Coméntanos tu parecer sobre los MODs que pruebes, quizás animes otros a probarlo.
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TEMA: Stalker Clear sky Total faction warfare v2.9.5 beta
Stalker Clear sky Total faction warfare v2.9.5 beta 21 Oct 2011 19:51 #7746
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Buenas, este es mi primer aporte al foro, espero que les guste
Creo que no lo tienen, porque no lo vi. Se llama Total faction warfare o TFW Aca les dejo el readme en ingles Advertencia: Spoiler! [ Clic para expandir ][ Clic para ocultar ] THE FACTION WAR v2.9.5 beta by TFW Team. Readme by Smoq2 I'd like to thank those mentioned below for their contribution to TFW. rgggclp - For many great enhancemets to stalker scripts. I basically learned to write scripts from his solutions, thank you for all the help and knowledge I gained thanks to your work. I took the liberty of implementing some of the enhancing faction war simulation solutions used in rgggclp's Faction Commander 2.5 Mod into TFW. His signature can be found under all work of his authorship. Thank you once again. Cromm Cruac - For AtmosFear, Absolute Nature and help with various issues. JakFrost - For new faction equipment tiers. LuX - for his pda maps with smart terrain names. Ceano - for Monster Hunter mod. fluffy22 - for the Chimera monster and new upgrade schemes. QuaNTuMbenxh - for icon textures. Minh - for icon textures. AMK team - for Dynamic Hud and Looting Corpses scripts and Cutout creatures. Spartan and ThunderFreak - for Dynamic Hud mask textures. Atempad - for Sleeping Bag mod. Jamie1992 - for his help with various issues and support. Everyone else who I forgot to mention but contributed to TFW in some sort. Description: The Faction War, as the name suggests, focuses on the faction war aspect of the game, expending each faction campaign to previously ignored areas such as swamps, eventually putting one faction in control of the whole Zone. For the purpose of the mod the main story has been completly removed, and to add to the flavour I created a new main character and a new backstory. Installation: !!! Uninstall any previous versions of TFW or any other mods if present!!!!!!!!!! Best to simply delete Gamedata folder. If you haven't modified the fsgame.ltx before, you have to open it in Notepad change $game_data$ = false| true| $fs_root$| gamedata to $game_data$ = true| true| $fs_root$| gamedata NEW GAME REQUIRED!!!!!!!!!!!!! Saves from version 2.5 (and up) work with v2.9.5. Remember that this is still a beta so expect some bugs. Remember to install the mod on a clean game installation. The mod has been made with files from patch 1.5.10 and might not work with older versions of the game. This version of TFW (2.9.5) has been released in order to test alife simulation, the core of the mod. WARNING!!! The mod is incompatible with any mod that requiers file overwriting and installing other mods on top of TWF, might cause crashes and freezes. It is possible to merge the files, but I strongly suggest caution in doing so, and to compare TFW files with vanilla first. !!! Uninstallation: Just remove the Gamedata folder. CHANGE LOG: Main Features(0.8. - New story (not yet fully developed) - New protagonist - New playable faction (Mercenaries) - New facion bases - All new "Faction Brain". A script that controls faction, monster and zombie alife written for the purpose of extended Faction War campaign - New scripts for enhancing faction expansions that keep enemy factions always a challenge. - New dialogue options with squad commanders that allow the player to send a squad to a desired location. - New items: * Radio for controling player faction squads. * Sleeping Bag * Suits - New Non-faction traders that sell rare items and give random tasks (information about NFT location can usually be obtained by asking someone in the faction base) - New random task system - NPCs loot bodies - AMK dynamic huds - Enhanced PDA maps - Upgrading base guards - Map spots only show own faction - Many more fixes that are to numerous to remember (0.8.9) - New script for spawning artifacts. Now every anomaly can spawn artifacts so whenever you see one grab your detector. - Removed anomalies in Freedom Base (Army Warehouses) (The blurry effect on the towers remaind but is completly harmless) - Removed any weapons or detectors that were scattered across the Zone. - Tweaked additional quests given by squad commanders. - I won't tell you all the changes. Would spoil your fun. (0.9.0) - Added a "caution margin" to monster "brain". Now monsters/zombies prefer to take different routes to avoid humans during day time. - Added base guards to Depot. - Added new additional tasks and fixed old ones ( If a task was given by a traveling/defending squad and is failed or cancelled there is no effect on player relation with his faction. ) - Increased offline squad resistance against mutant attacks. - Added information about squads location when a squad is reporting. - Added information about resource level when asking for faction report. (0.9.3) - Renamed Loner faction to Defiance. Created new skins for Defiance. - Loners behave the same way they did in Shadow of Chernobyl apart from the fact that if two factions that are neutral to Loners are fighting nearby, Loners try to get out of the way. - Loners are now neutral to all factions apart from Monsters, Zombies, Monolith, Army and Renegades. - Changed the monster "caution margin" to 95% during day time and 70% during night time. - Added a script that distributes weapons to squad