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Sky Reclamation Project (SRP)

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  17:09:33  7 August 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
Roadkilll
08/07/2020 17:11:56
Messages: 1307
Status report:

I visited Orest and decided to help him. I wiped out the Bandits in the tunnel as he requested. Next task is to kill mutants north of the base, apparently some Stalkers were already there and quest got receieved and cancelled right away. So I spoke to Orest and he couldn't give any more missions. Usually after that he would give you a task to attack the Bandit camp in the hill near the swamp or m I wrong?

I also did a job for Wild Napr, and all went well up until the quest to bring money to Stringov. He ambushed me as usuall, some Dutiers were at the same camp upon my arrival and they quickly dispatched the ambush bandits for me, but for some reason one of the bandits was still active but nowhere to be found, but the Duty guy stood right where the bandit spot on mini map was and aimed in floor. He was clearly spawned underground somehow. I think I reported this bug before also, might have been missed.

But mission can still be conpleted.
  23:21:55  7 August 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1703

---QUOTATION---
Usually after that he would give you a task to attack the Bandit camp in the hill near the swamp or m I wrong?
---END QUOTATION---



That's right, but only if the hill is actually captured by bandits when you talk to Orest. Was it?


---QUOTATION---
He was clearly spawned underground
---END QUOTATION---



Yeah, I've had that happen too. The game uses a not-so-clever means of randomizing the spawn position of squad NPCs within a spawn radius, which sometimes results in them spawning inside/below level geometry.

This can also happen in Limansk with the Monolith squad that is supposed to attack the bandit house. Sometimes, a few members of this squad can spawn inside the house close to the square with the ambush, where they'll stay pointing their guns at a wall until they are alerted by the player.
  01:35:16  8 August 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
Roadkilll
08/08/2020 1:37:35
Messages: 1307
The Bandit squad was still there on hill, but after having that one task cancelled Orest had no more jobs. While he should give one to attack Bandits on the hill. So seems to me if that Mutant spot north of agro stalker bass is taken before you get the task it can break stuff.

Underground Spawn

Ah I see, so that can't be fixed easily?

In my opinion Faction Wars seem static now. Whomever you join opposite faction will just wait in their territory to get destroyed.
I preffered the one where opposite faction would fight for territory too. And even without the player joining.
Garbage used to be a fighting ground between Duty and Freedom even if you were not part of any faction. They would occasionaly send squad or 2 to attack or capture garbage outposts which created a real feeling of them being in war, and you could see and hear them fight across the Garbage.. I think even one of the dialogues comments on that Garbage was a bloodbath back in the day. Don't quote me on that haha.

Right now enemy faction just sits in their territory waiting on you to attack, they don't expand.

What others think I wonder?
  12:35:15  8 August 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
08/08/2020 12:40:26
Messages: 1703
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.


---QUOTATION---
In my opinion Faction Wars seem static now.
---END QUOTATION---



- 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.
  14:42:36  8 August 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307

---QUOTATION---
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.
---END QUOTATION---



Ah good stuff, maybe players should not get any reward if it gets cancelled but quest chain can continue.


---QUOTATION---

- 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.
---END QUOTATION---



Maybe I try it, but for now I want to be on the same version as the rest , so we don't get confused
  14:44:33  8 August 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
08/08/2020 14:54:35
Messages: 1703
Orest task issue fixed in:

https://github.com/Decane/SRP/commit/4819630adc994d596d6f1c0d7b72526e3fee06c6

Note: This fix is strictly preemptive, not retroactive - if one of Orest's tasks has already been cancelled in your game before the fix, it won't make the subsequent ones available. It just ensures that if one of Orest's tasks gets cancelled with the fix already in place, then subsequent ones will still be available.
  10:18:19  10 August 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Cool, I will get the fix. Luckily I have a save before taking the tasks ????
By the way, what graphics mods are there except Absolute.
It has a bit weird colors for my tastes.

Also if you are interested there is a HD Models addon for CS I use, quite impressive.
https://www.moddb.com/mods/clear-sky-hd-models-addon
  01:34:34  16 August 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
08/16/2020 1:36:57
Messages: 1703
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.
  04:25:43  20 August 2020
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
I just find it more natural for them to engage in some battles without player. It gave the impression that they are indeed independent and have a "life and goals" of their own. Plus it creates a nice atmosphere of a live zone that goes on without your involvement.

In vanilla they would take over entrances to their territory not just exits. Lets see how it will work with tweaks.

What about resources thing. Even if you have the resources bar full , faction still sends rookies.
  19:30:09  24 August 2020
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
08/24/2020 19:41:51
Messages: 1703
The Duty/Freedom movement issue is fixed in:

https://github.com/Decane/SRP/commit/d2d1dae5e194e3fea7176c67476dc2f3b79a8552

Important: Saves made with versions of SRP v1.1.3 that predate ...

https://github.com/Decane/SRP/commit/40df7c62514f6e6f923e87541550b71878d08d6d

... will not be compatible with the version of the SRP that has the Duty/Freedom fix. That's because 40df7c62514f6e6f923e87541550b71878d08d6d requires a new game and d2d1dae5e194e3fea7176c67476dc2f3b79a8552 came after it.

In such cases, it's possible to cherry-pick just the Duty/Freedom fix. Note: I changed my mind and decided I will include the other faction war tweaks in a separate later commit. The Duty/Freedom issue was a regression, whereas things like making the renegades always leave at least one squad at the Southern Farmstead are enhancements. I want those in separate commits.


---QUOTATION---
What about resources thing. Even if you have the resources bar full , faction still sends rookies.
---END QUOTATION---



A faction will send whatever squad is closest and available to be sent. The resources bar doesn't actually mean much - it's just the ratio of the number of 'resource' type smart terrains controlled by your faction relative to the sum of that same number plus the equivalent number for your faction's main enemy. What controls the rank of newly spawned squad NPCs is their faction war phase. At the final phase, newly spawned squads will be equipped with top-tier equipment.
 
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