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Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

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  07:49:42  31 August 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
We're swinging the lamps here a bit...


---QUOTATION---
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me

The last thing I remembered were Players complaining the Game gave them a failure in the Darkscape Mines because they had unknowingly ruined their Games by killing Sin in the Cordon. Now it appears Duty doesn't want you because you didn't. Can you elaborate which versions of LA & LADC did what?

I think in v1.30013 this "Mines Crash" might have happened because there wasn't a code section and that this was resolved in v1.3002 with some fix as you found the Mine entrance. There was a heads up from Petrenko that "The mines are unsafe..." and paying 10000 to Barkeep got you "friendly" with Sin again. AFAIR this persisted to v1.4005.

Right up to 1.4005 you had to stiff the Sin dudes "a priori" for Duty to offer the possibility of Joining Duty. From 1.4007 it's a non-issue. You'll be offered after you resolve business in Dolina and DS.


I remember giving advice to Dez & Vintar that it made no sense for Sin to just to remain in the Sin House in the Cordon after the early Fox scenario. Good to see they finally had them shove off. Good to see the Sin on top of the roof of the Military Base in Yantar is gone too. I also told them it wasn't desirable for Wolf to hang out at the Factory and eventually die so easily there. He should have remained in the cellar with Fox and gave some different tasks than Sid instead of the random Stalker that remains there and does nothing.

I didn't mind Sin staying forever in the Sin House. The local mutants could be lured back in and Sin often had "blue on blue" whoopsies while stiffing a pseudodog for me. Sometimes I got to walk off with weaponry and a Ptail...

The Sin Spy on the roof at Yantar hasn't been seen there since 1.3002. Used to just stand there with binoculars looking for YOU, right? Used to "teleport out" if you got too close? (Fun fact - I looted his sorry corpse in one game after he popped it in a Blowout! Snagged a Strange Psi-helmet for good measure..) He's completely excised from the game in 1.4007.

I don't understand this about Wolf either, he should stay put somewhere and be more mission oriented. Hell, why does he never ask you to look for his 'brother' Hound?

Same applies to Proverb who either ends up as Bandit bait at the Old Factory or dead in the local Cordon Swamp. Why isn't HE issuing the Boar and Flesh missions instead of Sid


* * * * *

I finally returned to the Dark Valley to meet the drunk. Two months have passed in my Game ( Game Time ) since I started. Surprisingly, Borov has new dialogue he did not have before. Something about what I as a Player would imagine a Bandit saying in a Bar scenario with a Dutyer and Monolith. There are 4 choices to select from. As you know, 3 bring death and 1 does not. The choice where I don't die leads to a further scenario where I'm given Borov's safe combination and then he unbelievably steps out of the office for a few minutes right after warning me not to take anything.

This is just enough time to remove the document and revolver ( that Nimble wants ) before Borov returns and my cover is blown. Since I haven't gone to the Monolith Base yet, this seems like a bad choice, especially if I hang around to have to fight the Bandits.

My question is...Is this Borov conversation supposed to take place AFTER I have come back from Sin in Darkscape. Did my leaving the level and coming back trigger this to happen early for me? It seems I can use this to my advantage later to:

(1) Talk to drunk
(2) Go to Monolith
(3) Go to Darkscape
(4) Return to Bandit Base and then talk to Borov
(5) Have the option to grab the items and escape without fighting OR not.

Am I reading this right or is my knowledge lacking on what will happen or what was suppose to happen?

Thanks,

It's part of the runaround. That you get to poke around in the safe is handy because you loot the gun for Nimble and walk away without incident.

You're meant to come back for the document. The logic being that if you swipe that document now your "cover is blown" and you won't just have 20 bandits and 26 Monolith on your case, you may have the Military task force to deal with as you swipe the Mono CO's document. It's easier to have the Mils decimate the Monos while you take the Mils out - then 'drive' to Darkscape.


TS
---END QUOTATION---

  09:36:34  30 August 2019
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/30/2019 9:40:12
Messages: 28292
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me

The last thing I remembered were Players complaining the Game gave them a failure in the Darkscape Mines because they had unknowingly ruined their Games by killing Sin in the Cordon. Now it appears Duty doesn't want you because you didn't. Can you elaborate which versions of LA & LADC did what?