members. - Added variation in squad member suits. - Faction squads, apart from Loners, don't loot when they have an order or are moving. - Added a small offset to artifact spawning locations because they spawned right in the center of anomalies. Now they will spawn a bit next to the anomaly. (If the anomaly is on a slope the artifact might roll down ) - Faction brain will now keep two squads on any vital point unless there are no more squads in base barracks. It is not essential for faction expansion progress to have two squads on each point, nor the brain will try to replenish the point to that amount. Simply, when there are two squads present, the brain will not send one away. - New model and skin variations for various npcs. - Removed poltergeists from Red Forest mine. - Added a debug_switch for testers so that they can fully monitor alife progress. (0.9.4) - Added a "settings" script to allow players to easily moddify many of the mod's features. - Loot in stashes with the blue marker is now random if stash info was obtained from a corpse. - Many scripts were optimised and hopefully fps number will increse on most machines. (0.9.7) - Changed the vanilla weapon preferance for NPCs because choosing a Hunting Rife over an AK seemd a rather illogical choice. - Changed npc ai mental state from "danger" to "free" while looting. I didn't like them "sneeking" to an object, so now they go into sneak mode during looting only when there is some kind of danger around. - Added new options to TFWsettings.script - Added an ability for bandit players to extort items or money from Loners via dialogue. The more fellow bandits are nearby, the bigger chance Loners will give away their possessions peacefully. - Loners now ocasionally have special stuff to sell. They send out a radio message when they are selling something. Buying special items from Loners improves their relation with the player and lowers the prices of the items in future business. The player has to keep in mind that the world does not revolve around him and that Loners might sell their stuff to someone else. If you see a message saying that the Loner found, and is selling a Dragunov, don't be suprised to see it in the hands of a Duty member after some time. - Added an XP system which is used to increase player's rank. Player's current XP points can be found under the "progress" tab in the PDA. Most actions such as killing or buying/extorting special items grant XP points. - Reworked the tasks given by NPF-traders. Now they get progressively harder with player's rank/resource level. - Added sanctions for killing Loners. If the player is in a Loner friendly faction and kills one then he has to pay a sanction, otherwise squads from his faction will not listen to orders. Sanctions are at least 10.000 Ru, so do be careful not to shoot Loners. Sanctions can be paid at faction trader. This havs been made to enforce players to abide by some rules. Law is already very leanient in the Zone, but I belive that factions had to impose some form of control on their memebrs. - Tweaked Loner weapons a bit, so that they won't have e.g. an abakan early on. - The player has the ability to become a Loner if he will roam in the Zone without joining any faction long enough. This does not remove the option of joining a faction later on. - It's possible to meet a squad from the Army or the Monolith patroling the Zone. - Improved A-Life. Now, if there was a battle somewhere on an inactive level, you can actually see corpses lying around in that location when you get there. Before there were no signs of any fights on inactive levels as faighting NPCs were simply removed. - Optimised further many scripts for better performance. (1.1) - Added Loner Radio Chatter. Loners will now chat on their radio channel describing their thoughs, surroundings, recent events, etc. - Added new tasks for non-faction traders. The tasks will refresh once a day. - Reverted to original artifacts from Shadow of Chernobyl together with icons, models, and effects. - Changed the "Radio" icon to a one looking more like an actual walkie-talkie. - There's a new base in the Depot. - Enemy faction expansion has been enhanced even further. Now enemy factions choose targets on their own, not following the pattern defined in faction_ex_tables. This makes a faction a dynamic and unpredictable enemy. - Optimised the mod to the best of my abilities. (1. - Companions!!! Probably the flag feature of TFW. Build your own squad and roam the Zone. - New monsters: Rats, the Cat, the Burer and the Chimera, each with its own monster part. - New clear sky variants: Clear Sky "Sunrise", Clear Sky Seva and Clear Sky Exoskeleton. - Radio can be accessed by pressing F1 when in Main Menu. - Added hotkeys to the Radio system. Just press the corresponding hotkey when in Radio menu to call a command. - Removed the psi effect from the Yantar Factory. - Duty trader buys monster parts for 2x their original value. - Completely new faction equimpent tree. - A new autosave system. Now the game autosaves more frequently rather then just on enetering a level. - Neutral traders sell radios. - Suits can be refitted and repainted at a faction mechanic. (Check "Instructions" section below) (2.0) - New radio GUI. - New phrases and options in generic dialogues. Information is key to getting rich in the Zone. The more you know the longer you'll live. Loners are especially well informed. Also, player's relation with Loners and the Loner's rank influence the information the Loner might provide. - Loner Ant can