ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Playing the Game
Shadow of Chernobyl on a Laptop ( 1.0006 )

« Previous 10 events | 1 ... 3 4 5 6 7 8 9 10 11 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  00:08:04  10 March 2018
profilee-mailreply Message URLTo the Top
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: 29160
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
  00:57:00  10 March 2018
profilee-mailreply Message URLTo the Top
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.
  01:50:55  11 March 2018
profilee-mailreply Message URLTo the Top
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: 29160
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
  07:31:42  11 March 2018
profilee-mailreply Message URLTo the Top
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: 29160
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
  02:55:48  13 March 2018
profilee-mailreply Message URLTo the Top
Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/13/2018 9:55:44
Messages: 29160
Shadow of Chernobyl on a Laptop ( 1.0006 )

Modding my Game ( Part 11 )

* Please go back and read Parts 9 & 10 to continue where my problem was when I was last discussing this *

My Modded Game now included the ability to sell just about everything to other NPCs. This was a great feature that helped me reduce the usual chore of carrying large amounts of loot back to the Trader to sell for profit. As a safety feature it did not include armors ( that I never sell anyway to anyone ) and the unique weapons that I was using and carrying, now having the ability to repair them. My basic changing of the buying/selling values worked for me with the one exception I mentioned earlier.

I could not sell mass amounts of pistols or rifles to other NPCs. In fact they would only take one at a time. Selling a rifle would make them drop the one that they had unless they had none ( a common situation for Rookie Loners with only a pistol ) however unless I put ammo for them in the weapon I was selling, they would not use it. In my Unmodded Games selling large quantities of 9 X 18 made a lot of profit. In my Modded Game, using the unique Viper that used 9 x 18 meant that I wasn't selling any and I needed money from selling used weapons and mutant parts.

Modders with more experience could fix this barrier I had to selling more rifles and pistols to other NPCs. All I understood was that the Game appeared to limit these items due to the way the Player's Inventory only allowed a pistol and rifle for use in each slot. However this problem soon turned into the greatest possible outcome I could ever hope for in my situation. Since my primary focus of Modding my Game was my desire to use and repair the unique weapons, it meant that I now had the ability to acquire the unique weapons immediately from neutral NPCs who possessed them.

When I first arrived in Rostok I met Oleg "Fiend" Gusarov and traded him an ordinary rifle for his unique "Sniper Obokon". I did this by simply opening up the trade window and selling him another weapon. When this act was initiated he would drop the desirable weapon on the ground. However you had to be quick to retrieve it because NPCs would often change their mind, grab back the weapon they were carrying and then drop the rifle you just sold them. You also had to be careful that other NPCs in close proximity didn't snatch it too. Now I had the best scoped rifle using 5.45 in the Game with vastly improved optics over a regular PSO-1. I traded an ordinary pistol for the unique "noiseless Kora" from Sparrow. I got Barin's unique Groza. I got two ordinary TRs-301s from other Loners. I got the VLA from the mysterious trenchcoat Loner in the Bar. I now had some superior unique weapons. My load out was the "Sniper Obokon", the unique Viper shooting 9 x 18 ( from the end of the train tunnel in Garbage ) and the Chaser 13 shotgun I got from Sidorovich.

What all this meant is I no longer had to hang out with or track those unique NPCs with unique weapons, with the fear they could suddenly leave Rostok or die. No fear that someone else could be grabbing their unique weapons and then leaving Rostok with it to never be seen again or lost on a body that disappears after death. Additionally any unique weapon found in any level on any NPC could be mine by simple trading unless they were an enemy I had to kill. What initially appeared to be a bad glitch in my Modding turned out to be the greatest achievement I've ever had in any Game. To me, acquiring, using and repairing the unique weapons was the ultimate Mod. So many Mods add too many weapons while the greatest set of weapons already existed in the Unmodded Game.

TS
  09:22:25  18 March 2018
profilee-mailreply Message URLTo the Top
Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/18/2018 11:18:18
Messages: 29160
Shadow of Chernobyl on a Laptop ( 1.0006 )

Modding my Game ( Part 12 )

My Modded Game was pretty much where I wanted it to be. I had the ability to repair weapons and armors by adding someone's Mod to do that, even though I was using an intermediate version that was not the author's final vision that included the unwanted by me gun salvaging. While my initial attempts to expand the items Sidorovich had sold had netted me a single Chaser 13, my amateurish efforts at going further had bungled that, which having two Mods ( one unwanted by accident ) didn't help. However most of all I had expanded trading with other NPCs, and this resulted in the added bonus of being able to get the unique weapons early through trading rather than the usual hard work I had anticipated.

One thing early that had happened in my Game that I had heard other people complain about ( but that I had never seen myself ever in a decade ) was when Sidorovich's bunker door refused to open. Since this was my first time using 1.0006 and I had never seen it in 1.0004 or 1.0005, I wondered if it was related. I do know that over the years this has been one of the main selling points to entice people to use the no-longer-vanilla ZRP Mod. That's a place I didn't want to go due to making the Game so much easier. The tiny repair mod I added was nothing compared to it. Like all my Game bugs over the years, I always tried to come up with my own solutions to overcome any so-called Game breaking problems.

Of course without the ability to unholster any weapons or raise my knife, I was lacking the ability to use my weapons or hands to resolve the problem. However I wasn't out of luck. I immediately noticed some ammo crates right outside his broken vault door. They were stacked and while I couldn't grab one to pick it up, I could use my body to slam against them. I did this several times and eventually my repeated efforts banging the ammo crate up against the door got it to crack open. That was a good sign. I kept at it until it became wide enough for me to get my body inside the opening. Then I simply pushed it back as far as it would go with success. Not having more experience with this, I just assumed when I finally left the level that it would go back to normal when I returned. That was not the case. It remains broken and the same no matter what. However I didn't have to add a Mod to find a solution. For that I was pleased.