I remember giving advice to Dez & Vintar that it made no sense for Sin to just to remain in the Sin House in the Cordon after the early Fox scenario. Good to see they finally had them shove off. Good to see the Sin on top of the roof of the Military Base in Yantar is gone too. I also told them it wasn't desirable for Wolf to hang out at the Factory and eventually die so easily there. He should have remained in the cellar with Fox and gave some different tasks than Sid instead of the random Stalker that remains there and does nothing.

* * * * *

I finally returned to the Dark Valley to meet the drunk. Two months have passed in my Game ( Game Time ) since I started. Surprisingly, Borov has new dialogue he did not have before. Something about what I as a Player would imagine a Bandit saying in a Bar scenario with a Dutyer and Monolith. There are 4 choices to select from. As you know, 3 bring death and 1 does not. The choice where I don't die leads to a further scenario where I'm given Borov's safe combination and then he unbelievably steps out of the office for a few minutes right after warning me not to take anything.

This is just enough time to remove the document and revolver ( that Nimble wants ) before Borov returns and my cover is blown. Since I haven't gone to the Monolith Base yet, this seems like a bad choice, especially if I hang around to have to fight the Bandits.

My question is...Is this Borov conversation supposed to take place AFTER I have come back from Sin in Darkscape. Did my leaving the level and coming back trigger this to happen early for me? It seems I can use this to my advantage later to:

(1) Talk to drunk
(2) Go to Monolith
(3) Go to Darkscape
(4) Return to Bandit Base and then talk to Borov
(5) Have the option to grab the items and escape without fighting OR not.

Am I reading this right or is my knowledge lacking on what will happen or what was suppose to happen?

Thanks,

TS
  16:03:50  28 August 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
 

Message edited by:
Byte Me
08/29/2019 6:01:57
Messages: 455

---QUOTATION---
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me

Rant away. I enjoy hearing about the previous DC versions and even the original LA. As I've been away from the LA Community for several years, my knowledge is lacking.

I liked the older LA where the Player had a choice to do either the Rostok Factory job or Yantar to prove yourself worthy to join Duty. Not that I ever did but it was a good experience and gave valuable loot especially if the Player did X-14 early. Probably one of the easiest Underground levels.


---END QUOTATION---


I never had the good fortune to try that. Just 1.30013 where everyone was up in arms that you had to pre-emptively attack Sin. It cuts against the grain for most players just on general ethical terms. But they kept it a requirement right up to this release. (see below)

---QUOTATION---


Now those missions are not available as before. The Duty experience is more convoluted. Simply not killing Sin in the Cordon seems to make Duty not want you. This action is unknown to the new Player and not a wise choice. Not everyone wants to start a whole new Game simply to see that.


---END QUOTATION---


Incredibly perverse though it may seem - you don't need to stiff Sin at the Sin House to join Duty later. They push off after you rescue Fox...

---QUOTATION---


I haven't been offered anything by Duty except repairs without upgrades. Colonel Petrenko is the man for selling used weapons to over Barkeep though. Both are good sources of 5.45 BP.


---END QUOTATION---


Petrenko and Sid are the best at buying crap shooters. Barkeep is a robdog forever. Sakharov is the man for artys and mutant trophies (I love staggering in with about 40-50 Boar hooves for around 500 a pop....

Voronin will offer. You choose. For me the endgame at the NPP was the worst clusterf*ck of any version. Can't see me "Joining Duty" even for research purposes in the future.

---QUOTATION---


I did do the "high wire" act and cleaned out X-14 early before DarkValley/Darkscape. That gave me the Elite Detector which alone was worth it. The special shotgun down there ( I had 2 activated stashes ) isn't much use to me since I prefer shot ammo for mutants. Duty & Scientists have nothing for me to talk about or do. I wiped out the Military though long ago and it has never repopulated like it did in the past versions.


---END QUOTATION---


LOL.
I can't understand why more players don't do a "high wire" roof run. I think you can 'milk' the eco stiffs in X-14 for the stash info nearby.

