line mode, they would go
straight there as needed. Since I don't have the full picture of what
you saw maybe you can answer how your above ground MS went under.
The question remains why did this happen to both of us. Did you wipe
out all the Military Base like I did before? Why weren't the normal 3
types of Military ( Private, Sergeant and Lieutenant ) not enough for
the Agroprom on the surface & below. More new unanswered questions.

TS
  22:40:00  24 December 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
You know those NPCs who wander aimlessly around levels, moving from one seemingly arbitrary point to another while glancing side-to-side? It occurred to me during this playthrough that (in most cases) these guys are spawns who were created to join a certain camp but were unable to, often due to the camp being full by the time they arrive. And also that NPCs in this state (which I've previously dubbed as "wander mode" ) will snap out of it and immediately begin journeying toward the the first camp that will accept their faction and rank as soon as an open slot is created within it. This is actually the same principle behind my method for getting the trenchcoat Loners to join Seriy's camp, except in that instance I caused them to enter "wander mode" through breaking the scripted sequence from the smart terrain that creates the Yurik event.

When I saw your video with the expert military in the AU, I formulated a theory; The terrain that controls the military in the AU can always accept high-ranking spawns, but you won't find them there until after shutting down the Brain Scorcher because they won't exist until that point. And that the military who do appear there are over-spawns from the RF that were previously in "wander mode" before the player emptied the one camp in the southern levels that can accept them, causing them to make the journey south instead of just farting around the RF waiting for some action.

So all I did to make this happen was to complete the X-19 objective, leave the RF without killing any military, waste enough time for a few more to spawn (about a day or so), and then clear the military from the Underground (no other military camps were killed). As I mentioned previously I had to kill all soldiers in the AU twice for this to happen, but Captain Prokopenko began his journey there immediately after my second AU trip.

That final screenshot in my last post was of him in the Underground, sorry I didn't make it more clear. I suppose I could've gotten a better shot, perhaps one showing him in the area, but I decided to leave him alive. However, I did record a video showing his exact path to the Underground. My previous description of his path and entry point was incorrect due to the difficulty of actually following him there without mishap, but this video will show you precisely where the military enters the AU. I'd been listening to music while waiting for him and unfortunately left the game volume rather low during recording, so I added a nice soundtrack instead. Enjoy!
https://youtu.be/RnVxrrZPD90
  00:38:46  25 December 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29388
Shadow of Chernobyl - Patch 1.0005

This is a really good explanation on what is going on overall in the Game.
At first I believed that re-spawns of NPCs and mutants followed specific
locations and then traveled to where they were needed. Most Games
including the later Stalker Games use this where spawns appear on
the spot at the location desired. However as I have traveled more
in my current Game of SoC, spending a year and having come across
more unexplained phenomenon, my opinion has changed. I believe
now as you are saying that what I said before is only partially the big
picture. The random element is that before the Game will create new
spawns as needed, it will first relocate a resource ( mutant or NPC )
that is idle in another area and can travel to the newly needed location.

This explains many things like we saw the Military passing through Rostok
going to the Cordon. As they were already in the Red Forest in off-line
mode, it was easier to send them south. If I had never gone up north
to the Red Forest yet then that would not have happened. This gave
us the Military Stalkers in Skat-9M armor in the Agroprom Underground
where they should not be. Now if we can only get them to the Cordon.

TS
  00:45:12  25 December 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29388
Shadow of Chernobyl - Patch 1.0005

As I was approaching 12 months in the Zone, I decided to make
another visit up to the Red Forest but take a different path to cut
through it. One last visit to the X-19 Compound, before my trip to
Pripyat, for that eternal fight between the Military and the Monolith.
This run produces the most loot and is general easy to haul using
one of the many perma-bodies around to fill with a large load.
The video ends as I return to my Ecologist stash to do the transfer
to the Monolith perma-body of all the loot headed south to Rostok.

