| 23:29:58 13 February 2011
On forum: 01/22/2011
@ Genocider - I corrected the missing silencer sound for the AK74. Will add it to another patch.
What's the difference between obj:iterate_inventory(function) and obj:inventory_for_each(function)?
[error]Expression : !b_assert
[error]Function : HUD_SOUND_COLLECTION::FindSoundItem
[error]File : E:\priquel\sources\engine\xrGame\HudSound.cpp
[error]Line : 139
[error]Description : sound item not found in collection
[error]Arguments : sndSilencerShot
what a pity. she had been better than mine Groza
| 03:16:53 15 February 2011
On forum: 02/15/2011
I've been playing this mod for quite a while, but im lacking a challenge when it comes to the game.. Im playing on "Master" difficulty, NPC Faction respawn 90, and Player faction at 2000. With Random patrols & monsters disabled.. Still it doesn't feel like my faction is loosing ground, weather i intervene to assist or just go out and help artifacts...|
Also when playing Freedom, i delibertly destroyed Duty completely so mercs could move in & get more resource points. But they didn't seem to recieve any weapons upgrades allthou they controlled 4 points & had established a base.
A bug perhaps is that when i destroyed Defiance, Clearsky didn't aggressivly expand into Defiance territory while i kept the Bandits busy at both borders in Garbage. Which left me thinking that Clear sky in particular isn't utilizing territory properly. Their factions Strength didn't grow beyond 60-70 No matter how long i waited. While Mercenary was ranging between 140-150.
Now i have a few suggestions... I don't expect to ever see them in because i can imagion they would be extremly timeconsuming & hard to apply...
First of a dynamic diplomacy. At least between the NPC factions, i.e: if Bandits can't capture Northern outpost from Freedom after a certain amount of time, they would be more inclined to declare truce to focus on Defiance for instance. Or Duty has captured the Northern outpost & is aggressivly persuing in Freedom territory, they would attempt to persuade Bandits or Mercenaries to send squads to attack. (for money or something, Not sure what Faction resources generates for the faction. Perhaps some accumilated Faction resources as an alternative).
Now for the more simple.. but perhaps even harder feature... Dynamic NPC's. They start off as Loners, with the Smart Combat scripts of companions for instance. These NPC's can later on join factions (based on several factors, as Where they have been making money, their relation with faction(?), Faction strength, or something else. Perhaps even scripted.) In the factions they pretty much forfill the same function a player does in a faction. Assist the faction in anyway possible, aswell as upgrade yourself. They would be naturally harder to kill, due to that they can utilize bandages, medkits & everything properly. And perhaps a "Fight or Fly" protocol. Basically it would rather try to retreat to fight another day. Than to die like those meaningless gunfodder Squads.
If you finished reading my long rant.. You already deserve a pat on the head