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Shadow of Chernobyl on a Laptop ( 1.0006 )

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  07:31:42  11 March 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/11/2018 7:32:48
Messages: 29156
Shadow of Chernobyl on a Laptop ( 1.0006 )

I haven't played my Monolith Game since November 2017 and it's now March 2018. I've been playing SoC 1.0006 on my new Gaming Laptop and coming back to this Game was a total disorientation of everything from the key commands, the larger screen size and what I was doing. All I remembered it was time to get back to Pripyat, I had a full load of Mutant parts I needed to sell and no one I meet has any money to buy them. Upon arriving back in Pripyat, several Mutants decided to throw me a party.

Call of Chernobyl ( 1.4.22 ) Monolith Player from Jupiter to Pripyat
https://youtu.be/gAoTt5LrdAU

TS
  01:50:55  11 March 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/11/2018 1:57:36
Messages: 29156
Shadow of Chernobyl on a Laptop ( 1.0006 )

What I do is I usually always have Companions. However I use them as I travel, entering and leaving levels as fire support. When I arrive in a level I usually find a safe place to park them. I get them to "stay" there and I am free to go out alone and do as I want. They are too slow too take with me on most operations but whenever I escort Scientists ( who are slow too ) I will take along my Companions for fire support to protect the Scientists.

For example in the Cordon, I will leave my Companions in the same building as the Repair Tech but all the way down the hall right next to the jail cell. I will also get them to duck around the corner out of visual sight where if any enemies do enter the building, they will not see them. In the Marshes I will leave them at the Fishing Hamlet where I keep my main stash since the Clear Sky Base has none. In Garbage at the Checkpoint LC inside the trailer. I may assault the Bandit Base Hangar by myself but once inside and having defeated all the Bandits, I will call my Companions to join me. They arrive as I'm looting and cover me and we leave together as I may be overloaded and having to move slower.

In the Dark Valley I'll leave them far south at the Pig Farm and may call them after I defeat the Bandits at their base and need the same overloaded escort departure. The Freedom Base HQ in the AW serves as my parking spot in that level. In Dead City I hide them in the jail cell above the Merc Repair Tech. In Limansk, hidden on the 2nd floor corner of the Clear Sky "Bandit House" where I'll lay down a knapsack as my main stash. In the Agroprom at the Loner Base all the way in the back behind the two cylinder structures on the ground floor. In the Red Forest in the bathroom hidden underneath Forester. Yanov Station basement for Jupiter and the Skadovsk for Zaton are no brainers.

There's just a few levels I feel less comfortable leaving them at or for that matter lingering for long periods of time. Truck Cemetery is one of them. I've lost more Companions in that level than any other. Emissions and Psi Storms are terrible on Companions too since they have trouble getting inside trailers and metal containers other than the one in the upper north-east corner that I make my main base. Likewise I don't like to linger in Yantar due to the non-stop Zombies & Mutants.

Even if you don't like continuous Companions, as you probably know they are great to sell junk weapons to since they buy stuff at somewhere around 60-70% or better condition as opposed to everyone else who seem to demand 85% ( approximate numbers ) or better. In other words, hire them, sell them crap, un-hire them.

As you may have discovered, you can't have Companions, leave them in one level and go to another. They behave erratically and may not be there where you left them when you return. For that reason, is why when leaving a level, I take them with me and then park them in a safe place. I also use my Companions to carry extra ammo and supplies so I don't have to. I always make sure they have superior weapons but never give a Companion an RPG-7 because they become idiots.

I don't believe dead bodies count for anything in determining re-spawn numbers.

* * * * *

Eventually I want to provide more information on my SoC Mods and what I discovered but not for awhile, once I get back to my Game.

TS
  00:57:00  10 March 2018
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
 

Message edited by:
PCDania
03/10/2018 17:48:50
Messages: 2052
Yes, I have noted how Dead City works. What the "Assault" task goes then I quickly found out that finding the correct Star-loner (Loners are Green) and ask him to follow me would trigger "Task completed, return for payment" Only once I couldn't find out which Loner was the target as it's the building they stay in that seems to be the target. I took a few Loners on a 'visit' at the Monoliths, when they got killed I returned to their building, this time "Task completed" was triggered when I asked a Loner to follow me so I could return to the Mercs and get my payment.

