Faction Commander

Brief introduction Faction commander is a powerful mod...

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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. The commands include Default, Assemble, Expansion, Cancel, Attack, and Defend command. You could choose the magnitude of the action of command. 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.

Discussion thread for Faction Commander 2.0

Faction Commander 2.0 - Advanced Assistants Demo

Faction Commander 2.0 - Mutant Infestation Demo

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Download 'factioncommander_2.0final.7z' (3.04MB)

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	S.T.A.L.K.E.R - Clear Sky - Faction Commander 2.0
	author: Chen Lin Peng   aka rgggclp
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	Brief introduction
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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.
The commands include Default, Assemble, Expansion, Cancel, Attack, and Defend command. 
You could choose the magnitude of the action of command.
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.


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	Requirement
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S.T.A.L.K.E.R - Clear Sky - Patch 1.5.05 or 1.5.07
At least 2GB memory is recommended.


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	Functions and improvements
------------------------------------------------ 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.
The assistants would use medkits in their inventories to regain their health when they are injured heavily.
You could order the assistants to move to your location by the "recall" button in the spawn menu.
The path-finding system could issue warnings when it detects any smart-terrain in the assistants' path to their destination is unavailable( locked ) or full of squads.
To unlock the unavailable smart-terrain, you must complete the story-line quests relating to the level of the terrain.
You could dismiss the assistants by the "kill" button in the spawn menu.

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.
The territories of players' faction can't be captured by their allied factions.

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.
19. Zombified soldiers begin to infest in Yantar after you complete chasing strelok into the tunnel in Red Forest.
20. Fix the CTD when you order squads in Limansk to go back to the other levels.

------------------------------------------------ 1.6 ------------------------------------------------
1. Fix a bug that men and creatures dispear like evaporation and the process of faction war could be disrupted.
2. Fix a bug that soldiers ignore their enemy in a location, they could even sit down by the bonfire and make friends with each other.
3. Fix a bug that your allied factions would try to capture the territories of your faction.
4. Add more stability to the mod and recompense the intensity of combats in some locations. Now the intensity is limited only in locations where CTD is likely to happen, like buildings, narrow passages and indoor scenes. So in the outdoor space, the intensity isn't diminished.
5. The restrictions that soldiers can't go to swamp and Limansk has been removed.
6. Fix the ctd in Swamp when you push the intelligence button.
7. Soldiers could choose the targets nearest to them.
8. Fix a bug that AI of Freedom won't attack Duty.
9. Fix a bug that the user interface doesn't display properly when users' language isn't English or Chinese.

To sum up, this version is more stable, intense and smooth than the previous version.
So upgrading to this version is highly recommended.

------------------------------------------------ 1.5 ------------------------------------------------
1. Compatible with 1.5.07
2. The AI of non-player factions has been improved, now they could attack and eliminate the base of their enemy.
3. The codes of action have been redefined. 
Your faction would keep one squad in every territory to defend, the surplus squads are called "idle squads".
Green Code: 20 percent of "idle squads" would join the action.
Yellow Code: 50 percent of "idle squads" would join the action.
Red Code: 100 percent of "idle squads" would join the action.
4. You don't have to reset your command after the loading or level changing, all the last settings you used could be saved automatically.
5. You could examine the current targets of your squads and the respawn points, resource points and the important territories of the current level. (by using the intelligence button)
6. Fix the bug that could cause CTD when you spawn squads in Clear Sky base.
7. Limit the number of squads you could spawn, which prevents CTD when some players try to spawn too many squads in a location unconsciously.
8. Limit the number of squads that could participate in combats of a location, which prevents CTD caused by line 155 of "patrol_path_manager.cpp".
9. The cut creatures is seperated from Faction Commander mod and put into optional mod package, which prevents some CTD that might be relating to cut creatures.

Conclusion: This version of mod is more stable, but less intense than the last version.
The major of CTD problems could be solved by sacrificing the intensity of combats.

------------------------------------------------ 1.0 ------------------------------------------------
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.



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	Installation
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Copy the archive to the folder where you install the game, and extract it to the folder.
If you haven't modified the fsgame.ltx before, you have to change 
$game_data$ = false| true| $fs_root$| gamedata 	to
$game_data$ = true|	true| $fs_root$| gamedata
You don't have to restart game to adapt to this mod.



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	How to use
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To bring up the user interface of this mod, Press ESC when you're in game, then press F2.



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	Recommended mods
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The following mods I listed would greatly enhance your game experience with Faction Commander.
PDA Maps with Point Names - Map-Pack (v1.2)		by Lux aka LuxZg		http://stalker.filefront.com/file/PDA_Maps_with_Point_Names_MapPack;95301
Total Faction War		by smoq2			This mod currently only supports the version 1.6 of Faction Commander, and only the beta version of it is available, but it has much more potential.		http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19665&sec_id=21



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	Copyright Declaration
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This mod is developed by Chen Lin Peng who's a professional game engine programmer.
Currently this mod is free to modify and redistribute. However, the author needs to be respected and the credits must be given to him.
The author reserves all rights regarding his mod.
You could contact the author at quake_clp@hotmail.com

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rgggclp


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Registered 19th October 2008

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