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Faction Commander 2.0

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  05:38:05  28 January 2010
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
Check the Golden mod 5 thread or similar, where he was imposing as i think it was Smoq 3 and Jammie1993, can't remember which, was funny as hell.

Anyhoo, ill wait for that pleb to post, or just ignore him.
  05:47:48  28 January 2010
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
He used Jammie1993 when he started ranting in the TFW thread... but yea, this is pretty much a repeat of last time, and like last time, he'll whine for a bit and go away again... and judging by the pattern, show up again later to repeat the process.
  05:53:30  28 January 2010
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
He used Jammie1993 when he started ranting in the TFW thread... but yea, this is pretty much a repeat of last time, and like last time, he'll whine for a bit and go away again... and judging by the pattern, show up again later to repeat the process.
---END QUOTATION---



Ah yes, that was it. Eh, as I said, leave him be, someone if not us will chew him up and spit him out again.
  17:35:08  21 February 2010
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Grizzally
(Novice)
 
On forum: 02/07/2010
Messages: 21
Hey.
Sweet mod.
How do i increase minimum squad size, im not increasing maximum just minimum
  22:03:57  23 February 2010
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Lobstris
Senior Resident
 

 
On forum: 04/13/2007
Messages: 235

---QUOTATION---
Hey.
Sweet mod.
How do i increase minimum squad size, im not increasing maximum just minimum
---END QUOTATION---



Open 'sim_squad_generic.script', and look for the function 'sim_squad_generic:create_npc(spawn_smart)'. There is some code there you can change:


local min_npc = 3
local max_npc = 5
local sizeFactor = 0.5 --( 0, 1 ) control overall size of squad, the larger it is, the bigger the size of squad is
local approachingOne = 0.99999999999
local npc_in_squad = math.floor( min_npc + sizeFactor + ( max_npc - min_npc + ( approachingOne - sizeFactor ) ) * ( 1 - player.commander.faction:getGlobalRelativePowerAgainstStrongestFaction() ) * math.random() )


Note Faction Commander's code at this point is abit more complex than vanilla clear sky, which has:


local min_npc, max_npc = 3,5
...
local npc_in_squad = math.random(min_npc,max_npc)


  14:48:23  27 July 2010
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J3ph_42
(Novice)
 
On forum: 07/24/2010
Messages: 8

---QUOTATION---
So I installed FC for the first time this weekend. Here's my 2 pence...


I started off playing for Monolith, as I've always wanted to play for the Zone's cultists!

Unfortunately, I hadn't realised that the command status was assigned to the player by default, and it didn't occur to me to check the command menu until I looked in the readme.

Still, I thought the unique 'Monolith Tear' artefact was a neat touch, and I enjoyed having to scrimp and save every last bit of anti-radiation kit to stay alive in Limansk and R Forest. I didn't like the way roving packs of wild animals and mutants seemed to treat Monolith base like a private suite (with the possible exception of one blind dog in the kitchen, that was cool), it just seemed a bit too far-fetched for my liking.

Eventually, I realised I'd gone the wrong way out of Limansk to start with. Having been sent to the bottom of the map to secure our territory by removing army and Clear Sky, the natural assumption on my part was to head through the tunnel for the bridge at R Forest. Well, I'll know better next time.

I'm not sure zombies should be on anyone's side, really, but I will admit it was very entertaining to watch legions of them march on the army warehouse while I used my SVD to snipe at the troops from a sentry tower!

A couple of things irritated me about the Monolith base. When the zealots initiate 'trance mode', they sometimes choose to do so in a position that blocks direct access to trader and mechanic. At one point I gave up waiting for them to move, so I got on the roof to descend the ladder into that room, but not before being shot at by other Monolithians! What are they trying to protect up there, anyway? The other thing that irritated me was the way they used regular stalker campfire banter - is there a way to change that or remove it altogether?