That damn gun used to be soo nice up to 1.4005!
These days - I'll just buy a Chaser off Sid if I see it on offer and stock cheapo buckshot as and when (Sid or Petboy ime)

Natch - the Threaded SPAZ Blaster has been meticulously "rebalanced" and isn't worth even picking up - except to unload.


---QUOTATION---


I've got a long story about what I did early in Yantar...


---END QUOTATION---


Yantar is a lot more fun than it used to be. Tell us all...

---QUOTATION---


TS
---END QUOTATION---



I've "digged much" about the Generator thing, and the best I can come up with is the same as I came up with in 1.4002:

It's clearly part of the "MegaCherv Mod" that effectively transitions LA to LADC as far as gameplay is concerned.

This is why Nimble appears, why Major Gribosomething in Countryside has a diff set of missions (and even exists), and according to gamefiles, is supposed to work with the Military Checkpoint CO in Cordon.

It's also why many versions of Garik appeared in the game in 1.4002.
But now just do not..

What exactly its plotline is meant to be that ties all these elements together is not known to me.

IMHO RastaMichael (MegaCherv) got the Expedition and Yantar documents to a satisfactory conclusion, but ran out of time after getting Maj Gribo's Monster and Artifact threads sorted (but NOT the "suits", "cases" or "Lost friend" threads)

..And with the "Secret Documents" working, the team called it a wrap...


The result: --


The upshot being that
1) Paulie the Stew remains firmly at ease on Forest.
2) Boris the Shashlik King stays rooted to his squat..
3) The "Zoned-out guy" sends you on a wild goose chase.
4) You can kill a bit of time with Maj Gribo - even have some fun moments!
5) Pick up a couple of weirdo disco balls (Generator and Levitron), but the mission to "Find a clone of Garik" just doesn't seem to spawn - so the THIRD disco ball ("The Heart of the psy-zone" ffs) never appears on the board.

Looks incompletely implemented for unknown reasons.
Worked more proficiently in 1.4002.
  08:31:17  28 August 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/28/2019 8:31:43
Messages: 28292
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me

Rant away. I enjoy hearing about the previous DC versions and even the original LA. As I've been away from the LA Community for several years, my knowledge is lacking.

I liked the older LA where the Player had a choice to do either the Rostok Factory job or Yantar to prove yourself worthy to join Duty. Not that I ever did but it was a good experience and gave valuable loot especially if the Player did X-14 early. Probably one of the easiest Underground levels.

Now those missions are not available as before. The Duty experience is more convoluted. Simply not killing Sin in the Cordon seems to make Duty not want you. This action is unknown to the new Player and not a wise choice. Not everyone wants to start a whole new Game simply to see that.

I haven't been offered anything by Duty except repairs without upgrades. Colonel Petrenko is the man for selling used weapons to over Barkeep though. Both are good sources of 5.45 BP.

I did do the "high wire" act and cleaned out X-14 early before DarkValley/Darkscape. That gave me the Elite Detector which alone was worth it. The special shotgun down there ( I had 2 activated stashes ) isn't much use to me since I prefer shot ammo for mutants. Duty & Scientists have nothing for me to talk about or do. I wiped out the Military though long ago and it has never repopulated like it did in the past versions.

I've got a long story about what I did early in Yantar...

TS
  14:19:50  27 August 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
Bandits, Board Exploits, remembered codes.


---QUOTATION---


(4) To my surprise, I again on my second trip to the Bandit Mine found it empty. At what point does it get populated? I was really hoping to walk around with the magical Bandit jacket and interact with them. I went deep in the Mine and did not find any mutants either. I left and went out the main drive to the main road. I picked up someone on my PDA and realized it was the PDA task of the wounded Loner I had forgotten about. I gave him a medkit and he said to go help his friend in the Mine. Okay, I had just left it and found no one.


---END QUOTATION---



About the Bandits:

You ask a very good question because early on you just wander in and snag all of the "documents" for Petrenko, trot back and give them to him for 11500 + Spring + Shell, and there isn't a Bandit to be seen. Easiest swag you can make in the game.

In v1.4002 and 1.4005 you used to just chat to Voronin afterwards and dialogue:

"I'm ready for a real job now..." (or somesuch) and he'd send you straight back for "Run-in at the old mine" - at which point the Bandit Mine magically becomes populated with all manner of reprobates.

