Description

This addon rebalances the Zone's population. Intended to be used with Warfare mod.

Preview
Balance overhaul for Warfare
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ReplicaF813 Author
ReplicaF813 - - 194 comments

Regarding the title screen -- that's a secret file in configs/misc. Activate it -- and you will get a Monolith Apocalypse in your game.

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Guest
Guest - - 689,349 comments

This mod is incompatilble with Lost To The Zone v1.1 just wanted to bring it to you attention :)

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TheDeltaHunter
TheDeltaHunter - - 3 comments

This mod is incompatilble with Lost To The Zone v1.1 just wanted to bring it to you attention :)

Edit: Forgot to log in lol

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Well, many mods are incompatible with each other, and adapting each and every one is gonna be a pain. For now my goal is to make it compatible with weapon packs, which will be released soon I guess for 1.5. For now my project is definitely not compatible with everything, that changes loadouts, simulation profiles and the Zone's population. Other things should work fine tho.

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Twisted03
Twisted03 - - 365 comments

what is Monolith Apocalypse?

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Twisted03
Twisted03 - - 365 comments

and how to active those circle thing on the map?

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Guest
Guest - - 689,349 comments

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The_Preacher
The_Preacher - - 820 comments

Excellent addition !

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Thanks, mate, appreciate that. Feel free to post what you'd also like to see here, I will take any proposition into consideration.

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cmp100
cmp100 - - 280 comments

for Coc_1.5r6 ?

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Yes, its for the latest edition of CoC and Warfare mods. I will try to keep it updated for the last changes in both.

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Oh and almost forgot to mention, that this is compatible with OWR for CoC 1.5.r6. I guess AO3 and STCoP packs havent been adapted yet, thus no need to make a version compatible with them.

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The_Preacher
The_Preacher - - 820 comments

Yep - there is a STCoP port for 1.5 R4 version ( made by ColonelRH ) and he will probably make it for R7 ( or maybe CoC will leave BETA then , so for full version ) .

For AO3 , I havent seen version adapted for CoC 1.5 at this moment .

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ColonelRH
ColonelRH - - 770 comments

hold on a second , is this really for R6 ? wow , impressive

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Yes, it is. Make sure you use the last edition of the Warfare mod.

You can get the latest build here:

Bitbucket.org

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The_Preacher
The_Preacher - - 820 comments

Heres a faction flavour idea I had mainly for MISERY-COC merge , but maybe it will be useful for you or some other people ...

--- FACTION FLAVOUR ---

Faction loadouts ( approximations , categories , low-medium-high-highest weapons tier , Western-Eastern weapons ratio , veterancy ratio - there are several levels all from Rookie to Legend , but I will divide it on "Rookie" - low levels , "Experienced" - medium levels , "Veteran" - higher levels and "Legend" - highest , ultimate level ) :

LONERS : low-medium tier pistols , shotguns ( more Loners with shotguns for rookies ) , SMGs , low-tier ARs , low-tier bolt action rifles ( also used as very rare snipers ) , no LMGs . Medium-high tier pistols , shotguns , SMGs and ARs on very rare veteran and legendary Loners . W-E ratio : 20-80 % or 10-90 % , Western found more on rare veterans . Veterancy ratio : Rookie - 50 % , Exp - 44 % , Vet - 5 % , Leg - 1 %

BANDITS : similar to Loners , low-medium tier pistols , shotguns , SMGs , low-medium tier ARs ( better than Loners ) , low-tier bolt action rifles ( also used as very rare snipers ) , no LMGs . Medium-high tier pistols , SMGs and ARs on very rare veteran and legendary Bandits . W-E ratio : 10-90 % , Western found more on rare veterans . Veterancy ratio : Rookie - 50 % , Exp - 40 % , Vet - 9 % , Leg - 1 %