I then had a go as Duty, and set the faction AI to Insane. Well, next time I think I'll set it to Hard! Duty did really well to secure the garbage, eventually driving out the bandits, but by the time I was in a position to assault Dark Valley, Monolith and Army had become the local superpowers, and we were losing squads fast. We did actually manage a foothold in DV, but every time I leave an area to advance my faction's goals in another, I lose supremacy in the previous area and have to pull back and sort it out again.

Anyway, I decided that if I'm going down, I'm taking Freedom with me, so I butchered their base residents all the way up to the last 6 men, hiding in the main hangar. Now I don't know if this is a consequence of my not having secured the previous objectives, but whenever I approached the hangar, they shut the main doors on me, with no other way in! Yet, when the base decides I'm no longer a threat, it restricts access to my weapon. So how am I meant to nail these last few Freedom? I can't pick them off at range, but as soon as I get close, they shut up shop and all i can do is shoot them through the big doors. Not very productive. Would the same thing happen in Duty base if I were Freedom? I'm guessing, yes.

I had to do a lot of scavenging, and that meant a lot of trips back and forth to Duty trader to repair my weapons and armour. Problem is, whenever I do that, I give the opposition breathing space to push us out of Garbage or even threaten Agroprom. This is partly due to my not having a complete understanding of the command system.

If I select 50% Attack, does that mean only 1 in 2 active squads will respond to the order? Can I then select 50% Expand, and the other half of active squads will respond, or does the same squads that received the Attack order then switch to Expand? I'm not sure how Magnitude works at all. Is there a trick to it?

Is there a way to generate more squads in less time besides 'buying' squads with your own money? Which resource points control squad production, or is it fixed?

Still, this mod is an extremely impressive piece of work, and you deserve more recognition for your efforts. Expect to receive a donation soon. I may try to clean up some of the English dialogue for Monolith, but I'm eager to get stuck in with Freedom or Bandits, so that may have to wait.

Sorry for the long rant.
---END QUOTATION---



How did you get out of the monolith base? I started off in the direction of the quest arrow, crawled through the ditch dug under that wall behind the unfinished building, but no way back into the building itself. How do you get to that army encampment and out of Monolith base?
  14:59:08  27 July 2010
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J3ph_42
(Novice)
 
On forum: 07/24/2010
Messages: 8

---QUOTATION---

How did you get out of the monolith base? I started off in the direction of the quest arrow, crawled through the ditch dug under that wall behind the unfinished building, but no way back into the building itself. How do you get to that army encampment and out of Monolith base?
---END QUOTATION---



Oh I see you go out to the military warehouses and then the long way around?
  15:09:51  28 July 2010
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Stalkerstein
Senior Resident
 

 
On forum: 04/24/2010
Messages: 1991
Weapons could be more accurate.
  15:52:14  6 November 2010
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RoofPig
(Novice)
 
On forum: 11/06/2010
 

Message edited by:
RoofPig
11/06/2010 16:30:31
Messages: 26
Wow, long dead thread, sorry for the necro.

Using 2.51, I'm having an issue with this mod... if I play as military and try to take over the stalker (noob) village in Cordon, it's impossible because Wolf is immortal.

Someone suggested that I edit immunities.ltx, but I can't find this file anywhere.

Any ideas anyone?

::edit:: ok, I started as Duty ans played for a while, when I took a trip to Cordon it looks like the military has taken over the noob base with no problem. But still if I load a new game as military, I can unload clip after clip into Wolfs face and he won't die... so he's only immortal if the player is military?
  17:41:06  6 November 2010
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
Messages: 4114

---QUOTATION---
Wow, long dead thread, sorry for the necro.

Using 2.51, I'm having an issue with this mod... if I play as military and try to take over the stalker (noob) village in Cordon, it's impossible because Wolf is immortal.

Someone suggested that I edit immunities.ltx, but I can't find this file anywhere.

Any ideas anyone?

::edit:: ok, I started as Duty ans played for a while, when I took a trip to Cordon it looks like the military has taken over the noob base with no problem. But still if I load a new game as military, I can unload clip after clip into Wolfs face and he won't die... so he's only immortal if the player is military?
---END QUOTATION---



He always died in my game (Even if I join the military), no idea whats causing the problem you're getting.
 
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