How did you do in P.E. today?
Love the patch's new functionality and quests (or maybe those were in 1.3.20 and I've not been paying attention).
Not sure if this is the place to report it, but I'm using STCoP alongside 1.4 RC 4.1, and when I detach scopes from rifles that aren't in the weapon slot, they seem to morph into the weapon that is in the slot (given they take the same attachment).
Example: I had an AK-102 with no scope in my weapon slot. I took an AC11090 off of an LR-300 and it morphed into an AK-102 after removing the scope. Same thing happened with an SG-550 + EOTech. Not game-breaking, but slightly irritating.
nice rear sight diameter, real easy to see through.
Could just be this image, but the G43's dimensions look ****** up to me.
Awesome that it's been added in, though!
>incompatible with Complete
Looks amazing, vz 24 was always my favorite Mauser variant.
The only place you'll find a PK-A sight for the AK is in either STCS Weapon Pack or STCoP Weapon Pack on the custom camo AK74M. I don't think anyone's made it as a removable sight.
Disregard this, I had to modify some permissions but it's all sorted out now. Great mod!
When I download the .exe, I cannot open it, error message given:
"Setup was unable to create the directory "C:\Users\xxxxx\AppData\Local\Temp"
Error 5: Access is denied."
What makes you say that? Maybe the old one from a couple years ago was a little lacking, but the most recent version is excellent, and the PR guys are putting a hell of a lot of time into it making sure everything is of top quality.
Очень хорошо! Большое спасибо Gaz1k)))
werejew is ******* king. Thanks for continuing work on this, it's making CoC so much fun.
Extremely excited for the release of the mod. Thanks so much to the devs for working so hard to make the mod playable by all stalkers.
Do you still need the trader repair GUI screenshots? It should be pretty simple to get, I can download the 0693 OBT and have it done in a few hours (slow internet here)
That does sound awesome, although maybe the info could stay (just in case the misc terrains have a value if captured or something)? If they don't have any info, though, the info could definitely be removed.
Super interesting! The focus on their secrecy and insidiousness really brings them to life. More faction articles would be awesome, and if you guys plan on adding an SoC-style encyclopedia to the PDA the info could also be put there.
Good luck on MOTY 2015, you've got my vote.
This sounds good, except that I've noticed that squads that are on their way to a point to capture move at a walking pace until they make contact with an enemy. This could be problematic for reinforcements, as they wouldn't arrive in a timely manner unless the closest resource point is very close. If you can make squads that are sent to points move at a quicker pace (I think TFW for CS had such squads run), that would be excellent.
Other than that, I like where this is going. Although I do have to say I enjoy the way the mod is right now (3.1.1) for its uniqueness in that battles seem more spread across maps, making them seem like struggles for that entire map rather than isolated outposts within them (like TFW). TFW in that regard seemed somewhat empty and/or COD-esque, in that you'd only find engagements near smart terrains and would defend said terrains against small waves of enemies.
To that end (imagine resource points won't exist), one idea I'd have for reinforcing squads is to have the skill level of squads correspond to the power level of a captured base. I guess the intent of this is to have advanced/veteran/master squads spawn further away from the front line and take longer to reach it, which would put more emphasis on effectively holding a point until it is "fortified" (power level), and in that way slow things down a bit.
Again, I love where this is all going. Your coding abilities are amazing, and this mod is the first one for CoC that I feel has done something meaningful for the game.
Yeah, that works. Playing as mercs in the Army Warehouses was insanely fun because it basically turned into a classic offensive. Having factions able to defend their territories properly and at full strength could allow for some really interesting tactics.
I might go back to that save and see what happens over time. I lost patience and just started using switch control to capture bases and lairs in Jupiter.
Perhaps not one faction only, but certainly not a combo of Duty + Freedom, Loner + Merc, or Bandit + anyone else. I don't know if there's a way to make that happen, so if one faction only is the best solution that's probably fine, especially for bigger levels like Zaton and Jupiter.
Thanks xanmalone for the answer about capturing territory. A suggestion I might have for the dev(s) would be to not have factions that are hostile to each other sit in the same smart terrain for defense. As I was capturing Red Forest and Jupiter (playing as Monolith), a lot of times there would be a squad each of Mercs, Dutiers, Freedomers, and Loners defending a terrain, and as soon as they got switched online they'd start fighting it out. This made capturing the terrains trivial, as I could leave the fighting to them and only have to deal with 3 or fewer enemies remaining. Is there a way to make sure hostile factions don't spawn together or is it random?
I'm playing as monolith, and after the faction conquers Pripyat Outskirts, Radar, and Red Forest (in that order), no more uncaptured targets appear. Is this a bug or a feature? I'd like to sweep back up and capture Jupiter and Zaton, but I can't seem to do that without doing the switch control thing. If that's supposed to be the case I can certainly deal with that, but it'd take much longer to find the smart terrain names and type them in, not to mention make sure all terrains in conquered maps are properly defended.
Where are they coming from now? With their base taken out, aren't they essentially dead?
All of these complaints basically describe why STCoP Weapon Pack is better (minus WW2 weapons) than AO 3. AO 3 is literally a copy of STCoP with some stat changes and old weapons from AO 2.5. I enjoy it for the sounds and the revised weapon stats, but beyond that it's quite mediocre IMO.
I'm going to merge AO 3's sounds over to STCoP WP, I'll see if I can do that with the weapon stats as well.
Man this is ******* amazing, I've merged it with STCSWP and with large squads and fast respawn it's a giant war zone.
One thing I've noticed is that respawn points don't seem to go away when an enemy is near by (example, the entrance to freedom's base was continually respawning squads unless a merc squad stood on top of it). Might there be a way to disable respawns on a terrain if an enemy is within a certain distance?
Other than that, it took a little while for the 800+ merc squads (hyperbole) to cross from the dead city into the warehouses, and they all switched on at once even though they'd left dead city at different times. Wasn't really an issue, however.
Watching all the friendly squads line up and move towards objectives was thrilling. Not to mention the massive firefights.
I wish we could have mods inside of mods with their own pages. Yours could definitely use it.
Metal as ****
Noticed it says "your truly" instead of "yours truly", may want to look at that.
More character development is awesome, characters in vanilla are rather boring. I hope some of the quests you're giving them are repeatable as well.
This is awesome, I'm assuming by "new attachment system" you're referring to Shoker's? Their attachment system is insane, scopes, handguards, stocks, muzzle brakes, everything!
I hope the English translation is coming along alright, perhaps you could do like OGSE has done and ask the community for help.
That amount of rust makes the gun look like it's been in the bottom of a river or lake for months at least. Other weapons look fine for the most part.