CLEAR SKY : low-medium tier pistols , shotguns , SMGs , ARs . Low-tier bolt action rifles and snipers . Medium-high tier pistols , shotguns , SMGs and ARs for rare veterans . Very rare LMGs ( with exos , for top veterans ). W-E ratio : 40-60 % , Western found more on veterans . Veterancy ratio : Rook - 25 % , Exp - 65 % , Vet - 9 % , Leg - 1 %

DUTY : medium-high pistols , shotguns , SMGs , ARs . Medium tier rare snipers . Faction with most LMGs ( Veterans with exos , highest tier LMGs of Eastern origin ) . Possibly even implementing very rare RPG Duty troopers . All veterans and above are high-tier weapons , with legendaries possibly having highest ( "exotic" tier ) tier of Eastern weapons . W-E ratio : 10-90 % or 5-95 % . Veterancy ratio : Rook - 20 % , Exp - 55 % , Vet - 22 % , Leg - 3 %

FREEDOM : medium-high pistols , shotguns , SMGs , ARs . Medium-highest tier snipers . Very rare LMGs . Faction with most snipers ( many medium tier category , some rare having highest tier western snipers ) . All veterans having high tier weapons . W-E ratio : 90-10 % or 95-5 % . Veterancy ratio : Rook - 20 % , Exp - 60 % , Vet - 17 % , Leg - 3 %

MILITARY : medium-high pistols and ARs . Medium-high tier snipers . Veterans and above having high , with legendaries capable of having highest tier Eastern weapons . Rare SMGs , shotguns and usually found on more specialized groups of veterans as high tier . W-E ratio : 10-90 % or 5-95 % . Veterancy ratio : Rook - 30 % , Exp - 50 % , Vet - 18 % , Leg - 2 %

ECOLOGISTS : medium-highest tier pistols and SMGs , medium-high tier ARs and shotguns . Very rare or no snipers . Very rare or no LMGs . Faction with LOW numbers ( thus veterancy is high - many members are hand-picked ) , but very good weaponry for closer firefights . Mainly oriented against mutants , so advanced shotguns and SMGs , with advanced pistol sidearms are employed . ARs still present , but more rare than SMGs or shotguns . W-E ratio : 40-60 % or 30-70 % . Veterancy ratio : Rook - 10 % , Exp - 65 % , Vet - 22 % , Leg - 3 %

MERCENARIES : medium-highest tier pistols , shotguns , SMGs , ARs . Medium-highest tier snipers . Medium-highest tier LMGs . Very well balanced , very experienced troops , advanced weapons . More high ARs in general main troops , highest tier shotguns , ARs and snipers for veterans and legendaries . Possibly some of most exotic weapons to be employed ( alongside Monolith ) , mainly of Western origin . W-E ratio : 90-10 % or 95-5 % . Veterancy ratio : Rook - 8 % , Exp - 54 % , Vet - 33 % , Leg - 5 %

MONOLITH : most advanced faction , technologically-wise . Very experienced , highest ratio of veterans and legends . Medium-highest tier pistols , shotguns , SMGs , ARs . High-highest tier snipers . Medium-highest tier LMGs . Only faction to have troops armed with Gauss rifle ( legendaries ONLY ) . Troops having access to RPGs . W-E ratio : 50-50 % or 45-55 % . Veterancy ratio : Rook - 4 % , Exp - 50 % , Vet - 38 % , Leg - 8 %

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Well, considering Warfare handling faction's veterancy via resources it owns, I guess its up to the player to manage it properly -- play around with resource modifiers of the factions, it shall do the trick.

Dem weapons... well yea, I need moar bandit and loner rookies with shotguns, for sure :D You know, when I enabled shotguns for each rookie profile, there were quite too much, thus I had to reduce its avaliability... now I see I need to raise it a bit.

Shotguns are more rare in general, and its done on purpose, because with this war going on, and NPC's range of vision in CoC shotgun-wielding NPC's are sitting ducks, they have no chance. So I made ranged weaponry much more common, so it would be somewhat equal. Shotguns are still employed though, but shotgunners are using pistols for long ranges.

