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Faction Commander 2.0

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  11:21:45  18 December 2008
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rgggclp
Senior Resident
 

 
On forum: 10/22/2008
 

Message edited by:
rgggclp
12/20/2008 8:39:38
Messages: 189
Faction Commander 2.0

---------------------------- 2.0 ----------------------------
1. Commander Assistants System
In 2.0 version, you could spawn an assistant squad.
Through dialogs with the assistants you could order your faction to attack most points in the zone.
Every commander assistant specializes in some skills, e.g storage, guide, trader, medic and mechanic.
The weapon of commander assistant is customizable, and don't forget to give them enough ammo.
You could equip assistants or store loots in assistants' inventory through the trade dialog.
Assistants could be revived when they are dead, reviving costs money and the amount is relating to your rank.
The assistants could be upgraded to advanced assistants through spawn menu when your rank raises to veteran.
The assistants will always adjust their faction to yours. So you don't have to worry about whether the assistants are "loyal" to you.
The assistants are immune to explosive damage, as prevents them from killing themselves accidentally when they use rpg-7 or bulldog.

2. The activities and infestation of mutants are amplified, they now could attack humans in swarms.
3. Fix a bug that the squads in swamp won't move.
4. Fix a bug that squads won't report when they capture a territory.
5. Fix a bug that the squad commander repeats yelling when he receives a task.
6. Improve the path-finding alogorithm for squads.
They now use path-finding alogorithm rather than distance comparison to search for their targets.
This greatly enhances the AI of squads in complex level such as swamp and it prevents squads from losing their way.

7. Add stability and prevent CTD.
8. Fix a bug that the door of a base won't open sometimes. ( vanilla bug )
9. You could control the respawn rate of NPCs by adjusting the time factor.
When the factor is set to "X1", the respawn rate is reduced greatly.
To the opposite side, if the factor is set to "X1000", the respawn rate is increased largely.

10. Modify the alogorithm which calculates the power of factions, the power of squads relating to quest is neglected.
11. Freedom now could come out of their base from the front door. ( vanilla bug )
12. Some of the squads relating to quest are now being protected.
13. The amount of squads that is needed to capture the allied factions' territory is one plusing the amount of squads defending the territory.
14. The action code is obsoleted, you now could directly set the percentage of you squads who participate in the action.
15. AI of non-player factions would cancel all their actions when they defeat their enemies.
16. UI has been redesigned.
17. Secondary Targets and Precondition Targets now become "important targets".
18. Spawning squads costs money.


Download link of beta version could be found in the Mod downloads section of this forum:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19723&sec_id=21
  19:21:50  18 December 2008
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xanmalone
Xan Malone
(Resident)

 

 
On forum: 04/26/2008
 

Message edited by:
xanmalone
12/18/2008 19:22:15
Messages: 530
I love it

The fights are really fluid and dynamic now, plus the Insane difficulty makes a huge difference now.

Spent 20 mins fighting almost Every single renegade squad in the swamp coming at the Fishing Hamlet at the same time.

A good 50+ dead.

Mutants swarm like the devils hand
  19:38:07  18 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
12/18/2008 20:21:36
Messages: 1355
I noticed that when you try to spawn a squad or an assistant the money is deducted whether or not they are able to spawn. I just started and I am at the fishing village. I spawned myself with 200000 to see what this mod was about. I enjoyed faction commander 1.6 especially with the total faction war mod. Thanks.
  19:43:13  18 December 2008
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xanmalone
Xan Malone
(Resident)

 

 
On forum: 04/26/2008
Messages: 530
Also got this shortly after loading the Cordon level for the first time:

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ...clear sky\gamedata\scripts\sim_squad_scripted.script:164: attempt to index local 'commander' (a nil value)

If it's any help
  20:08:22  18 December 2008
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
12/18/2008 20:08:55
Messages: 1592

---QUOTATION---
Also got this shortly after loading the Cordon level for the first time:

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ...clear sky\gamedata\scripts\sim_squad_scripted.script:164: attempt to index local 'commander' (a nil value)

If it's any help
---END QUOTATION---


Same CTD here but I died and it crashed...