now use Loner suits. - New PDA maps. - Enabled emissions again together with special AI scripts that work similar to CoP. They are very rare. - New breakable hud masks. Armor condition affects the mask. - New online/offline switcher. Boosts performance by switching offline items that are beyond player's vision. - Tweaked prices at traders. - Clear Sky companions can now use CS alternative armors. (CS Sunrise, CS Seva, CS Exo) - Bolo, the Depot mechanic can now moddify Assault Rifles into Sniper Rifles. - New Durad icon. - New level 1 Mercenary NPC model. - Loner/Non-Faction players can now refine suits at faction mechanics. - New options in TFWsettings.script. - Added rare monster parts to "find part" random jobs. (2.5) - New mechanics of calling reinforcements. - New settings menu to adjust your own gameplay. - New upgrade schemes. (CoP style) - After the player's faction grows a bit, he can choose which location to be the next target himself. - Ability to set a specific region of the Zone for your faction to attack automatically. - Tweaked NPC and player resistances for a bit more realistic combat. - Companions use up ammunition. - Companions use all suit parameters. - Companions use artifact effects. They can only carry as many artifacts as many containers their suit has. - New combat AI against mutants for NPCs. No more a small pack of dogs can kill a squad of 5 stalkers. - Faction traders now give specific tasks for Loner players. - Completly reworked tasks given by squad commanders. Good money can be earned here. - Depot barman now gives information about faction movements. - Unique Loner squads now roam the Zone, although their purpose is not yet presented. (Shovel's squad included) - Emission interval is greatly increased. - An RP element was added in a form of Trip Reports when moving from one area of the Zone to another. - New AI for Loners that hang around camps with a trader. - Added a droppable backpack that can used as a stash. The backpack can be taken again after dropping it. - NPCs now loot stashes. - Added padlock items at traders that can be used to lock a stash. - Freedom now has shorter reinforcement arrival time on levels without a base. (2. - Added AtmosFear and Absolute Nature from Cromm Cruac. - New weapons. - New equipment at traders. - New faction equipment tiers. - NPC AI enhancements, especially for companions. - New abilities for controllers. - New trader offering top-of-the-line equipment. (Something like Nimble in CoP.) - Upgrade descriptions now display the actual changes. - New zombie models. - New data saving system. (Creates a file *.tfw next to the original *.sav file) - TFW Settings now available in Main Menu. - Two new fighting styles for companions: Defencive and Offencive. - Artifacts have a limited "life time" now. If they don't find an owner for 24 hours they desintegrate. - Switched "Handling" to "Reciol" in weapon stats. - Added actual ammo moddifiers from configs to ammo descriptions. (2.9) - Tweaked pathfinding a bit. Hopefully it will fix the "any vertex in patrol path [*] is inaccessible for object [*]" errors. - Stalkers now ask the player to return items rather then just shoot. - Depot mechanic can upgrade all weapons, but it's 150% - 250% more expensive. - Reads save file information in the loading screen form *.tfw file rather then *.sav file. If there is no information about the save file stored in the *.tfw file(older saves}, then it uses the *.sav file. Should prevent crashes in the loading screen. - Added the ability to give the "Attack" order to companions using the radio. (2.9.5) - Introduced a whole new skill system to enhance the RPG aspect of the game. - Bandits can now rob the player of his money on random occasions. - Military helicopters patrol the Zone. A helicopter patrol may happen once a day if weather conditions allow it. - To help fight helicopters RPGs and rockets are available for purchase through the special loner trader. No other trader sells RPGs or rockets. - Companions can now use RPGs, but only against helicopters. - New AI secheme for stalkers to help them hide from helicopters. Similar to the AI used for hiding from emissions. - Weather is now planned for the whole day instead of being picked randomly from all weather cycles every hour. - A new RPG skill system. Whenever a new level is reached the player can choose one from a specific set of skills. - Added a very faint bleeding effect. Similar to the one in all modern games, just a bit more transparent. - The military outpost in Cordon now has air support. Attacking it is a big risk. - Relation drop for killing a stalker has been increased to 30%. Murder, even in the Zone, has to leave a mark on one's reputation. - Added IFF Transponders that mask the player and companions from helicopters. Fix log: 0.8.9 : - CTD When Joining Factions - fixed - Yantar door locking the player inside when zombies show up - fixed - Player being able to repeatedly join mercs and bandits for additional starting equipment - fixed - Radio and sleeping bag able to be sold to the barman - fixed - CTD when taking old freedom base w/ Freedom - fixed? - Missing string translations for events - fixed - Leaving Clear Sky base via guide causes CTD - fixed - Indestructable key NPC's at various locations in the zone. - fixed - Player doesn't recieve reward for fending off zombies in Yantar - fixed - Radio not working in Red Forest - fixed - Invincible Army squads in Garbage - fixed - Reports showing negative numbers - fixed - Merc missing subtitles - worked on but