When going from Cordon to Garbage I usually go through the Western transition point and then through the small vehicle yard, that way I can check the two anomaly spots for artefacts. I then head to the road and over the pile at the bus stop thereby passing between the two groups of mutants (there are often mutants in the bus stop.) I go down between the two huge oil tanks which give me a good point for taking down eventual enemies in the ruined building and at the transition point. On the way from Garbage to Cordon I go through the military checkpoint as the building gives good cover when taking them down.

It's a long time sinse I was in Darkscape the last time. On my first visit I took out the BTR using a few F1 grenades. Pretty boring place, wish they had used the version in LA, secret tunnels and all. The tunnels could be a good place for targets to hide out with a few body guards, maybe make a tiny bandit base in the cabin in the woods. IMO it would make more sense having the bandits in the Cordon factory (the one Sid tells you to clear out) coming from Darkscape instead of Garbage.

What companions goes I only use them when forced to like if I get an assassin task. You know, tell them to follow me and lead them somewhere where mutants or my enemies (soldiers/bandits/Monolith) will kill them.

Looks like it doesn't take much time for a base to get refilled with NPC's if one leaves a map. I cleared out the bandit base in Dark Valley, went to Rostok and slept there, returned to Dark Valley and found it fully manned with bandits again.

Edit: Does corpses count towards NPC's? -meaning a camp is at its max with say 20 NPC's (not counting visitors) but if there are 3 corpses of the faction belonging to the camp then there are only 17 living NPC's.
  00:08:04  10 March 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/10/2018 0:11:11
Messages: 29156
Shadow of Chernobyl on a Laptop ( 1.0006 )

As you probably know, every time you enter Dead City after being away for awhile, you get a dedicated Bandit attack with sometimes some Military thrown in. This is the most action you will get hanging out in the level. If you linger for a day or so, you'll get smaller, more disorganized Bandit attacks usually going for the Party HQ ( building with bust of Lenin in lobby ) or the other 2 story building with the really long hallways. Every once in awhile some random Loner squad may appear but they are only passing through.

There were some earlier problems with some of the Mercenaries not being able to enter the Party HQ building to seek shelter during Emissions & Psi Storms so that's just some extra loot for you when that happens. One of my favorite things to do was to lay a couple of knapsacks down next to the Merc Trader, one for my personal supplies and another for loot to process and then make short excursions into Limansk for half a day or more and then come back. You can make a Manual Save and reload the "assault" & "assassin" jobs to have a location in Limansk. Let the Monolith or Mutants kill your Loner targets and you will find Emissions/Psi Storms wipe out a lot of the NPCs there too.

The Hangar in Garbage is like a mini-Bandit Base just minus and RT & Trader. I even have a preferred short-cut that goes right by it. Leaving the Cordon, I prefer the level changer from the Base where the RT stays. I go west from there to the LC, enter Garbage, go straight north through the edge of the vehicle scrapyard, between the two piles right up to the outside of the Bandit Base ( Hangar ) and then due east along the outside wall and then, using the boxes and debris as cover over to the Bus Stop. From the Bus Stop you can dispatch any nearby mutants or Bandits outside their gate and then make a run straight north to the Checkpoint going to Rostok. I've used this path, fully loaded ( not being able to sprint ) at night, in heavy fog and various other conditions. The other LC usually has Military in the Cordon and is a longer road to get up there.

Have you been to Darkscape yet? There's a BTR-70 at the Gas Station you need to watch out for. Good place to spend the night is the building down the dirt road in the middle of the woods. No other shelter from Psi Storms or Emissions in the entire level so time your ventures wisely. Likewise before undertaking any multi-level journey, wait for Emissions/Psi Storms to pass and use the time between them for great distances to cover. Sometimes this is more about being concerned with the safety of your Companions than your own. If you are totally by yourself then it is less of a worry.

TS
  16:12:46  7 March 2018
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
 

Message edited by:
PCDania
03/09/2018 10:48:36
Messages: 2052
Hmm, a good deal of Merc turned 'Green' after I finished the latest job. Hopefully the remainder turns after I take a few more jobs.

