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I heard Dead City was changed to Dwarf City and the main buildings shrunk.
Is this true?
It's not a bug. No longer will the unskilled man without any knowledge, tools or the proper workshop perform highly skilled technical upgrades on Day 1 for you. You'll have to go out and earn/find the Tools to give to qualified technicians.
This is a good point. If Team Epic thinks I'm making too much money and want to gimp that, I'm really making very little once you convert it to US dollars.
It's only $249,414.05 US Dollars in 2016.
When Shadow of Chernobyl came out
in 2007 that would be about $620,877.
Call of Chernobyl mod (Official Thread)
Everyone else is playing 1.4 while I'm just here making 16 million:
Number 1 again...
I looked all around. I couldn't find anything mentioned so
I thought I would go ahead and ask. When will 1.5 be released?
Happy Birthday to Call of Chernobyl!
I did an in-game on the spot interview to see what
a neutral Bandit thought about neutral Mercenaries.
This was the result:
It's almost like the people that want this only played SoC and never played Clear Sky or Call of Pripyat.
Call of Chernobyl Tip: Zaton
If aboard the Skadovsk when an Emission or Psi Storm takes place, once it's over, immediately go outside and climb the ladder to the upper deck of the ship. From there go to the port side railing next to the bridge and look north. The Controller Cave almost always has NPCs that are coming out of it. Since neutral Mercenaries never come inside the Skadovsk, you can often see them coming out but more times than not it is usually Monolith, Military or Bandits. From the Skadovsk you can shoot enemy NPCs if you have a good scope like the GP-37, FT-200M, Vintar, SVD or SVU from the distance. If they are friendly or neutral, you know it's safe to go in that direction.
Bandits were NOT neutral to them in Clear Sky and Call of Pripyat. 2 to 1 enemies in 3 of the Games.
Mercs rely on Loners to hire them for jobs. They're hostile to Bandits because the Bandits see them as a prime target to rob having money on them from doing jobs.
You want what happened in only one of the games while ignoring how it was changed in the latest two games to fit your desires? While we're at it let's remove armor and weapon repair too...after all the Stalker Wiki says those weren't in the first game too.
It's not a bug. It was intentionally left this way for testing purposes. In Clear Sky you can use this route to go around and access multiple teleportation jump points that take you directly to other levels in the Game.
The Renegade Faction was last seen in 2011. It did not survive the Faction Wars. There's not much reason to revive them as they behave, look and function just like the Bandits. While they never had a Leader, the did have a functional Trader that was found in the Red Forest Mine. You could meet him if you ignored the scripted action on your PDA prompts and went straight there after the Strelok ambush. If you didn't but instead investigated the Lost Party, went to Dark Yar and to the tank and Space Bubble, you would totally miss him as mutants would often move into the Red Forest Mine, wipe out all the Renegades and their bodies would often vanish. Additionally there were two Renegade prisoners in the Agroprom in Clear Sky at the Loner Base but their background story was either removed or never developed.
Both Shadow of Chernobyl and Clear Sky feature an unrestrained border in the same area. I'm surprised you don't know about it. Nothing new here, move along...except in that area you seem to fall off.
I'm still not seeing that it needs a full-blown story. As long as various Faction leaders, Traders, Repair Techs and others important NPCs offer small missions while giving stories and information, that works very nicely with the free-play element we have.
If you keep starting over and over, then you're going to see the same anomalies with the same basic associated-type artifacts. To see variety, you must explore more, spend longer periods of time in the game ( more emissions ) and do a lot of NPC looting that gives you artifacts that way too. However every game is different. Some high end artifacts may be hard to find or see. Some people get a Bubble quickly while in my current game it was nearly 6 months before I got my first one and I had to buy it off an NPC. After that, within another month I had 4.
I hope you realize I was making a joke.
Every once in awhile if we get far off topic, I have seen
some comments removed but never when they are on subject.
I don't mind Russian in most places but in my version of the game, I do miss the Duty recruiting speech in Rostok being spoken in English.
On the brighter side, no NPC ever says "Howdy ho" to me in English.
A wise man once said that the simplest way to resolve a game problem is to delete the comment mentioning it.