not tested, if works please do tell (only in english) 0.9 : - Rewards for capturing bases - fixed - Unbalanced prices for Bandit Jacket upgrades - fixed - Additional quests - fixed - Voices for Duty NPCs with SEVAs - fixed - Squads ignoring mutants that chase the player - fixed - Corpses on Agroprom - fixed - Reward descriptions reporting wrong values - fixed - Attacking friendly units dosn't hurt faction relations - fixed - Player can give the "relocate" order before joining a faction - fixed - Too many mutants/zobies are spawned at a time - fixed 0.9.3 - Ins. Building B spawning other factions then mercs - fixed - Wrong icons for npcs - fixed - CTD when all other factions are eliminated - fixed - Npcs walking into anomalies when a corpse is in anomalie's effect radius - fixed 0.9.4 - Game relations config causing CTD. - fixed - Patrol manager causing CTD. - fixed - Various bugs with base guard squads. - fixed 0.9.7 - CTD caused by treasure manager script. - fixed - Database loading error causing CTD (actor is nil). - fixed - Disabling looting for npcs in TFWsettings causing CTD. - fixed - Broken artifact respawning. - fixed - Broken caution margin for mutants assessment. - fixed - Base guards locking in "Defence" state. - fixed - Player model displaying wrong sutis - fixed - Various CTD's - hopefully fixed 1.1 - A pause when killing a human NPC - fixed - Framedrop - hopefully fixed - Various CTD's - fixed (It was so long ago I don't remember which ones those were, sorry.) 1.8 - Squads freezing and ignoring orders - fixed - Garbage freezes and crashes - hopefully fixed - Loner sounds and stories CTD - fixed - Artifact Traders mission leftover - removed - Reinforcement squads spawning near the player on border smarts - fixed 2.0 - Expansion enhancing not working for enemy factions - fixed - Loner sound and stories CTD - fixed - Base cleaning script causing CTD - fixed - New mutants not leaving corpses on offline levels - fixed - Missing night attack dialogue for squad commanders - fixed - Removed redundand debug hotkeys from Main Menu - fixed - Swamps crash after entering/loading level - fixed - Missing glass texture (thanks to RoboMook) - fixed - Freedom SEVA suit shine reduced (thanks to RoboMook) - fixed - Ant's Freedom SEVA and standard freedom suit mixed up - fixed - Corrected all cs_scientific_outfit to cs_seva_outfit - fixed 2.5 - Reinforcements getting stuck - fixed - Companions leaving or turning hostile after one shot - fixed - Player sleeps longer then was set on the sleep hud - fixed - CTDs during emissions - hopefully fixed - NPCs attacking Loner Ant (or vice versa) for no reason - fixed - Lots of other fixes for CTDs and other issues. 2.8 - Fixed the switched effects of radiochemical and thermoelectrical upgrades for SEVA type suits. - Fixed the reliability upgrades actually cause some weapons to repair by shooting. - Fixed the missing textures for some Stalkers. All Stalker textures were adjusted just in case, hence the size of this patch. - Fixed companion status indicators to display their inventory weight correctly. - Optimised the emission script further. Hopefully it will be more stable this time. - Simplified functions determining weapon preference for Stalkers. This should reduce/remove C stack overflow errors. - Fixed companion reaction when the player is fighting loners. - Fixed Loners ignoring the player when he attacks one of them in a group. - Fixed the silencer on the AKm 74/2 causing a CTD. - Further optimisations to the emission script were applied. Once again I hope this will solve the problem. (Please report on GSC forum if the game still crashes during emissions. Log appreciated.) - Optimised further the function responisble for weapon preference for NPCs. This should fix, or at least reduce, the C stack overflow errors. (Please report on GSC forum if the game still crashes with this error. Log appreciated.) - Fixed the faction quests related to neutral traders. The fix should start working on the next game day, when quests are refreshed. Best not to take the "Bring item to trader" quests until the clock strikes 00:00, just to be sure. - Fixed the CTD caused by taking a guide from Agroprom to Swamps. - Fixed the freeze effect after joining factions. - Fixed most memory leaks. - Fixed inefficient usage of LUA storage. 2.9 - Fixed CTD when ordering squads via dialogue. - Fixed loner_awareness CTD. - Fixed CTD when running TFW on a newly installed game. - Fixed cats dying out of no reason when running. - Fixed large amount of bodies piling up in bases. - Fixed oversleeping. - Fixed constantly refreshing tasks. - Fixed special loner trader in general. - Fixed TFW starting when installed on wrong game version. - Fixed companion's inventory not refreshing when the player has more then one companion. - Fixed missing corpses used for "Recover PDA" tasks. - Fixed *.tfw and *.sav files desynchronising if game crashes during saving. - Fixed loner_awareness second CTD. - Fixed repeating negative reinforcement request reply. - Fixed the "Bring equipment box" task causing CTD. - Fixed wpn_deset_eagle typo in trader files. - Fixed Mercenary and Defiance traders not selling their own suits. - Fixed emission timer running even if the player disabled emissions. - Fixes all NPCs always wanting the player to give back items. - Fixes level_weathers.script causing crash on startup. - Fixes available squad number = 0 - Fixes resource to tier allocation CTD when resource is 10. 