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(Rel) Faction Wars

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  13:28:59  20 December 2014
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
I havent tried FW yet and am interested. Are you planning on doing an updated version? If not, what is the current version?

Thanks!
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Over the years. I've fought the urge to return to stalker modding. I was tempted many times to update Zone Wars and refine all the additions that I threw into it and finally implement a freeplay element so that it doesn't constantly conflict with the story that I never had the sense to remove at the time. As that appears to be a common notion of it being the catalyst for errors or occasional instability.

The current version of FW is V1. Intitial release. Which can still be found on Stalkerfiles.

http://stalker.filefront.com/file/Faction_Wars;97459

Zone Wars (Built ontop of FW is at V1.1

If you try either. And end up having any problems with it. Feel free to email me and I'll gladly help you with any issues that you have.

Or post here. I will reply to either instance.
  03:55:54  20 December 2014
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Emmet Otter
Senior Resident
 

 
On forum: 03/11/2008
Messages: 236
I havent tried FW yet and am interested. Are you planning on doing an updated version? If not, what is the current version?

Thanks!
  13:02:33  19 December 2014
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
I've combined this mod with the Zone wars to boost things up, i don't recommend this mod while completing the story.(I don't know if the Zone wars mod is the problem or Faction wars)

The mission where you need to rescue scientist Kruglov is kind of messed up, reason why is because Kruglov will get out of the hiding spot and start attacking mercenaries too with his companions.

The problem is, he only has a Walther while mercenaries have ARs and better armors, so they will definently kill him.

This obviously breaks the game and you won't be able to complete it.
---END QUOTATION---



Zone Wars was built ontop of Faction Wars. So there is no reason to merge the two.

As for quest breaking etc. It's technically both of them. Due to the nature of FW. It tends to lead to most quest NPC's being killed. Sadly. It was an oversight on my behalf whilst making Faction Wars and Zone Wars all those years ago.

For that I apologize.
  19:13:56  8 August 2014
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Stevenharrison878
(Novice)
 
On forum: 08/08/2014
 

Message edited by:
Stevenharrison878
08/08/2014 19:14:54
Messages: 1
I've combined this mod with the Zone wars to boost things up, i don't recommend this mod while completing the story.(I don't know if the Zone wars mod is the problem or Faction wars)

The mission where you need to rescue scientist Kruglov is kind of messed up, reason why is because Kruglov will get out of the hiding spot and start attacking mercenaries too with his companions.

The problem is, he only has a Walther while mercenaries have ARs and better armors, so they will definently kill him.

This obviously breaks the game and you won't be able to complete it.
  20:10:17  29 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
I decomplied the all.spawn. Just as Jamie said, communities were commented out and info_portion triggers.
  19:45:54  28 January 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077
If i had the task to do a faction war i would do:

- create multi terrains by enabling more then one community in basic smarts (especially general_lager, general_lairs)
- slightly increase the capacity of smarts to get more npcs attracted to it

- fiddle around with the respawners to balance the whole faction war thingy
- maybe implement some new jobs in smarts which are exclusive for a certain faction (eg. a camp with cap 6, 3 exclusive for duty, 3exclusive for freedom; both triplettes have same logic)

But cant you just open the ltx files with notepad++ and highlight the changes?
  17:54:23  28 January 2011
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
@jamie, what exactly is changed in the all.spawn?
I would need to merge with mine (although i cant even remember what i've changed in mine lol)
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*Trys to trace back to 2009*

If I recalll all my changes, I change positions of the original spawns a tad, to more open spaces, I opened up the way-points to more than just a specific faction, and I also tweaked the Smart Terrains slightly, I haven't opened that all.spawn in a good 2 years and I've not touched any modding for stalker in a good 6 months so my memory of it all is pretty much shot, as in nearly everything else I learnt whilst modding, feel free to email me any specifics and I'll do my best to answer.
  09:34:49  28 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
@jamie, what exactly is changed in the all.spawn?
I would need to merge with mine (although i cant even remember what i've changed in mine lol)
  02:10:00  21 January 2011
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
Messages: 4114
Yep. If you've started a new game, clear the military under the bridge and some NPCs will move into Cordon because the path isn't "too blocked".

You'll mostly see Duty, Bandits and Loners roaming around the southern parts of the Zone. Although I've seen Freedom and Military quite a few times. (Watch out, since Freedom is neutral to Bandits, they might share a camp together, you might hit a Freedom guy with a stray bullet turning the whole faction against you)

Faction Wars gives a lot of randomness to the game, I never play any other SoC mod without it.
  01:57:49  21 January 2011
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
Like 5-10 mins, maybe a little more.
 
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