IME it is difficult to get Mr V to issue this mission in v1.4007. It's got a new name too which escapes me atm. He's big on me wanting to "Join Duty" though; at which point I walk away (I've done the "Duty Fork" in all versions and I like it the least in 1.4007)

It's possible you MUST clean out their old HQ before he'll issue it. I've been very negligent in that area for the last few games - didn't do it, because exploring Rostok Factory on Day Two of the game for all of its goodies was just.too.tempting.

To my mind, if the devs didn't want the player pootling around on RF (and Lab X14 by extension) - all they had to was code the level changer to "0" with a suitable blurb factor.

If they didn't want safes (or doors) opened without the code being obtained beforehand, why was this never tightened up since 2014?

Great fun, but LAZY DESIGN.

Sorry for ranting on your thread TS.
  03:05:40  26 August 2019
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Tejas Stalker
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Message edited by:
Tejas Stalker
08/26/2019 4:46:12
Messages: 28292
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Bandit Diversions ( Part 3 )

After visiting the Bandit Camps in the Wild Territory and Yantar, I decided to travel to other locations to enjoy the benefit of wearing the magical Bandit jacket which made me a member of the Bandit Faction. Unfortunately the Bandits never seem to repopulate the Construction level. I ran into a few in the Garbage level and by the time I made it to the Factory in the Cordon, they were usually killed before I could get there. I even went to the Rostok Factory but it yielded only a single Bandit on the far eastern edge.

Then I remembered the last time I visited the Forest level, it was devoid of Bandits. I thought surely a second visit there would be Bandits in it especially since I had that new task to help a wounded Loner just outside the Bandit Mine. So Bandit Diversions Part 3 would be about the Forest level.

I made a map to show my path which is generally what I used every time except when I was visiting the two Zombie villages of which I would loop around the edge of the level and enter from the rear. I annotated with numbers points of interest:
https://i.imgur.com/8U4Qa0i.jpg

(1) I stuck to the road when leaving the Duty Checkpoint. Any attempt to go south from where Duty was, through the woods usually was met with multiple Bloodsuckers. Duty can also be found patrolling and meeting random Bandits there. I went down the road as much as I could ( anomalies ) and then met the main road running north to south. After crossing the main road and going on the east side, I met a Bloodsucker who was near the T-intersection. Sometimes while passing by in front of the first Zombie village I meet a Bloodsucker as I approach where the 2 is marked.

(2) From this point on, I hug the fence ( edge of level ) through the upper hills passing by some nearby Flesh ( sometimes killing them or not ) since traveling on the roads by foot is generally not safe unless you like to be attacked by Chimera and other difficult mutants.

(3) As the obelisk is strangely a safe haven if a Blowout occurs in the level, I have made it my goal to approach it in every journey, quickly wiping out the Poltergeists that always surround it. Its also a good centering point to cross the road and approach the Bandit Mine from a good angle.

(4) To my surprise, I again on my second trip to the Bandit Mine found it empty. At what point does it get populated? I was really hoping to walk around with the magical Bandit jacket and interact with them. I went deep in the Mine and did not find any mutants either. I left and went out the main drive to the main road. I picked up someone on my PDA and realized it was the PDA task of the wounded Loner I had forgotten about. I gave him a medkit and he said to go help his friend in the Mine. Okay, I had just left it and found no one.

I re-entered the Mine but this time was facing mutant hallucinations. This usually meant a Controller was awaiting me. I carefully rounded the corners ready to shotgun blast any surprises. Despite the hallucinations, I found no mutants. I looked around, and as having just been in the Mine felt no need to scrutinize every nook and cranny. I decided to leave. I could not. I tried again and again but the Mine refused to allow me to leave as it kept throwing me back into it every time I neared the exit.

I finally realized there was a reason but there was definitely no Loner inside the Mine waiting to be rescued. I guess the wounded Loner was either wrong or...some unknown fate made him vanish. Fighting through the continuous hallucinations I finally found the object that allowed me to exit the Mines. No need to describe what others have already found or what awaits those that haven't.