2.9.5 - Fixed CTD caused by companions choosing fire mode according to their weapon. - Fixed NPCs demanding equipment back from the player, even though he belonged to the same faction (excluding Bandits). - Fixed upgraded Mosin and TRG-22 not showing correct upgrade lists in their description pop-up. - Fixed NPCs spawning both types of .45 ammunition on death. Instructions: ---- Radio ---- When joining a faction each member is given a radio to communicate with the faction base and other squads. The usage of the radio is simple, just use it as any other item and a menu will pop up. You can also buy a radio at a neutral trader. You can use a shortcut by pressing F1 in the main menu, but only if you have a radio in your inventory. These commands are available: - Call reinforcements from base: This command orders a squad that resides in the faction base barracks to move to your location. The closer to a faction base, the sooner a squad will arrive. Capturing other bases will allow squads to move out from there. If a reinforcement call is made from a different territory of the Zone then the faction base is in the player will have to wait for a squad to arrive a bit longer. A timer will appear in the upper right corner of the hud indicating time of squad's arrival. The squad will always report upon enetring that territory. (Basically a squad is spawned on a nearby point after a period of time.) - Call a local squad: Orders one squad that is closest to the player to come to his location. Caution! The squad will leave its post no matter what they were guarding! If the point is vital for faction campaign the player will not be compensated for recapturing it. - Report: Gives information about player's faction. How many squads can be formed, how many squads are in the field, faction population, etc. ---- Companions ---- There are many stalkers in the Zone who might be willing to join your own squad. If they do, they become your companions and follow you, fighting at your side. Guess what! You can give them commands as well. - Attack a location: This command orders the companion to storm a specified nearby location. - Follow me/Hold position: I believe it's self explanatory - Heal yourself using own/my medkit: Forces the companion to use a medkit. - I have a suit for you: If the player has a suit of companion's faction colours he can order him to wear it via dialogue. Some commands can only be issued by using the radio: - Hold fire: The companion is avoiding combat, but will defend himself if attacked(automatically goes to "Fire at will") or if a mutant gets to close. - Fire at will: The companion is persuing and shooting at any hostiles he sees. - Rally companions: All companions are instantly breaking contact with the enemy and regrouping with the player, automatically going into "Hold fire" mode. Companions are moddeled after the player. They can carry as much as the player. They get irradiated at the same rate as the player. They also use suit parameters much the same as the player(with upgrades too!). Companions can use artifacts that the player gives them. All artifact effects are applied. You can order your companion to heal himself, but you don't have to. He'll do so himself if required. Don't worry, companions are smart enough not to waste resources. They will only apply medkits, bandages or antirads if they are badly hurt. Companions have a unique version of AI for fighting monsters. They'll prefer using shotguns against mutnats, so giving them one is a good idea. Also, remember that companions use up ammo the same way the player does, so keep them stocked. Companions can use items: - All artifacts - All medkits - Bandages - Antirads - Vodka - All types of food ---- Attack Order ---- Just go to a squad commander and tell him where to go. This order can be issued even if the squad is moving. ---- Suit refitting ---- If you happen to find a suit that is not of your own faction. You can pay your faction's mechanic to refit it to fit your faction's upgrades and repaint it to your faction colours. However, it can only be done to suits that your mechanic is familliar with. E.g. If your faction uses a Duty Seva and you find a standard Seva or a freedom Seva your mechanic can change it to Duty Seva. If your faction does not use any Seva suit, your mechanic dosn't know how to refit that kind of suit. ---- Settings ---- Press F5 in the Main Menu after the game started. Options: - FACTION RESPAWN TIME - Respawn time for squads used by all CPU controlled factions. - PLAYER'S FACTION RESPAWN TIME - Respawn time for squads used by the player's faction. - ARTIFACT RESPAWN CHANCE - The chance that a single anomaly has for spawning an artifact. (Note that there can only be around 7 artifacts per Zone's region.). Setting this to 100% will ensure you'll have 7 artifacts in each region every day. - RANDOM PATROL CHANCE - The chance of spawning a random patrol from the Monolith, Military or Renegades every couple of minutes. - MAXIMUM RANDOM PATROLS AT ONCE - How many random patrols can move through the Zone at the same time. - MONSTER SQUADS PER LEVEL - How many monster squads(zombie in case of Yantar) can be spawned per level every day. - MONSTER DAY ATTACK MARGIN - The probability of a monster attack during day time. - MONSTER NIGHT ATTACK MARGIN - The probability of a monster attack during night time. - RANDOM LOOT IN STASHES - The loot in stashes obtained from corpses is random. - STALKERS LOOT CORPSES - Stalkers will search the corpses of their fallen comrades and take their loot. - STALKERS LOOT BOXES AND STASHES - Stalkers will search for loot in