Ecologists... for now I minimized their presense, yet they have 2 bases, and player can make them expand a lot, still, I didnt work on them too much because... these are Ecologists, they suck against Monolith or even Bandits sometimes. Also I noticed that they are fond of stealing resources from the factions that need them more. Yet if enough people say so, I will make something capable out of them.

Btw curious, how did you like NPC's having grenades so frequently? Did it remind you of what Clear Sky is infamous for? :D

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The_Preacher
The_Preacher - - 820 comments

Yep - not to get confused with mine above "estimations" , I meant it mainly for potential MISERY-COC weapons pool , but it definetly could be appliable to STCoP , as example . In my vision , I buffed up Ecologists a bit , seeing them as more "hand-picked" faction , and their tight connections with military . The "Legendary" would assume two highest ranks - Master and Legend . Also , I think I possibly made Clear Sky a bit too weak - maybe "Vet-12" would be good .

I think Ill go from weapon to weapon in STCoP and carefully examine them to put them in proper "faction pools" and "veterancy pools" .

Oh , the crazy throwing hand grenade skill was amazing at making you frustrated after a long play ( and not saving , ofc ) seeing several enemies lob their grenades , sometimes almost at same time , lol .

Its good (Y) , adds more tension ... now if only we could "teach" NPCs to use RPGs properly ... lol , that would be a complete clusterf*ck .

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Yea, for now RPG's are completely removed due to them being overpowered and wielded in the hands of total dumbasses... NPC's cant shoot it for ****.

Hehe, glad you liked new grenade spam, missed it a lot since CS, wasnt sure others will like it :D

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werejew
werejew - - 1,451 comments

Warfare has DEFINITELY needed balancing haha, thanks for doing this. Going to install this myself; some of these modifications are actually stuff I had wanted to do myself, specifically the bases and resources (will probably also help with the not enough IDs issue).

Did you do anything with territory points? In the 1.5 version of warfare on bitbucket the territory points are used by patrol squads (bases will send patrols to territory points around them and keep cycling them through various points; patrol squads can also be given a chance to hunt down enemy patrol squads on the same level which is to add the ability to create a kind of ambient battle while making invasions rare so its still intense with periods of extreme chaos).

If you're interested in helping out with warfare I can give you access to the repo; definitely could use more help since I'm busy with work a lot nowadays. Wouldn't mind eventually just merging portions of this into warfare to be honest, if that's cool with you (with credit of course).

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Well, I didnt do anything but reassigning smart terrain's status from territory to base/resource, and vice-versa. Just you know, the way I saw it fit. Yet still there are some thing to fix apparently, but I will get to it very soon. I know about the patrols, and its actually cool... but the only issue I found with them is that they respawning like... every 10 in-game minutes? :D I set the patrol time min/max to 303/700, yet it was for nothing, they still respawn like crazy. Thus cant wait for that patch of yours, that will stop bases from respawning squads while attacked.

I'm watching your bitbucket every day and posting suggestions aswell -- my nickname is Morris94.

Well, I guess I can start to handle the balancing of the Warfare. PM me so we can start working on it.

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Mihzvol
Mihzvol - - 213 comments

Looks like I'm starting a new game with this, thanks a lot

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ReplicaF813 Author
ReplicaF813 - - 194 comments

My pleasure, mate -- report whatever bugs you may find during your gameplay, it'll help polishing the project.

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TheMureena
TheMureena - - 35 comments

Hi, I've got this ctd when starting a new game as merc. Also it reared It's head like two minutes from starting a new game as loner.

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 523
[error]Description : fatal error
[error]Arguments : Can't open section 'stalker_bandit_6'. Please attach [*.ini_log] file to your bug report

stack trace:

0023:00BA269C xrCore.dll, xrDebug::fatal()
0023:0A511EBD xrGame.dll, CDialogHolder::operator=()
0023:0A6A75F7 xrGame.dll, CDialogHolder::operator=()
0023:00BA4628 xrCore.dll, xrCriticalSection::Leave()
0023:001E5934 xrNetServer.dll, IPureClient::OnMessage()
0023:001EB4DF xrNetServer.dll, IPureServer::SendTo()

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ReplicaF813 Author
ReplicaF813 - - 194 comments

More details please -- where did you start a new game, a location, I'll be looking into it.

