The Warmongers 1_0025 to 1_0031
Mar 6, 2012 Patch 0 comments/1_0025 to 1_0031/ ~ REQUIRES A NEW GAME IN ORDER TO WORK! ~ * The LR-300 ML weapon is now slightly less reliable than before. The Groza OC-14 "Supernova...
About two years and an half were needed to make this mod possible. It modifies and improves greatly every aspect of Stalker: Clear Sky, excepted the main storyline and side quests which remain unchanged. See the full changelog for more information.
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/1_0025 to 1_0031/ ~ REQUIRES A NEW GAME IN ORDER TO WORK! ~ * The LR-300 ML weapon is now slightly less reliable than before. The Groza OC-14 "Supernova...
THIS PATCH WILL RESOLVE FEW STABILITY PROBLEMS WITH 1_002! PLEASE MAKE SURE TO UPDATE YOUR VERSION OF THE MOD AT ONCE! /1_002 to 1_0025/ ~ REQUIRES A...
First official patch for the mod. /1_0 to 1_002/ ~ REQUIRES A NEW GAME IN ORDER TO WORK! ~ * Factions are now less vehement, therefore the game is less...
This is the 1_0 All in One version, meaning that the full mod is included within this archive.
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@Gobbi, yeah I know that error, it will be fixed in the next patch. Thanks for reporting it though!
Mutants in the swamps respawn very slowly, as opposed to all other locations where the respawn rate is (too?) high.
Thanks for that and no way is it possible for Mutant respawn to be too high :)
playing now for a couple of game days not a single crash untill I asked for info on stashs and everytime I ask I get the ctd with the following log.
FATAL ERROR
[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\priquel\sources\engine\xrCore\Xr_ini.cpp
[error]Line : 443
[error]Description : <no expression>
[error]Arguments : Can't open section 'wpn_w'
stack trace
I think it happens when he ( Cold ) tries to give me the stash info that is worth 1500Ru.Apart from that loving the mod bit of a shame their is not as many mutants around after you have captured the swamps or am I being a bit premature?
EDIT Fully Patched to 1_0031
@bennyg1
NPC use weapons depending on the situation they're facing: if the enemy is close enough, then they use handguns, if he's far away, then they may switch to RPG or sniper, etc... However, certain weak NPCs may simply don't spawn with a rifle weapon, so they'll use pistols instead.
Also note that looting a weapon from some dead NPC's doesn't mean he actually had it in its inventory.
"Setting even rookie-level NPC hit probability to 100% is lame and not remotely realistic."
I agree and the NPCs in this mod are far from being 100% accurate.
"Keeping mutant squads tethered a certain distance to a location allows easy cheesing too."
Not sure what you mean...
"Phased" (invulnerable) bloodsuckers until they start an attack means sometimes NPC squads shoot endlessly at something they can't hit - when firing from out of the range due to above issue the bloodsucker just stands there."
Fortunately, that bug only happens at three locations I'm aware of. Marsh (near the lookout tower), and garbage (near the digger messenger's hide, and at the Gravel Pit). It appears to be a specific vanilla issue with these locations, not something that could happen on any other place, so I think it's a minor bug.
I get what you say re pistol use, but it seemed too high in swamp/cordon, sometimes I had like 10 guys in squad v squad where one was using something bigger than a PM popgun, and heaps of them had bigger guns (shotty/mp5/aks/tempest) when looted.
Re NPC Hit probability - In actor.ltx you have hit_probability entries for all ranks set to 1.0, that's what I meant there - this refers to (and I've checked by testing changes to the values) the NPC's aim being perfect - not taking into account their gun's spread (i.e. any miss is due to the gun not the aim of the NPC). Combined with overall boosted damage, the crap early armor, and their superhuman sight - it makes snipers in the swamp particularly (ludicrously) deadly, to other NPCs as well. It just needs some balancing is all I'm saying.
Tethered Mutant squads: there is a defined radius around control points that mutants refuse to not go beyond. You can hop inside this 'invisible area' and have a bloodsucker run towards you, step (literally, one step) back out of it and he will not pursue you. The only dangers are from jumping mutants which start their attack from inside the 'tether area' (chimera/dogs/snork) then run back towards it - even pushing you aside without attacking if you get in their way. It's *very* obvious that if you stand outside the 'ring' you can kill all but the bloodsuckers with only having to worry about the jumpers.
On another point, chimeras sometimes die on landing after a huge jump - I'm assuming for the same reason the player does from a great height - especially when they jump from on top of a hill. Can you give them impact immunity or something?
Re NPCs shooting at phased bloodsuckers, it's also elsewhere from what you mention - I saw it on Cordon - mercs constantly firing at a BS at the control point WSW of the elevator.
(BTW now I'm out of Cordon I've hardly had a crash since)
Guys, please update the mod to 1_0031 version. You will need to download and install the three patches in order to do that. The blowout issue never happened in any of my games on 1_0031 version.
It is sad that the "core" mod has over 1200 downloads while the latest patch is still around 330...
Using 1.0031 update. Quite a few crashes and a couple of corrupted saves. Loving the scope and increased difficulty though and the faction wars are a million times better than I remember in vanilla CS :)
Some bugs:
NPCs choose to use their crappy handguns (usually PM or 92FS for army dudes) instead of proper weapons I'm assuming they have since they have them in their inventory when they're dead. Are they spawning with ammo for them I have heard a couple say "oh crap I'm out of ammo"?
Setting even rookie-level NPC hit probability to 100% is lame and not remotely realistic.
Keeping mutant squads tethered a certain distance to a location allows easy cheesing too.
"Phased" (invulnerable) bloodsuckers until they start an attack means sometimes NPC squads shoot endlessly at something they can't hit - when firing from out of the range due to above issue the bloodsucker just stands there.
The first mission is bugged for me, I don't get any emission by the top of the tower but the NPC dies like normal.
You just need to restart until the blowout happens properly. Took the 3rd go for me.
Ah can you make MP5 with scope sir ? And if you can, change some texture of Mp5, i'm very like this gun, thankyou and sorry for my english is bad !