Faction Commander vs. 1.5 -wow! -1 reply

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Jeb_ster

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6th February 2008

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#1 11 years ago

This looks like a great mod. I've played the vanilla game and was looking for a good mod to change things up. CS is way more faction oriented than SOC so this mod fits very well with CS and quite honestly, ...CS needs jazzed up quite a bit. I see Chen Lin Peng adds back the cut out monsters. That's great because CS needs those creatures back! Also, FourAces thread has helped me a lot and the game was playable after fixing some of the issues that crippled the vanilla game. I did find out that 2 files were used by Chen that were fixed by programmers here (sim_combat.script and sim_squad_generic.script). I wonder if Chen fixed those vanilla (game crasher) files before altering them? Anybody playing this mod? ...if so, is it good? Faction Commander, Stalker Downloads, Stalker Singleplayer




Jeb_ster

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#2 11 years ago

According to the author:

Brief introduction Faction commander is a powerful mod that allows you to dictate orders that your faction follows. The command system of this mod is composed of six types of commands and three classes of action codes. The commands include Default, Assemble, Expansion, Cancel, Attack, and Defend command. The action codes consist of Green, Yellow and Red code which represent the magnitude of an action. Non-player factions also have their commanders who use artificial intelligence and could make counteractions to their enemy. You could choose four levels of artificial intelligence, they are Disable, Normal, Hard and Insane. Functions and improvements: 1. Command System Default: Your soldiers would extend their influence slowly. Cancel: Your soldiers would cancel their current action and wait for orders. Expansion: Your soldiers would extend their influence aggressively. They could attack and capture spawn points and resource points. Assemble: Your soldiers would come to the position where their commander stands. Then they would follow the commander. Attack: Your soldiers would attack the positions which are the current targets of the "faction war". They would attack the next points after the capture. Defend: Your soldiers would defend the positions where your enemy faction attacks.

Green Code: Only the soldiers who have nothing to do would take the action. Thus the magnitude of this type of action is very small. Yellow Code: Most soldiers of your faction would participate in the action, only one squad of every territory of your faction would be kept to defend. The magnitude of this type of action is relatively large. Red Code: All soldiers, except the soldiers who have something to do with quests and storyline, would participate in the action. So the magnitude of action could be very large.

2. Artificial Intelligence Disable: Non-player factions could execute the Default Command. Normal: Non-player factions could execute the Expansion, Attack and Defend Command, and the action code is Green. Hard: Non-player factions could execute the Expansion, Attack and Defend Command, and the action code is Yellow. Insane: Non-player factions could execute the Expansion, Attack and Defend Command, and the action code is Red.

3. Territory Capture In the vanilla Clear Sky, every territory allows only one faction to enter and capture it. After capture, other faction have to eliminate the soldiers in the territory to recapture it. However, when the two factions are friends it's impossible to recapture the territory because they can't attack each other. If the uncapturable territory is an important target in the "faction war", your process of "faction war" would become stagnant. I have removed the restriction. When a territory is captured by faction A, faction B could recapture it if B brings soldiers as many as two times of A.

4. Pathfinding improvement The path finding script in vanilla Clear Sky is buggy. I have fixed it. Currently almost every points in the map are accessible.

5. Respawn improvement The respawn algorithm in vanilla Clear Sky is also buggy. In vanilla version, when respawning is invoked, all creatures would be spawned in one point instantly, which could cause some problems such as CTD and lag. The improved respawn algorithm spawn creatures in random points nonsimultaneously. Thus it's more robust.

6. Cut creatures return The cut creatures: zombie, chimera, cat, burer would be respawned in respawn point now. The zombie could appear in all maps.

7. Summon Soldier Commander could spawn a squad of the same faction as the commander instantly.

8. Faction Changer You could join five faction freely, they are: loner, bandit, freendom, duty, clearsky. You cann't join "special factions" in this version of mod.

9. Add to the amount of soldiers of every faction

10. Ingame User Interface The summon soldier button could be found in here.




Amraam

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30th April 2008

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#3 11 years ago

Cool, I'll take a look at this! Looks promising!




Jeb_ster

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6th February 2008

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#4 11 years ago

I haven't upgraded to 1.5 yet since Peng said he's had to back off intensity to make the game stable. I want to try it with full intensity first and I'm willing to put up with a CTD now and again in favor of a more intense game (Insane mode). I was able to just load a save game and start right away with this mod. You don't have to restart the game to play this mod. So, I've got the armor I want and the guns right from the beginning of play, ...sweet! Zombies in the Swamps, ...who would have thunk it! It would be great to be attacked by a hoard of roaming zombies, ...hmm.