boxes or other stashes. - GASMASK FRAME HUD - Turns the gasmask frame visible on the hud on/off. - HIDE PDA SQUAD SPOTS - Switches the squad indicators on the PDA maps on/off. - DISPLAY PDA POINT SPOTS - Switches the point spots on the PDA maps on/off. - USE SMALL RADIO ICON - Toggles between a defalut and a smaller version of the radio icon in the inventory. Factions: Something about the factions and story: The differencefrom original S.T.A.L.K.E.R. lore is that eras of Zone's existance is classified by stalkers through counting more powerful emissions. "The First Great Emission" or "First Emission" was the one that created the Zone in 2006. "The Second Great Emission" or "Second Emission" happend after Strelok and his gang learned how to reach the NPP and can be seen starting the events of Clear Sky and leading to Scar's recovery in Clear Sky base. "The Third Great Emission" or "Third Emission" is the one that happened at the end of Clear Sky, but apart from disabling most of Clear Sky members, everyone in the Zone suffered its dire effects. The events of TFW are set slightly after the Third Emission, between the events of CS and SHoC. All the factions are crippled after the emission and each one sees this as an oportunity. The race for claiming most of the Zone begins... The player takes the role of Durad Vidic. A mercenary sent to recover some documents from X16 facility. The chopper that was transporting the merc and the rest of his squad flew right into a magnetic anomaly due to lack of intel and crash landed somewhere in red forest. Apparentlynly Durad made it out alive from the crash. He lost his consciousness while crawling away from the crash site. He wakes up in the morning in the lair of some creature that must have taken him for easy pray and left for later consumption. The merc has only one option. RUN! Clear Sky - "One of the first factions established in the Zone, Clear Sky was dedicated to researching the Zone and learning its inner workings, much like the Ecologists faction. However, unlike the Ecologists they are more then willing to resort to violence to get their way, and are as fiercely protective of the Zone as Duty, or even Monolith." - from STALKER wiki After Lebedev died, or went missing, in the expedition to the Zone's centre, Beanpoleov took control of Clear Sky. Goals: A secret NATO mission that tries to put a western monopoly on the zone, or at least keep the east from getting all the splendor. Researching Zone's anomalies and artifacts could bounce technology by hundreds of years, giving the western countries the ability to tip the balance in world domination. Features: Clear Sky is the only faction that had some success in putting the results from artifact researching into practical use, thus giving them the ability to manufacture better suits then other factions. Since they cannot maintain a formal link to NATO they use whatever weapons they can obtain within the cuntry. Clear Sky's expedition to Chernobyl NPP turned out to be a disaster. The faction lost contact with alomst all of their members leaving only a handful of people with low morale. -Best suits. -Clear Sky's squads have less members then other factions because they lost most of their men in the expedition to the Zone's centre. Defiance - A faction formed by Loners who fear that other factions might turn on them once the balance of power in the Zone is lost. Lead by Father Valarian as he proved himself a capable leader before the "Third Great Emission" uniting the Loners against the Bandits. Defiance members wear yellow armbands to destinguish themselves from neutral stalkers and mark their membership. Goals: Members of Defiance were originally neutral to whoever did not shoot at them but after the "Third Great Emission" they realized what will happen if someone else gets his hands on the whole Zone. It will be either joining him or getting kicked out. With this opinion spreading, a group of Loners decided to take radical steps and attack first. Features: Since Defiance has no external funding they don't have the facilities needed to produce new suits or conduct any fruitful research as their equipment is mostly made from scavanged parts. However this caused them to adopt a flair for trade and customization. Defiance members can make a tank out of two sticks and a soda can. -Weaker suits. -Can upgrade any weapon. -Can upgrade military suits. -Have better prices while dealing with non-faction traders and other Loners. Duty - "Duty is a paramilitary clan of stalkers operating in the Zone, with members living according to a code. Their mission is victory over Chernobyl through sheer brute force. They achieve this by raiding mutant lairs, killing mutants and collecting artifacts for scientists. They do not trade artifacts with the outside, passing them to scientists for research. Only Duty representatives refuse to trade unique items from the Zone with the outside world." - from STALKER wiki Goals: Duty aims at cutting the Zone off from the rest of the world completly. They see it as a threat to humanity if temepred with. Whoever thinks otherwise is to be shot on sight, even if it is an old friend from the days back in the military. Features: Beeing ex-military has its good sides. You get to keep your friends there. Some Duty "soldiers" still have many contats within the Ukrainian Military who provide the faction with with equipment. Decomissioned rifles and suits always come in handy when in the Zone. -Duty trader buys monster parts at higher prices from other Duty members. -Can