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CS is a Ghost town - need a HC mod

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  07:49:21  24 February 2013
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surgy
(Senior)
 
On forum: 03/25/2007
Messages: 119
CS is a Ghost town - need a HC mod

Hi guys,


I'll start by saying the latest CS patch is by far the worst version so far. There is nothing to do prior to faction wars, they stopped military re-spawning in Cordon (which was my main source of fun) spawns are just weak as crap mutants that are not even worth killing. Artifacts fall below the ground so you cannot pick them up, And the worst part is you can traverse a whole map without even getting shot at now.

At least they managed to fix Sodorovich's door bug.


Anyone know of a mod where something actually happens ? Like tough spawns, conflict everywhere, more humanoid spawns, I am bored out of my brain now that i can't farm the military.

I'm going back to SOC now. CS was once my favorite Stalker, now its my least favorite. Sorry if that sounded whiny, but i'm so frustrated with this patch right now.
  09:07:53  24 February 2013
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
Messages: 2461
Waiting for "The Warmongers 2.0" as that Mod has spawns all over the place. I played the first version for awhile but didn't finish it. Lots of human enemies too.
  07:51:22  25 February 2013
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surgy
(Senior)
 
On forum: 03/25/2007
Messages: 119

---QUOTATION---
Waiting for "The Warmongers 2.0" as that Mod has spawns all over the place. I played the first version for awhile but didn't finish it. Lots of human enemies too.
---END QUOTATION---



"The Warmongers" lol, I guess that's pretty much what i am. Thanks for that, I've never even heard of it before.

Currently the only HC mod i have is ABC-inferno for SOC, which can be quite hectic when you crank the difficulty up, but unfortunately most of the spawns are of the Mutant variety, And it becomes monotonous killing horde after horde. It also has some nasty mechanics which can irritate, such as the weather transitions which effectively blind you for a few seconds.


I do apologize for my OP, i regret writing it. I was in a foul mood and quite frustrated at the time.

Thanks again for your reply and info man.
  08:26:14  25 February 2013
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
 

Message edited by:
Audioave10
02/25/2013 8:28:30
Messages: 2461
Strange that you said that, as I've just gone back to 1.0004 patch to play ABC Inferno myself. I put a teleport next to Sid's door and another right near the Garbage entrance. Anyone or Anything that enters Cordon uses it and comes out next to Sid's place and attacks the Rookie camp. Lots of Zombiefied Mercs and Bandits and Military come right through besides the mutants.
Cordon is the most active I've ever seen with dead bodies all over the place. Tons of loot too! I agree about the weather...changes a little too much but I can usually wait it out on a roof of one of the houses safely.
  09:52:56  25 February 2013
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surgy
(Senior)
 
On forum: 03/25/2007
Messages: 119

---QUOTATION---
Strange that you said that, as I've just gone back to 1.0004 patch to play ABC Inferno myself. I put a teleport next to Sid's door and another right near the Garbage entrance. Anyone or Anything that enters Cordon uses it and comes out next to Sid's place and attacks the Rookie camp. Lots of Zombiefied Mercs and Bandits and Military come right through besides the mutants.
Cordon is the most active I've ever seen with dead bodies all over the place. Tons of loot too! I agree about the weather...changes a little too much but I can usually wait it out on a roof of one of the houses safely.
---END QUOTATION---



Hah! That's ingenious, I didn't even think that would work on NPC's. But yeah man the Neutral village is like a constant war zone, especially at the start where you have to fight hard just to protect your Loner friends. I enjoyed that part a lot.

I also really liked the RPG leveling system it has, but it takes a fair amount of time to level up to where your accuracy and repair skill really shine.

Have you ever player Lurk ? I found it really well done but with too many game-breaking annoyances such as the removal of artifacts and the severe realism mechanics like ballistics and effects. If Lurk just left the Artifacts alone i would definitely be playing that right now.
  05:40:06  26 February 2013
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
Messages: 2461
I didn't play Lurk. I usually fool around with Fatrap's mods since he uses scripting and I can deal with that and make huge changes. I'd never touch the All-spawn file.
  00:59:45  1 March 2013
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
 

Message edited by:
PhoenixHeart
03/01/2013 1:01:14
Messages: 1165
Have you tried TFW? If you're looking for just a ramped up vanilla experience then it's not for you, because it tears out the storyline and redesigns the game around the faction wars. However, it's extremely active, and extremely difficult (at times).

Here's a not-so-brief summary of what the mod does, and what it's about. tl;dr version: it's all about the faction wars (but not completely, it's got a solid loner gameplay option as well) with a HUGE amount of awesome features not seen in other mods. Not perfect, but crazy fun.