TS
  20:07:39  18 March 2018
profilee-mailreply Message URLTo the Top
PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
Messages: 2052
CoC: Finally got all Mercenaries to turn Green

Regarding Sids door: I have had the same problem but managed to open it using those ammo crates. I can remember I placed a ammo crate in the doorway so the door couldn't close fully but I can't remember if it actually worked.
  02:37:14  19 March 2018
profilee-mailreply Message URLTo the Top
Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/19/2018 2:37:49
Messages: 29160
Shadow of Chernobyl on a Laptop ( 1.0006 )

Good deal. The Mercenaries are the hardest to turn all green. I could get the Trader & Repair Tech to do so but not always the others. I think this was due to the high rate of casualties ( Bandits, mutants, psi storms & emissions ) where the replacement NPCs were not around long enough to matter. Now that you have 6 of the 9 Factions green ( which has always been one of my primary missions in the unstructured Call of Chernobyl ) you are now free to hire Companions everywhere. Hire them, sell them junk and un-hire them or get some Companions in Exoskeletons or SEVAs, arm them with high end weapons and have an expert killing crew.

Some people playing CoC have a lot of difficulty deciding what to do. They are used to being constantly told where and when to go by their PDA or other important NPCs directing them. The lack of strict guidance is what I enjoy the most. I'm on no time limit. I can hang out in one level for a few days or I can be on the move constantly and go though half a dozen levels in one day. I may or may not have mentioned this but I never use the sleep function. I turned it off in the Game Menu. I also decided to turn off the helicopters. Sure I tried them in earlier versions. I just got tired of a single soldier out in the open being shot at and calling for air support because he felt threatened. I discovered that it was actually harder because that same soldier will call for ground forces to attack instead.

I remember being at the Cordon Pig Farm Base. This was an earlier version where Loners rarely hung out there and often I was alone with just the Repair Tech. I killed a soldier out by the road as it was near evening. A light fog had rolled in. I was back in the rear on the roof directly above the door to the RT. Suddenly more soldiers ( and not the typical helicopter ) came in full force to assault the base. a few came I fought off. The fog got thicker. Darkness came and more and more soldiers came in for the attack. It was tough as hell but I held on and by morning there were 20+ military dead all over the courtyard. Good times.

TS
  21:24:33  19 March 2018
profilee-mailreply Message URLTo the Top
PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
 

Message edited by:
PCDania
03/20/2018 23:54:39
Messages: 2052
Regarding companions, I plan on continuing only using them when that is the only option I have. What finances goes I'm good for 5+ mill RU.

When ever I see a chopper I shoot it down. The military is so pissed at me now that when they see me there is a very high chance they send everything and the sink at me so I prefer not having a chopper to worry about. I've also noted that shooting one grunt means high chance getting into a larger firefight. If one can find a good bush it's just a question of having a bit of patience as they only shoot when they can see you.

Re choppers, I wonder where Monolith get their choppers from, think I have downed 5 or so in Limansk and likely counting. Wish choppers didn't have a habbit of hiding in the clouds. Btw, I have a few times seen NPC's shooting at a chopper but never seen them downing one, most times they just seeks cover if a chopper gets too close to their liking.

I do sleep but I have sleep deprivation turned off.

Edit: Does Noah in Zaton serve any purpose in CoC? I ask because I found him dead.
  20:26:16  23 March 2018
profilee-mailreply Message URLTo the Top
Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/23/2018 20:29:20
Messages: 29160
Shadow of Chernobyl on a Laptop ( 1.0006 )

Companions are definitely the biggest do or don't in CoC. Some people hate having to manage them. They don't move as fast, they get killed fairly easy and they crimp the playing style of many players. I can fully understand people not wanting to deal with them and to simply play the game like they've always done. However a good crew of Companions with better armors and weapons can be pretty fun and the closest thing one can get to the feeling of multiplayer or co-op without the most hated feature of idle and pointless chatter. Your Companions will never make insults or jokes about your mother, poop or your sexual orientation.

Knowing they are slow gives you the ability to get slightly ahead and be the point-man to uncover any trouble or ambushes. Having the ability to use the keyboard commands for them to engage or not engage your enemies, be them men or mutants is a big help to keep them from getting side-tracked or blowing your stealth. As shown in the video I shared, I use the feature where you are able to mark a spot and then another for them to patrol from point A to B. However I'm using it to mark A to B in the exact same spot to make all of them stand in one specific place. I found this helped greatly to keep them from blocking passages or doorways when they are following me. Plus I can get them to a safe spot and hide them too.

In my Loner game I had toggled the choppers off. When I was a Monolith Player, I got the choppers in Limansk and almost shot at them the first time before I realized they were mine. You really need to play as a Monolith Player before you move on to other Mods. The experience is a lot of fun and it puts a totally different mindset and operating procedure on the Game to have to totally pick different locations to operate from and to treat all the "safe" locations you had as a Loner that have now become "hostile" locations. I could have attacked the Skadovsk and killed everyone inside but I simply didn't want to. I do think I killed everyone inside the Jupiter Mobile Lab but I can't remember if I left that action in my Game or I went back to a Manual Save before I did that.

Noah serves no purpose. In 1.4 they took away the two Compass artifacts you could get off his dead body. FYI: the Heart of Oasis is there ripe for the picking in the usual place.

* * * * *

Adding a 1 TB NVMe M2 SSD hard drive and another 8GB of Memory to my Laptop. Should be back in action shortly. I left my Game in Yantar just prior to going to the X-16 Underground.

TS
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Playing the Game
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2021 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.