---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! ---END QUOTATION---
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.
---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.
has abondened XRay and uses Unity3D now (Resident)
On forum: 05/02/2007
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?
---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) ---END QUOTATION---
*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.
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.