Jeb_ster

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6th February 2008

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#5 11 years ago

OK, "Insane" mode is a bit too much for my system. I really like the mod and yet I'd like to see things added to it to make it better. Right now, I can call in troops anytime I need it. They either appear right next to me or within the vicinity of where I am. So, if I want to cheat all I have to do is get near an enemy base and press the NH button (Need Help!). My squads show up right in the middle of the base and I can sit back and watch this battle. Helpful if your armor is too beat up and you just don't feel like going back to get it fixed. Ideas for additions to this mod: 1. Give NPC's paying jobs to do and maybe a "cargo" button for loadout. (I'd like to be able to use "mule" NPC's to cash in my loot at the nearest trader and when that mule arrives at the trader's base then my account goes up automatically) 2. Allow NPC's to be put through training programs to advance their skills. 3. Allow the creation of a limited number of engineer NPC's and allow those engineers to build structures as well, ...i.e., sandbag walls, rope ladders for inaccessible towers. 4. allow NPC's to loot bodies and pick up guns off the ground and sell the goods to you at a discounted rate. ...just some thoughts.




Soul_purifier

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24th July 2008

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#6 11 years ago

Jeb_ster;4690786OK, "Insane" mode is a bit too much for my system. I really like the mod and yet I'd like to see things added to it to make it better. Right now, I can call in troops anytime I need it. They either appear right next to me or within the vicinity of where I am. So, if I want to cheat all I have to do is get near an enemy base and press the NH button (Need Help!). My squads show up right in the middle of the base and I can sit back and watch this battle. Helpful if your armor is too beat up and you just don't feel like going back to get it fixed. [COLOR=Red] Really?? Insane mode isn't that hard for me to run on my pent 4 3.2 ghz laptop.[/COLOR] Ideas for additions to this mod: 1. Give NPC's paying jobs to do and maybe a "cargo" button for loadout. (I'd like to be able to use "mule" NPC's to cash in my loot at the nearest trader and when that mule arrives at the trader's base then my account goes up automatically)

[COLOR=Red]Without SDK (even a multiplayer SDK) it's not possible to add a chain of scripts and pull it off without immense amounts of bugs or CTD's. And writing the dialouge and scripts is ALOT more harder then you would think.[/COLOR] 2. Allow NPC's to be put through training programs to advance their skills. [COLOR=Red]Lol this isn't an RPG. This is a shooter. There are no skills. And ASFAIK all friendly NPC's are divided into this class of expertse starting with best: Duty Mercenaries Renegades Clear sky Loners bandits Freedom So the best you can actually do to help friendly NPC is putting new "scripts" to make them "change" factions every 5 or so kills. Like they start out as freedom config and then the script eventually changes their behaviour to duty. Although this would take months to create. But thats the best case scenario. The actual realistic thing you can do is give friendlies a huge amount of HP, insane guns and accuracy and still pray they don't get head shotted.[/COLOR] 3. Allow the creation of a limited number of engineer NPC's and allow those engineers to build structures as well, ...i.e., sandbag walls, rope ladders for inaccessible towers.

[COLOR=Red]Rofl you do realise this is an X-ray engine game.....right?? Sandbags, walls,ladders, are all static objects and it's impossible to spawn static objects without an SDK OR alot of work arounds and even then you can't do it on the spot. You would have to put the new objects into the all.spawn.[/COLOR] 4. allow NPC's to loot bodies and pick up guns off the ground and sell the goods to you at a discounted rate. [COLOR=Red]That crap was already out for a while now. Search oblivonlost.de or filefront for the mods.[/COLOR] ...just some thoughts.

Just some thoughts....

But I've been playing with Faction commander 1.6 and it is an IMMENSE improvement to clear skies. It's so great to get battles going now instead of the drab excuse of a zone that clear skies bring. And combined with Basix monostorosity 2.5 this is an absolute best. Just spawn a group of soldiers at a subpoint and order them to attack a major resource point and enjoy.

Kudos to whoever made the mod.




combiner

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30th July 2007

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#7 11 years ago

I have latest patch for CS, and I have 1.6 of this mod, but it dosent seem to affect anything. In the beginning, I gave Clear Sky order to attack, Yellow level, but they all just sat in the fishing hamlet.




Amraam

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30th April 2008

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#8 11 years ago

Im getting this problem too. It seems I have an entire battalion of CS at the fishing hamlet, and that was before I had even spawned any!

I'm using the latest version, 2.0.




Soul_purifier

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24th July 2008

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#9 11 years ago

Yes getting the problem.

With 1.5 I was very impressed though. I finally got proper bot vs bot skirmish which was great.




eeeeddd37

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#10 11 years ago

There is a new beta being tested. 1. In the begining of the game, you has the options of proceeding in the story-line quests or playing the absolute faction war which excludes all the story-line quests and side quests. 2. If you choosed playing the absolute faction war, you could select which faction you would like play. After selecting you would receive different equipments whose varieties depends on the faction you selected. Then you would be teleported to the base of the faction you selected. 3. If you choose playing story-line quests, you could proceed in the story normally. 4. Limansk is NOT open if you choose the faction war. 5. Military faction begins to slice the big pie of the zone. 6. Provides script methods for modders to modify the attributes of smart-terrain without having to modify the notorious all.spawn. Through scripting, you can edit the population capacity, respawn, availability and even the path network of smart-terrain. It is a bit buggy though. Version 1.5 was good. There is also a total faction war beta where you can take over the entire zone with one faction. Currently it is only the loner faction that works.