Dez0wave was an unlucky team. Lot's of inter-fighting, backstabbing and betrayal. The early leak crushed their unity and desire to complete the unfinished Mod. Their leader, Dez was the only decent and worthy person I worked with. As a content level creator he was hostage to coworkers that had more range and knowledge than himself but had bad ideas for storytelling and plot.
The only things that really shows Lost Alpha as a great accomplishment is level design. Dez's specific talent. I would love to see some of the Lost Alpha levels added or replacing the levels used in Call of Chernobyl.
- Dead City
- Old Yantar
- Rostok factory
- Pripyat Outskirts
- Construction site
And the huge Pripyat Underground that's bigger than anyone's underground.
Other than the levels, I see little else to like over Call of Chernobyl, and as a Tester for Dez0wave for 2 years I think I know what I'm talking about.
In the version I played the NPC at the Dredge was named Vobla. In Russian that means a type of Roach. You had the choice to give him the Altered Wheel or not. In the English version he was called Tuna.
The leader of the Loners in Bandit suits aboard the Skadovsk was Kastet. The English version called him Knuckles. The Zaton Bandit leader was Valet. This was changed to Jack in the English version.
The stranded leader of the Monolith was called Rogue. The English version changed this to Strider. There are many more examples I could give you.
Not sure why you are asking about Garik or questioning if it's the same person from CoP as in SoC. Here's what I know. In 2009 Call of Pripyat was released in the Russian language first. It did not come out in other versions including English until 2010. I didn't want to wait, so in 2009 I bought the Russian version and had it shipped to me. Other people like myself wanted an English translation for spoken dialogue ( not written dialogue on the screen ) and the Community provided one in 2009.
So in 2009 my version of Call of Pripyat had a character called Garik. Fast forward to 2010 and probably on to 2011 when I finally played the official English GSC translation of Call of Pripyat. I immediately hated it. There were many translations that were poorly done that made no sense. One of those was I no longer had Garik ( a person I knew ) and it was changed to Gary. I said who the **** is Gary? The explanation that was given was that the person hired by GSC to translate did not have knowledge of the other games. They thought the name Garik was a mistake and surely they must have meant Gary, a recognizable, common English name. So Garik was incorrectly translated to Gary. Any similar strange changes you are aware of in the English version of Call of Pripyat are for the same reason.
Call of Chernobyl: Zombies & Monolith after dark.
In the current Game, as a Player, if you ignore the Military as they pass by and they don't see you, they will leave you alone. If you attack them then they will attack you back.
Of course an alternate version that would require a little more work would be to explain the immunity to the Rookie Village as a Sidorovich bribe AND change the Game code to where the Military would not see or attack the Player there too.
I heard a rumor that the immunity around the Rookie Village was being removed because Team Epic was tired of people thinking it was a bug and complaining. I think this is a really bad idea. Here's why:
The Military walks right past the Rookie Village on the road. If they can freely attack the Rookie Village, they are going to quickly wipe everyone out unless their walking path is relocated. Additionally they will kill all the inhabitants making the place look like a stupid idea for Loners to be there in the first place. This would mean the loss of Nimble, Wolf, Fanatic and others. If you make them invulnerable, then it's going to look dumb as the Military only does a half-*** job or they shoot at immune people out in the open endlessly. Why would the Military kill everyone there except the Trader giving the people they killed supplies?
A much simpler solution without having to change NPC walking paths, without having to give immunity to important NPCs to protect them there, without having to do anything differently than what we currently have other than adding a few, simple lines of dialogue to Sidorovich.
Have Sidorovich explain to the Player that he has bribed the Military to leave the Rookie Village alone. This is nothing new as Sidorivich tells the Player this in Clear Sky. Sidorovich tells the Player that the Rookies are safe but only if they stay within the Rookie Village. Additionally Sidorovich explains that the Military has told him they are actively searching for the Player and that the Rookie Village immunity doesn't apply to him ( this covers all Factions friendly and neutral that visit Sidorovich ) and that the Player must be careful.
TL/DR: Don't change anything but add a few lines to Sidorovich's dialogue.
Frank. You should hang out on this ModDB page more and then you would have realized it was a joke. Alundaio is a very funny guy that we all enjoy his humor.
Sad how 5 people beheaded themselves.