Hm... stalker_bandit_6, huh? I dont remember myself doing anything to it -- what mods did you use?

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PaincakeMann
PaincakeMann - - 6 comments

did you solve this problem? I'm having the same one

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TheMureena
TheMureena - - 35 comments

Hi, I started in wild territory and cordon.
I'm running basic texture mods, Dan's creature and actor tweaks, OWR and a mod that enables fast travel and adds new fast travel locations. It might be the culprit..

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Then I dont know... try reinstalling the mod, and agree to overwrite files if it asks so

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ReplicaF813 Author
ReplicaF813 - - 194 comments

Try to remove the "damage.ltx" file

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TheMureena
TheMureena - - 35 comments

Hi again I just disabled the two extra non-texture mods and it seems to have fixed the problem.

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TheMureena
TheMureena - - 35 comments

And now I got this while playing as loner starting in cordon. Only OWR, warfare and your balance mod installed

Pastebin.com

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ReplicaF813 Author
ReplicaF813 - - 194 comments

It is a sim_squad_warfare.script error, I had it too back in a day.

The latest commit fixes it.

Bitbucket.org

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TheMureena
TheMureena - - 35 comments

OK thank you.

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Guest
Guest - - 689,349 comments

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Guest
Guest - - 689,349 comments

Is there any version that works for 1.4.22?

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vvwMOPE
vvwMOPE - - 8 comments

Any version that works for 1.4.22?

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Mihzvol
Mihzvol - - 213 comments

Gonna try this right now, back in a bit with more info, using AO unofficial for R6

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Mihzvol
Mihzvol - - 213 comments

The only conflict I found is on the "loadout" folder, it'll take a couple hours to fix it but it's pretty simple, gonna try it later

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Guest
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Mihzvol
Mihzvol - - 213 comments

When I install your mod, Petrenko disappears, is that supposed to happen?

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ReplicaF813 Author
ReplicaF813 - - 194 comments

That's a very good question. Traders seems to really bug a lot in 1.5. Cant wait till they fix it.

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lewismbush
lewismbush - - 27 comments

This addon crashes my game, sadly. Only things I had installed were the money drop addon, OWR for 1.5, and warfare. So I assume its OWR.

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Merio420
Merio420 - - 71 comments

Could you make this compatible with AO3 1.5R6 (there's an unofficial version), now the loadouts lack variety of weapons that AO3 adds

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Guest
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lenyahandicapped
lenyahandicapped - - 6 comments

Is this compatible with 1.4.22?

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vitriolifer
vitriolifer - - 4 comments

Installing Warfare (on vanilla COC) causes actor's companions to ignore orders, such as: "stealth mode" or "passive / don't open fire".

Regardless of the companion's "combat state" (set through dialogue or PDA->Relations), the companions always rush forward to attack any enemy in sight range - be it mutant or hostile stalker.

I suspect Warfare mod changes squad behavior to auto-attack hostiles, but this change persists when a squad is recruited as companions. And this change has higher priority, than commands issued to companions by the player.

However, I could not find the code/script part responsible for this aggressive behavior. Could anyone help me out?

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jambatan23
jambatan23 - - 48 comments

There are a number of possible reasons. For me, my fix was reload that same save and put them in passive and wait mode. Then put them in move mode again. I suggest using hotkeys to quickly change their modes.

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jambatan23
jambatan23 - - 48 comments

I have a question. Am I supposed to put this OVER Warfare, or is this an on-its-own mod? I also am wondering if this is compatible with ALL weapon overhaul mods.

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sweetaitis
sweetaitis - - 3 comments

Of course it goes over warfare, it goes over warfare's features :)

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Guest
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