Edit: If one stays out of an area for some days it looks like the local enemies slowly turns back to full force. Both the military in Agroprom and the Monolith in Pripyat works like that. Bandits seems to be trying to take over most of Cordon, Great Swamp and Garbage. Am going to Dark Valley this evening (9th of March) and will check out the Bandit camp there seing if it is fully staffed again.
  07:34:01  4 March 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/04/2018 7:34:13
Messages: 29156
Shadow of Chernobyl on a Laptop ( 1.0006 )

PCDania:

---QUOTATION---

One good thing is it's now much easier to do assassin tasks for the mercs, simply find the guy, ask him or his leader to follow me and then lead them into a trap. Some might find me being a strange guy but I don't like doing it evne though it's just a game.

---END QUOTATION---



Actually I don't find that strange at all. I too play with my real life morality when I Game. If I can avoid having to directly kill a friendly or neutral Faction member, by letting our enemies or mutants do the work for me, I will. Only as a last resort or running out of time will I do what I have to do.

In my current Game of SoC, I have found that a knife from behind has been way more successful than a silenced weapon from behind. SoC is funny. If your target can see or hear you, it alerts others. If they cannot, then often other NPCs that may see an action remain neutral and don't turn into enemies.

Glad to hear you got Freedom "green" finally. Now for the DC Mercs.

TS
  00:55:31  4 March 2018
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
 

Message edited by:
PCDania
03/04/2018 0:57:06
Messages: 2052
Finally got Freedom turned 'Green'

Now I only need the mercenaries. One good thing is it's now much easier to do assassin tasks for the mercs, simply find the guy, ask him or his leader to follow me and then lead them into a trap. Some might find me being a strange guy but I don't like doing it evne though it's just a game.

I always make a save before asking for a task as I don't know how difficult it willl be. I also makes saves before and shortly after transition points and right before I know there will be a firefight.

I have not found the crack showing the merc armory but guessed it must be behind that vault door.

Like you I've also noted areas with a high concentration of enemies only is like that on the first visit if you clear the map on the first visit.

**************
Thanks PressurE, I'm downloading as I write this. I will finish CoC before I take a look at MLR.
  21:16:11  3 March 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29156
Shadow of Chernobyl on a Laptop ( 1.0006 )

PCDania~

One thing I have noticed is that when you first enter a level with a high concentration of enemies like the Red Forest, Pripyat or the CNPP, it does not remain that way in repeated trips. For that reason, once you conquer a difficult level, don't always assume repeated trips will be not worth the effort if it was a huge expenditure of resources the first time.

You can often find members of your same Faction or others ( friendly or neutrals ) who may get into firefights on the squad based level due to wounding or killing each other's members. In your case, the "red" Loner was always your enemy but they were simply concentrating on another NPC they wanted to kill more than you, until they accomplished that and it was your turn next.

The bulk of my videos are from 1.3 version so you may see many differences. When I most recently entered X-8, I took 3 or 4 Companions. As Companions can do sometimes, they take off on their own. One of them got to the room with the Burers before the rest of us could and he was killed there. I think I lobbed so many M203 in there from the hallway, the Burers never had a chance.

The tough part in the Marshes can be the Scientist Escort Missions when it is a location near the Military. Remember that the Ecologists are neutral so they don't care about your affiliations. For that reason, always make a Manual Save before requesting the mission. That way you can reload it for a better ( nearer, farther, harder, easier, etc. ) location as you choose.

The small shack at the Zaton Docks was accessible ( and the stash therein ) in earlier versions. Now it is locked in 1.4. Likewise the Freedom Base Armory and the Mercenary Base Armory ( did you spy it through the crack? ) are locations that the Player has never been able to reach. I once had a Mercenary pass through the vault door, step on one of the mines and set off a chain of explosions that scattered the contents.

* * * * *

PressurE~

Thanks for that information about the other Mod. usually I keep up with all the latest and most popular Mods from the many Stalker Facebook groups so it's always interesting to learn about new content and ideas.