only sell artifacts to their traders or scientists. Freedom - "A faction of anarchists and daredevils who declare themselves to be fighting for free access to the Zone, and consequently find themselves in constant conflict with army units, military stalkers, and Duty. They believe that information about the Zone must not be hidden from humanity, and challenge the state's monopoly over the Zone's secrets and wonders." - from STALKER wiki Goals: Their goal is simple: everything for everyone. If you enjoy a camp fire with a mutant then sign up! Features: Freedom is beeing more naive then then anyone would think. Or maybe they are just playing it right... NATO sees Freedom as a failsafe in case Clear Sky would fail. It's better if a group of liberal anarchists held the Zone then let fanatics destroy it or even worse, get it locked down by eastern countries. In order to prevent such a situation NATO secretly supplies Freedom with weapons using unofficial contats. Whether Freedom knows where their weapons are coming from is unknown. -Their reinforcements arrive slightly faster on levels without a base. Bandits - "Bandits are members of the criminal underworld who came to the Zone for different reasons; to make money by selling artifacts, hide from the law or trade in weapons." - from STALKER wiki Goals: Bandits seek to control the whole Zone for profit. Simple as that. Features: After Borov took the mentale of the leader after Yoga he managed to actually unite some of the smaller gangs into one quite powerful bandit clan. His ambition has made others regard bandits as a formidable foe rather then just a nuisance. They usually trade with the military thus most of their equipment can resemble this used by the army. -Weaker weapons. -Can extort money and special items from loners. -Cannot enter the Artifact Traders base (Depot). -Bandit squads have always 4-5 members. A bit better then other factions. Mercenaries - Private soldiers of different sort, ex-military, assassins, unemplyed special agents... All seeking work that pays much and requires getting hands dirty. Goals: Originally came to the Zone as private protection for the local scientists, but that might change... Features: Mercenaries are well trained in tactics, but since the Zone is far from a normal battlefield, mercs don't have the knowledge required to adjust their equipment to local conditions. They arrived under Wolfhound's command only with 3 squads and issued standard equipment by their employer. They have no real name or reputation in the Zone nor are they organized as a faction, but Zone's lucrative secrets can make anybody willing to hang around a bit longer... -Weaker suits. -Don't have a trader until they establish a base of their own. -Start with LR300 and some ammo instead of money. -Better weapons. Loners - Nomads, scavangers, outcasts... Loners are opportunists and each one of them probably has a different reason for beeing in the Zone. They trade whatever they can find with their outside contacts or with other stalkers. Usually friendly and helpful when money comes into play. Goals: Earn money. Features: They travel mostly alone or in very small groups. Loners resort to violence only as a last resort. To testers: Please post any info regarding bugs on the GSC Forum TFW thread at www.gsc-game.com/ In order to use debug mode one has to edit TFWsettings.script in scripts folder. Open the file with notepad and change switch = false to switch = true In debug mode the player will be able to see all squad spots, will recieve console messages reporting Loner alife decisions and if npc is in danger when looting near anomaly. To Modders: Feel free to modify any of the files in this mod, but just give the team a tiny credit for our work. TFW is adjusted for translation, just modify the text files in the config/text folder. Thank you, TFW Team Smoq2 (Esta dirección de correo electrónico está siendo protegida contra los robots de spam. Necesita tener JavaScript habilitado para poder verlo.) PhoenixHeart Darkenneko RoboMook Solarius MacTavish Grunt Este juego hasta ahora es el mejor mod que jugué, podes crear tu propio grupo para cazar en la zona, podes elegir ser parte de cualquier faccion (excepto monolito) o ir como solitario cazando mutantes o vendiendo artefactos. Como el nombre lo dice, es un mod en el cual la guerra es entre las facciones (todas contra todas) y el que mas puntos estrategicos tenga conquistados gana. Empezas siendo un mercenario llamado Durad Vidic o algo asi en los almacenes del ejercito, te despertas aturdido y sin saber el porque estas ahi, mas adelante te encontras con un grupo de solitarios y te explican la situacion en la Zona. No me gusta explicar mucho las cosas jajaja, asi que si les apetece, descarguenlo y jueguenlo! aca les dejo un par de imagenes PD: podes instalarlo con o sin el atmosfear. Cuando pones instalar, te pregunta si queres o no.. Solo te instala la carpeta gamedata en el lugar que tenes isntalado el juego, como cualquier otro mod. PD2: Las imagenes tienen otro personaje como avatar y otro nombre, se lo puse yo porque me gusta mas asi xD . ahh! cuando escuchen un helicoptero corran!!! jajajaja Imagenes: El menú editado del juego Dentro del menú TFW CUIDADO! HELICOPTERO!! Casco roto de el traje Seva Armas nuevas Peleas con solitarios de mala leche Radio Trabajo en equipo DESCARGA: www.megaupload.com/?d=QCY5YI4O Pagina para mas informacion: www.gsc-game.com/index.php?t=community&s...m_id=22888&sec_id=21 |
Última Edición: 21 Oct 2011 20:01 por Nicolas Tryher.