---QUOTATION---

function sim_squad_scripted:autoAdjustFaction()
if self.fcAutoAdjustFaction == "true" then
local commander = faction_commander.facadeSinglton:getProtagonistCommander()
local faction = commander.faction ---> Line 164
local needAdjust = false
if commander ~= nil then
if self.player_id ~= faction.player_name then
needAdjust = true
--faction_commander.debugPrint( string.format( "sim_squad_scripted:autoAdjustFaction(), faction %s, squad %s, player faction %s", self.player_id, self.squad_id, faction.player_name ) )
end
for id, j in pairs( self.squad_npc ) do
if db.storage[ id ] ~= nil then
local storageNpc = db.storage[ id ].object
if storageNpc:character_community() ~= faction.player_name and
IsStalker( storageNpc ) then
needAdjust = true
--faction_commander.debugPrint( string.format( "sim_squad_scripted:autoAdjustFaction(), faction %s, squad %s, character_community %s", self.player_id, self.squad_id, db.storage[ id ].object:character_community() ) )
break
end
end
end
end
---END QUOTATION---

  20:11:11  18 December 2008
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Kane4
"Order of the Liquidators" and Dez0wave Tester
(Resident)

 

 
On forum: 07/17/2008
 

Message edited by:
Kane4
12/18/2008 20:13:49
Messages: 12552
This mod will be better than vanilla, if properly fixed.
  20:30:41  18 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
12/19/2008 8:33:32
Messages: 1355
The assistants and their options are great. I think this is a feature that people have been hoping for since stalker shadow of chernobyl times. Your own personal squad to cutomize and command. Excellent.
  05:07:45  19 December 2008
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rgggclp
Senior Resident
 

 
On forum: 10/22/2008
 

Message edited by:
rgggclp
12/19/2008 5:24:37
Messages: 189

---QUOTATION---
Also got this shortly after loading the Cordon level for the first time:

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ...clear sky\gamedata\scripts\sim_squad_scripted.script:164: attempt to index local 'commander' (a nil value)

If it's any help


---END QUOTATION---



Thank you for the bug report.




---QUOTATION---
---QUOTATION---

function sim_squad_scripted:autoAdjustFaction()
if self.fcAutoAdjustFaction == "true" then
local commander = faction_commander.facadeSinglton:getProtagonistCommander()
local faction = commander.faction ---> Line 164
local needAdjust = false
if commander ~= nil then
if self.player_id ~= faction.player_name then
needAdjust = true
--faction_commander.debugPrint( string.format( "sim_squad_scripted:autoAdjustFaction(), faction %s, squad %s, player faction %s", self.player_id, self.squad_id, faction.player_name ) )
end
for id, j in pairs( self.squad_npc ) do
if db.storage[ id ] ~= nil then
local storageNpc = db.storage[ id ].object
if storageNpc:character_community() ~= faction.player_name and
IsStalker( storageNpc ) then
needAdjust = true
--faction_commander.debugPrint( string.format( "sim_squad_scripted:autoAdjustFaction(), faction %s, squad %s, character_community %s", self.player_id, self.squad_id, db.storage[ id ].object:character_community() ) )
break
end
end
end
end
---END QUOTATION---

---END QUOTATION---



Thank you very much for the information.



---QUOTATION---
I noticed that when you try to spawn a squad or an assistant the money is deducted whether or not they are able to spawn. I just started and I am at the fishing village. I spawned myself with 200000 to see what this mod was about. I enjoyed faction commander 1.6 especially with the total faction war mod. Thanks.
---END QUOTATION---



Many thanks for the bug report.




I have made a patch for Faction Commander 2.0 beta which could be found on the download page of the mod. And it has fixed all the bugs currently reported.

Oh, I forgot to mention that the assistants will always adjust their faction to yours. So you don't have to worry about whether the assistants are "loyal" to you. And the assistants are immune to explosive damage, as prevents them from killing themselves accidentally when they use rpg-7 or bulldog.
  05:36:24  19 December 2008
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11605
That file hosting site is one of the worst I have seen. Porn and gambling ads, popups, does not work in IE8.
  08:41:33  19 December 2008
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rgggclp
Senior Resident
 

 
On forum: 10/22/2008
Messages: 189

---QUOTATION---
That file hosting site is one of the worst I have seen. Porn and gambling ads, popups, does not work in IE8.
---END QUOTATION---



I'm sorry for that, I always use zshare before because it provides downloads counter for me.

And I have added another two links which doesn't contain ads.
 
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