The whole idea of Team Epic's Call of Chernobyl has been a huge Modder's resource for other Modders to utilize the basic resources and set-up and create many different things. It's a great idea and benefit to the entire Stalker Community.

* * * * *

I have not been back to my Game in over a week or so. Things taking up my time in real life means I've had no time for Games, TV or anything.

TS
  03:13:49  26 February 2018
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PressurE
Senior Resident
 

 
On forum: 09/07/2009
 

Message edited by:
PressurE
02/26/2018 15:02:48
Messages: 275

---QUOTATION---
Yes, Dead City size-wise is a disappointment from the Lost Alpha version. Don't ever expect Team Epic to adopt anything from Lost Alpha as there is a lot of animosity between the two teams and projects. I would love a Call of Chernobyl where all the levels exclusively found in LA are brought to it...or the CoC A-life and squad based action with Companions and Faction choices brought to LA. It's just never going to happen.
---END QUOTATION---



I have been playing this mod called MLR 8.3 for Call of Chernobyl the last few days and i see some changes closely to Lost Alpha maps combined with CoC maps. Garbage is one of them:
https://i.imgur.com/rdVGn7W.jpg

Cordon is huge:
https://i.imgur.com/GjXBmhG.jpg

Factory at Cordon protected by bandits:
https://i.imgur.com/ZWCqn37.jpg
https://i.imgur.com/hSyME83.jpg

Some of the messages in the PDA:
https://i.imgur.com/5ZSaNxO.jpg

One thing about this mod is that its not a misery style gameplay meaning 5 different variants of the same weapon with 10 different cleaning kits and spending 30 minutes organizing your inventory. Its based off CoC 1.4.22 with alot of nice touches like new places in cordon (found a cave in cordon) new maps and unique quests that keep you busy. The graphics are left vanilla, authors leave it to the player if they want anything special. Plays very smooth.

It is a russian mod and the English translation is done. I haven't encountered anything untranslated, SashaRed did a great job translating it. This is a hidden gem. Here is the moddb link for the mod if interested:

http://www.moddb.com/mods/call-of-chernobyl/addons/mlr
  20:58:00  25 February 2018
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
 

Message edited by:
PCDania
02/25/2018 21:40:00
Messages: 2052
Went from Jupiter to Pripyat and cleared out all the Monoliths and visited the hotel. Then went to Army Warehouses via Radar. A few meter before the transition point to Radar I found a 'red' Loner in Exo stalking a 'Green' Loner. Made a save and followed them around. The 'red' Loner didn't care about me except taking cover if I armed myself. After the 'Green' loner was killed the 'red' loner attacked and killed me. I've also seen a 'Yellow' bandit in Zaton.

Yes, a upgraded Merc Exo with 5 slots and most weight carrying capacity is the best armor solution.

I can see from your videos there's been quite some balance changes from back then to 1.4.22. Haven't seen a wrenced yet and the artefacts you show the specs of are different from what I see.

A shame the CoC and the LA teams can't find out to cooperate. Combining the best from both mods would be the best STALKER mod if one like the best balance and challenge. It CoC would also be great with the LA version of Darkscape instead of the boring place it is now.

Have just returned from X-8, looks like the team didn't touch anything regarding enemies in that building. Had my difficulties with one of the Burers, it could walk through walls just like I remember seing in CoP but I managed to take it down. Most challenging fight against monsters I've had yet. 3 Burers able to throw those compressed air cylinders at me, all in the same room, and one of them able to walk through walls. Well, I manage to knife all of them without dying though it was very close.

Made a trip down to Great Swamps collecting some stuff I've stored down there. Military in Agroprom seems to be on the lookout for me, caught me off guard at the anomaly field close to the transition point to Great Swamps. After dying and reloading a couple times I managed to shoot down the chopper without getting killed by the grunts and then take cover in the bushes at the top of the anomaly letting them come to me. Didn't want to risk having the military laying in wait for me when I return from Great Swamps.

Edit: Forgot I got a stash in Zaton I don't expect to be able to collect. It's behind a locked door in the shed at the cranes. AFAIR the door is opened as part of a CoP quest, and I haven't found any CoP quests yet.
 
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