READ THE WHOLE POST BEFORE MAKING UP YOUR MIND PLEASE - ESPECIALLY THE CON'S. The mod, unfortunately, is not PERFECT, but it's very well done considering what it does

PRO's
===========

It's got an RPG-style leveling system - at each stalker rank you get the choice of 2-4 perks

Companions - complete with the ability to equip your companions, and you have to keep them loaded with ammo and medkits because they actually use up ammo and medkits. You can equip them with guns and suits of your choice, and any upgrades given to guns AND suits translate directly to the companion, including things like carry capacity, bulletproof rating, and anomaly protection (although they're pretty good about avoiding anomalies on their own). Complete with Text-based UI additions that display companion's current health, weight, bleeding status, radiation status, and current orders (you can set them to follow, hold position, defensive stance, offensive stance, hold fire, or fire at will)

The ability to order specific squads around (as well as your whole team) and to call in reinforcements to your location. This is easily my favorite feature of the mod - if I just cleared out a location and I want a squad there ASAP, instead of waiting for CS's AI to decide to send a squad there, I can manually call one in, and I get the capture bonus and everything (as long as I contributed to the capture)

COMPLETELY REDESIGNED FACTION AI. This one is Smoq's crowning achievement, or at least was at the time - the mod was originally based around rggclp's Faction Commander, but due to a falling out, rggclp withdrew his mod from the modding community as a usable resource, so Smoq had to build his own AI to replace it. Very behind the scenes, but impressive for those who are modders or programmers.

The upgrade system is reminiscent of CoP's upgrades, as opposed to CS's (gives each weapon a more unique feel, and you don't completely screw yourself if you want to pick different upgrades from the different tree choices).

Artifacts and their effects are copied from SoC.

Mutants drop loot, and it's got a VERY in depth system for people who just want to be a loner and NOT join the faction wars - lots of various NPC's give semi-generic missions (neutral traders, as well as the faction leaders)

+sleeping bag

lots of customization options for the mod (because I bugged Smoq until he made a lot of the features optional )

Easy installer - unzip, and run the .exe, it takes care of itself.

New saving system + autosaves at intervals you can customize (as short as 30 seconds to as long as 30 minutes or an hour)
=============

CONS
I'm not going to sugar coat it, this mod does have it's drawbacks. I will list them here, and you decide for yourself if it's something you can put up with. For me, it's totally worth it, but some of these are deal-breakers for other people.
============
You need a good computer to play this. There are a LOT of scripts constantly running in the background, and if you don't have a good PROCESSOR, your game WILL LAG. This does render the game unplayable for some people.

Sometimes crashes a lot. Let me clarify:
Sometimes you can play for hours or days with no crashes. But other times it feels like it crashes all the time. This is mostly due to the complexity of the changes and scripts, and sometimes the wrong conditions all show up at once to cause the scripts to halt. What you'll see is constant crashing, but if you reload to a previous save (5-10 minutes back is usually enough) and do things DIFFERENTLY, those conditions will never appear and you will avoid the crash altogether. THIS IS WHY I PLAY WITH 30 SECOND AUTOSAVES! It really mitigates the frustration of the crashes, because I lost at most 30 seconds of playtime. We've got a LOT of the bugs squashed, but with such a complex mod, there are uncountable ways that something CAN go wrong even though it usually doesn't. A lot of it is just the simple fact that XRAY 1.5 (clear sky's version, CoP was 1.6) was relatively unstable and served as the test bed for a lot of the features in CoP.

-Companion AI is good, but it's still just a set of parameters. I have nearly ragequit because my companions are doing something stupid. Thankfully, this is RARE. Most of the time it works beautifully.

I believe that covers anything. FYI, I am a small contributor to the mod, but have been following it and helping with bug hunting since day 1 - it's the sole reason that I still play Clear Sky. I am also an avid supporter and huge fan If any of this has caught your interest, I recommend giving it a try and seeing for yourself if it's something you like!
  03:02:37  1 March 2013
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
Messages: 2461
"Mutants drop loot, and it's got a VERY in depth system for people who just want to be a loner and NOT join the faction wars - lots of various NPC's give semi-generic missions (neutral traders, as well as the faction leaders)"

I never played Clear Sky all that much, so I missed this part of the feature list...and THAT's the stuff I like! I'm going to try it next time for sure.
Maybe surgy would like that feature-set also.
  08:07:03  1 March 2013
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surgy
(Senior)
 
On forum: 03/25/2007
Messages: 119
Hi there Phoenix,

I really like the sound of almost all those features, especially the SOC artifact system and RPG orientation, And i will never say no to looting Mutants, one of the things i love about ABC-Inferno. Actually many of the features seem similar to ABCI, which is a good thing because ABCI really is a great mod and i couldn't praise it enough, but there is always a fly in every ointment it seems.

Although i appreciate the concept and implementation of the AI management, it will probably be a feature i would never use. Those AI scripts would be pretty heavy too, maybe the cause of the instability with the mod.

As for instability, it's something i really cannot tolerate. And it's typically a result of overloading the engine, which is something out of my control. But i can only blame myself for my lack of knowledge about modding, otherwise i could strip out the excess from the mod. And as the saying goes "Beggars can't be choosers".

Even so, this mod does sound fantastic, And i thank you very much for such a thorough explanation of its features. I will definitely check this mod out.


Thanks much to the both of you.
  18:48:06  1 March 2013
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
I believe that yesterday I actually found the cause of the most frequent crash, which if solved will make it actually fairly stable.

One other thing I forgot to mention:

-Mimics CoP's system of having two primary weapons, not a "rifle and pistol slot"
 
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