It was no surprise the wounded Loner had vanished. Did he really exist before? Yes, I believe. Other Players have described him as a hallucination or Controller in disguise but I do not believe that. It's quite obvious the difference between a Controller hallucination of attacking mutants and a flesh and blood human.

(5) I crossed the road and found a grave marker hidden in the bushes just slightly east of where the wounded Stalker had been. Was this his grave and he was simply implied to be a ghost? A mystery that will probably never be solved. I continued my off road journey to the south but soon decided, after looking at my PDA, to cut eastward avoided the lake or pond before me. I headed again to the edge of the level moving alongside the fence.

(6) I saw the green, naked Burer shuffling around where the road had a sharp corner. I shot it with my Sniper Abakan fairly easy, never experiencing whatever kind of defense or attack it was capable of. It gave no mutant part. I crossed the road to the other side and over the hill I found a herd of Flesh.

(7) After killing them I continued in the lush valley now heading westward parallel to the road. As I neared the level changer exit, something caught my eye. It was an artifact. I wisely made a Manual Save right before touching it. It was identified as a Generator artifact. One I had never heard of before. I picked it up and was suddenly transported to somewhere else and then another location and another and another. I realized I was in a loop of four different locations. I tried to run from each spot but it made no difference. I looked for the object in my inventory but did not see it.

I have to admit I exited my Game and had to google a solution. It was as simple as dropping it. Much easier to accomplish once I realized the way it looked on the ground was totally different than it's appearance in my inventory that looked like a Gravi. The first time I tried this I noticed where I dropped it and where I stopped were different locations.

(8) I was unable to recover where I thought the Generator artifact had landed but I did find a dozen or so artifacts on both sides of the road. This shows roughly my path as the most southern side of the road had artifacts on two different heights on the various hills. I redid the looping and drop but this time I dropped it where I found it and my stop was on the other side of the road where I immediately started harvesting all the artifacts I had found the first time. After finding a treasure of various artifacts I knew I wasn't going back the way I had come.

For one thing I was out of food and it was getting dark. It was much easier to slip through the gate ( level changer ) and arrive back in the Dark Valley for food, relaxation and rest. While I didn't find any Bandits at the Mine as I hoped, I came away with huge bounty of artifacts and an experience with an artifact I hoped I wouldn't see again. However it crossed my mind if I had entered the level from the south, the Generator artifact would have been and easy way to time it and jump to the Zombie Village. Was that it's purpose? I can think of no other use.

TS
  08:45:32  25 August 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455

---QUOTATION---
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

There's Good News & Bad News
https://i.imgur.com/r4VOkG2.jpg
https://i.imgur.com/lNFdVlG.jpg

TS
---END QUOTATION---



Well it's great that you have your game up and running again, but it sounds like it has weird issues.

Hopefully they are not 'incipient fatal' and you can continue. Having a quiet Elite Anomaly Det would normally be the envy of most players.
  03:56:05  25 August 2019
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Tejas Stalker
Official Stalker on Facebook
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/25/2019 4:02:28
Messages: 28292
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

There's Good News & Bad News
https://i.imgur.com/r4VOkG2.jpg
https://i.imgur.com/lNFdVlG.jpg

TS
  23:01:20  24 August 2019
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
 

Message edited by:
PCDania
08/24/2019 23:02:41
Messages: 2005

---QUOTATION---
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

PCDania

Hopefully you understood the whole "red dot" ( as in lasers ) and cats analogy. That was supposed to be a joke since humans do it to cats and not the opposite way I was suggesting.

Found the Game you were talking about. I guess it's on GoG.com now.
https://en.wikipedia.org/wiki/Zeus:_Master_of_Olympus

TS
---END QUOTATION---


Oh, sorry didn't get that one. After the stroke I have started being a bit slow-witted when I get tired.

Yes, it's that game.
  22:28:48  24 August 2019
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Tejas Stalker
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On forum: 05/12/2007
Messages: 28292
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

PCDania

Hopefully you understood the whole "red dot" ( as in lasers ) and cats analogy. That was supposed to be a joke since humans do it to cats and not the opposite way I was suggesting.

Found the Game you were talking about. I guess it's on GoG.com now.
https://en.wikipedia.org/wiki/Zeus:_Master_of_Olympus

TS
 
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