| 14:42:36 8 August 2020
On forum: 05/27/2011
I see what the issue is with Orest: his dialogue for eliminating the bandits on the hill ("agr_stalker_commander_2") has been made conditional on the player having info portion "agr_smart_terrain_4_2_simulation_task_complete", which is only given to the player for completing the task to wipe out the mutants.
If that task is failed/cancelled for whatever reason, the info portion won't be given, and thus, Orest won't offer the task to kill the bandits on the hill. Easily fixed.
Ah good stuff, maybe players should not get any reward if it gets cancelled but quest chain can continue.
- Open gamedata\configs\misc\faction_duty.ltx and, under [secondary_targets], add:
gar_smart_terrain_1_5 ; Barricades
gar_smart_terrain_1_7 ; Encampment in hills
- Open gamedata\configs\misc\faction_freedom.ltx and, under [secondary_targets], add:
gar_smart_terrain_8_3 ; Defensive outpost
gar_smart_terrain_8_7 ; Encampment on path
Let me know if that helps.
Maybe I try it, but for now I want to be on the same version as the rest , so we don't get confused
Postcard from the zone
| 01:34:34 16 August 2020
On forum: 04/04/2007
Message edited by:
My previous assessment of why Duty no longer rushes into the Garbage after the main quest was wrong. The reason turned out to be a squad assignment enhancement that I hadn't scoped properly. Explanation:|
In vanilla, the number of squads that a faction strives to allocate to a particular target point when that point is either (a) unoccupied or (b) occupied by the faction itself equals:
+ 1 if the point is not 'important' (~ is not a faction base)
+ point capacity if the point is 'important' and is not a respawn sector for any faction
+ point capacity - 1 if the point is 'important' and is a respawn sector for any faction
In SRP v1.1.3, there is an additional scenario where the faction will strive to saturate the full point capacity: if the point is a precondition_target of the faction's current expansion (~ faction war stage).
This feature was meant to make the faction war less frustrating by ensuring that the faction that the player belongs to always sends as many squads to its current priority target points as those points can withstand, as this would reduce the chances of the player having to wait a long time before another squad arrives at the point.
Unfortunately, I scoped this feature even to factions that the player is not a member of. And neither Duty nor Freedom can advance past a certain expansion until the player joins them. That expansion has the Agroprom exits as their precondition_targets for Duty, and the DV exits as their precondition_targets for Freedom. This, combined with the SRP enhancement above, means that Duty and Freedom would both saturate their respective maps' exits with squads, effectively blocking other squads' movement out of Agroprom/DV. Both factions would like to send squads to the Barrier, but can't, because they've saturated the squad capacity of the exit points from their respective map, preventing other squads from moving through them.
I've fixed the issue locally, along with a few others you reported, RK. I'm currently fine-tuning the faction wars and will push a commit containing all the fixes once I'm done.
• Sky Reclamation Project v1.1.2: http://www.moddb.com/mods/srp/downloads/srp-v112
• Sky Reclamation Project v1.1.3 WIP: https://github.com/Decane/SRP