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Re: Stalker Clear sky Total faction warfare v2.9.5 beta 21 Oct 2011 23:52 #7748
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Genial este aporte Nico! Muy bien detallado, si se me da por volver a jugar algun Stalker, seguro que va a ser el CS con este mod
Si esto fuera Taringa te pondria +10! jaja |
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Re: Stalker Clear sky Total faction warfare v2.9.5 beta 22 Oct 2011 07:52 #7750
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Buen aporte, Nicolás. Buena forma de empezar en el foro
Te recuerdo que tú mismo puedes subir el enlace a la sección de descargas del foro, así será más fácil de encontrar para todos los camaradas y aparecerá en la página principal. Es muy sencillo, solo hay que rellenar unos cuantos datos que te pide y ya está |
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Re: Stalker Clear sky Total faction warfare v2.9.5 beta 22 Oct 2011 10:36 #7751
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Gracias!
Ahora veo como es eso de la seccion descargas y lo subo ahi =) Disculpen mi doble poste je. Ya esta el mod en la seccion descgarga, lo pueden bajar de ahi tambien Editado por Alpana: procura usar el botón de Editar, está prohibido el doble post |
Última Edición: 22 Oct 2011 19:14 por alpana.
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Re: Stalker Clear sky Total faction warfare v2.9.5 beta 22 Oct 2011 14:40 #7754
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ya sabia que me sonaba de algo... lo subi hace un año xD pero es la version 0.9 y no puedo ni editar ni borrar.
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Re: Stalker Clear sky Total faction warfare v2.9.5 beta 22 Oct 2011 17:36 #7756
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ahh sisi, pero ahora nada que ver a la 0.9. Tiene muuuuuuuuchas mas cosas, esta mucho mejor.
También jugué la versión 2.0, pero esta le pasa el trapo totalmente! |
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Re: Stalker Clear sky Total faction warfare v2.9.5 beta 02 Mar 2012 13:43 #11251
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parece muy divertido ojala alguien que sepa se dedicase un poco a traducirlos y así estaría mejor
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Re: Stalker Clear sky Total faction warfare v2.9.5 beta 04 Mar 2012 00:05 #11271
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No crearan jamas un stalker, en donde puedas crear tu personaje, ponerle tu nombre, elegir que tipo de rostro que tendrá, y cuando vayas a la zona, se pueda hacer todo realmente como corresponde? que sea una zona, jodidamente terrorifica, violenta GORE, con armas de mierda, como las que deben de quedar en un ambiente asi, que se traben a cada rato, que limpiarlas cueste pasta, MUCHA, que puedas aprender a limpiarlas tu, que duermas en cualquier lugar, y si pasa algo, WOW! DERREPENTE AL COMBATE, que puedas robarle los trajes y el dinero a los muertos, a los heridos, que estos tomen venganza si se recuperan, andar en motos, robarle tanques al ejercito, QUE EL EJERCITO SEA EL EJERCITO! SPETSNAZ, SOLDADOS INVENCIBLES, dificiles de matar... no se... sueño con un stalker asi XD
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Re: Stalker Clear sky Total faction warfare v2.9.5 beta 04 Mar 2012 05:04 #11275
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S.T.A.L.K.E.R Bethesda?
Personalmente me gustaria que en el 2 volvieran a lo terrorifico o "GORE" del SoC, nose si algun otro juego me genero lo que hicieron los laboratorios subterraneos, y sobre todo yantar. Amo yantar. |
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Re: Stalker Clear sky Total faction warfare v2.9.5 beta 24 Mar 2012 06:54 #11406
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strelker escribió:
S.T.A.L.K.E.R Bethesda? Personalmente me gustaria que en el 2 volvieran a lo terrorifico o "GORE" del SoC, nose si algun otro juego me genero lo que hicieron los laboratorios subterraneos, y sobre todo yantar. Amo yantar. aver quien se atreve a entrar al x16 a las 2 de la madrugada con las luces apagadas xD , sonara loco, pero yo mismo en mi cabesa me decia " si salgo de aqui es un milagro, y juro que no entrare a un laboratorio en dias y que me ahogare en vodka como celebracion por salir vivo claro, todo en el juego jaja, la hambientacion es tan terrible que te sientes dentro del juego, esas experiencias solo te las da Stalker PD: nico, no habra una traduccion al español ? |
Última Edición: 24 Mar 2012 06:54 por Warex.
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