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CLEAR SKY: Liquidator Test #10

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  20:20:08  4 September 2010
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Tejas Stalker
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On forum: 05/12/2007
Messages: 25719
CLEAR SKY: Liquidator Test #10

It looks like the Faction Wars is still working but in broken up stages.
You have to keep going back and forth between the levels to jumpstart
the action and I still have not flooded the Agroprom Underground yet.

Too early for me to really pass judgement yet other than I have only
found a single Dutyer with an RP-74 whereas before I would see 3 or 4.

TS
  20:44:32  4 September 2010
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hhiker
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On forum: 10/31/2008
 

Message edited by:
hhiker
09/04/2010 20:45:24
Messages: 4290
Acording to my observations in this game, Duty settles down in Garbge once they establish control over some specific points (the camp between the East pile and Flea market seems to be one and the "Camp in through" the other - when they lose these they'll recapture them or move troops there - but they won't move out from there even with 2 squads present). With these points settled, Duty won't take the initiative to move out Agroprom or advance in Garbage unless their faction strength is nearing 300. When that happens, they do send a few squads towards Garbage; i'm guessing there might be the bigger objective to establish a safe route between the Southern Entrance to Dark Valley and Agroprom-Garbage Northern gate; however, since by then the Bandits have regained some strength and often re-captured the points Duty took over in their mini-exodus (Barricades, the point between South Piles and Barricades; occasionally Diggers' camp), Duty will spend all the strength surplus on re-re-capturing those and has to gather strength before they attempt anything again, during which the Bandits will also reinforce their position.
So basically it's a cycle that repeats with some variations.

(Again, what i describe here is based on ingame observations only - people with the script insight could probably explain it through more specific parameters.)
  00:52:46  5 September 2010
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SetaKat
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On forum: 02/20/2010
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Duty suffers from a bug which prevents squads which spawn at their base from moving out while the actor is on a different level. Also, Duty doesn't advance in the factions war further than the two Agroprom entrances to Garbage, because of the precondition actor_in_faction, which is false unless you join, which then evaluates to true. The only reason they move further is that they have a secondary target at the barrier - this is what pulls them into the Garbage and beyond.
  01:18:37  5 September 2010
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hhiker
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On forum: 10/31/2008
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Explains a lot
Does this apply to the latest patch only or overall?
  01:22:39  5 September 2010
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SetaKat
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On forum: 02/20/2010
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This is from 1.5.10. The bug with duty spawning and not moving out requires a new game for it too be fixed, once I fix the vanilla file.
  03:20:51  5 September 2010
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/05/2010 3:22:36
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CLEAR SKY: Liquidator Test #10

Duty always made it to the Dark Valley with the previous Patches.

I always thought the 1.5.10 Patch was the ultimate one to fix so many things.

From my experience so far it is a major screw up that has gimped the Game.

TS
  00:52:36  6 September 2010
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Tejas Stalker
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On forum: 05/12/2007
Messages: 25719
CLEAR SKY: Liquidator Test #10

Sounds like with the latest Patch this Test should
be changed to 1 SVD or SVU, 1 Tunder & 1 RP-74.

I still don't have a Tunder yet:
http://img412.imageshack.us/img412/4434/planbr.jpg

TS
  00:54:47  6 September 2010
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hhiker
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On forum: 10/31/2008
Messages: 4290
Ooh, i almost forgot... the "collateral stash" screensots.
Coming up soon.
  00:56:45  6 September 2010
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Tejas Stalker
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On forum: 05/12/2007
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CLEAR SKY: Liquidator Test #10

If you're saying what I think you are I did really good so far in this Game.

TS
  01:28:06  6 September 2010
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hhiker
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On forum: 10/31/2008
Messages: 4290
the "collateral stash"

here:
http://a.imageshack.us/img833/2576/test10agrostash.jpg

And the one in Flea market as well
http://a.imageshack.us/img8/5673/fleamarketstash.jpg
 
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