Red Forest Run: ( Part 1 )
https://youtu.be/_0NPlb-R4wc

TS
  03:23:50  25 December 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
The movements of Yurik and Barin are mainly what clued me in to the how smart terrain locations are chosen by NPCs. My efforts to get Yurik to move to the Cordon especially, as it became apparent early-on that the camp he moves to is chosen the very moment that the mugging scenario ends. But Barin is the one who got me to really notice this "wander mode" behavior with how he acts when the player first enters Rostok. He stays in this free-roaming state until he's either killed by wandering into the wrong area or else the player opens the Duty camp in the DV by giving Barkeep the X-18 documents, leading to him moving here: http://i.imgur.com/Lods5DO.jpg

But in a gameplay experiment I tried earlier this year which involved me shutting down the Miracle Machine in Yantar without completing any of the previous missions (not recommended, more effort than it's worth), I got him to move here instead: http://i.imgur.com/UMKIvF7.jpg

Based on these findings it became apparent to me that camp availability was the primary factor in governing the NPC movements within the game, and that any NPC who enters "wander mode" can be influenced to move to a camp that will accept them simply by creating a vacancy within said camp. Not to mention that the normal respawns can be influenced to move through certain areas by creating strategic vacancies, which led to my finally being able to clear the Garbage Duty outpost for Lukash using nothing but bloodsuckers.

So it most certainly does explain the Military in Rostok, along with the Mercs who roam after the Rookie Village attack. They're temporarily drawn from their Rostok-based (or so it seems to me) spawning point toward the smart terrain in the Cordon that opens up in order to facilitate the arrival of the Mercs for Fanatic's mission. I do wonder if the closing of that terrain is really a time-based thing or if it's instead related to a specific condition within the game as such things generally are. Something to experiment with next time, I suppose.

It probably wouldn't be possible to get the Military Stalkers into the Cordon due to rank limitations within the camps there, much in the same way that we never see expert Bandits in that level but sometimes do in the AU. Hopefully we can find some other cool ways to use this knowledge in future playthroughs. I'm mostly out of ideas for now, but I look forward to seeing what kind of crazy stuff you can come up with using these techniques, TS.
  06:04:02  25 December 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29388
Shadow of Chernobyl - Patch 1.0005

Yes, the whole Yurik thing has shed new light on a way to get the Game
to alter it's behavior. I must admit it's really appealing to get those trench
coat Loners to guard the train depot where they are eternally safe from
harm for a tactful Player. There's certainly no reason for me to start a
long Game again as my current one being 12 months and played very slow
would just be more of the same. Another incentive would be making some
videos for new Players but to be honest, I think I would like to either get
back to CoP or CS. Starter videos would be good for them too. Also there
is Lost Alpha and Call of Chernobyl to look at. Too many decisions for me.

TS
  07:16:37  25 December 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
True indeed. It's certainly understandable that you'd wanna play something else after this. I'll probably end up starting my new game of SoC fairly soon, but considering that it's taken me over a year and a half to reach this point in my current one it's most likely gonna be another long process. Probably even longer this time as lately I've come to enjoy creating games more than actually playing them. But when I do feel like playing there's still absolutely nothing that tops the STALKER series for me, and SoC especially.

Call of Chernobyl is pretty damned great, though. I highly recommend giving it a go if you've ever wished that there were more to do in CoP freeplay. I'm sure that some cool story mods will come out for it soon too. Still looking forward to seeing how the Lost Alpha Developer's Cut shapes up as well.
  10:35:46  25 December 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29388
Shadow of Chernobyl - Patch 1.0005

Merry Christmas to everyone here:
http://i.imgur.com/ej94BgI.jpg

TS
  20:17:37  25 December 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29388
Shadow of Chernobyl - Patch 1.0005

Dragging my loot stuffed Monolith perma-body all the way south down
the main road in the Red Forest sounds easy. However there were a few
surprises in store for me before I got to the level changer. Watch and see.

Red Forest Run: ( Part 2 )
https://youtu.be/qQLqY80VPLY

TS
  21:32:18  26 December 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29388
Shadow of Chernobyl - Patch 1.0005

Max Chill:

---QUOTATION---

Call of Chernobyl is pretty damned great, though. I highly
recommend giving it a go if you've ever wished that there
were more to do in CoP freeplay. I'm sure that some cool
story mods will come out for it soon too. Still looking forward
to seeing how the Lost Alpha Developer's Cut shapes up as well.

---END QUOTATION---



That's the trouble with Mods or especially stand alone Mods.
You want the bugs to be fixed. You want it to have some story
and not be just some graphical facelift because somebody doesn't
like what a better graphics card or monitor would do anyway. The
focus of playing it should not be new and improved sounds or
now featuring 1,000 new weapons. I'm tempted towards
either LA or CoC but knowing improved, stable new
versions are on the way makes me hesitate.

TS
 
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