Description

EOC is the return of the modified OFFLINE - ALIFE which was promised by the developers back in the days of Stalker Oblivion Lost, but for some reason not was completed, and then completely cut out of the final versions of the game.Extended offline significantly changes the Zone by adding life simulations to it, all events that occur in life simulation are displayed in all aspects of the game and radically change the gameplay.This is an english version of EOC 1.7.6 (and EOC Lite) for Call of Chernobyl 1.4.22 using machine translation.

Preview
Extended Offline 1.7.6.2 in english [1.4.22]
Comments
Sanctuary Author
Sanctuary

important : it is for Call of Chernobyl 1.4.22 only , not for Call of Chernobyl Stason174.

For the later mod there is a more advanced version of Extended Offline there :
Moddb.com

edit : a friendly base will not generate squads if you're in it, you need to move away of it (for how far you need to be check how much distance you have in the option "online exclusion radius)

edit 2 : some people have experienced crash when using Extended Offline with the Dynamic Relationship addon, so you may want to remove it to experience better Extended Offline.

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Caezzzita
Caezzzita

(sorry my english) How do i do to conquer territory? I wanted to capture a ressource and ik that i have to own the surroundings. I stay there but nothing happens... :(

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Sanctuary Author
Sanctuary

From what i understood from playing, only the AI can capture ressource and territory points. So you'll have to leave that for the AI squads to do.

You as the player can capture bases points (the AI can too). To do so, kill the defenders in a base (usually there can be a bunch of them) and you will see a message telling that you are capturing the base.

Stay a bit and a message will tell you that allied squad will come so you will have to protect the base until they arrive (depending on distance they can take some time to arrive).
Once the allied squad is there, in the PDA the base will get your faction icon, it's now yours and will start to produce squads and try to capture more points once you're far away.

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Caezzzita
Caezzzita

Thanks for the reply!

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LegionaryNaevius
LegionaryNaevius

Interesting concept. Is this compatable with DoctorX Dynamic Faction Relations? I already have that installed and would rather not uninstall just because of game stability.

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Sanctuary Author
Sanctuary

In the addons folder in the EOC full and lite directory there's a "Dynamic Relationship" folder, make sure to install it after installing EOC or EOC lite and you should have EOC with dynamic relations.

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xr_Sanya
xr_Sanya

New release for CoC R7 (with my engine) is coming. Im working on Unofficail Patch for CoC R7, when i release patch, i release a new EOC 2.0!

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Sanctuary Author
Sanctuary

That's awesome !

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popok669
popok669

This works pretty well, where can I find mechanics? I don't see them anywhere :(

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Sanctuary Author
Sanctuary

Is the mechanic location under your faction control ?
I just tried in Cordon as a loner, the farm is under Loner control and i can see Xenotech there.

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mustacim
mustacim

Man I really like this addon, but the monoliths are too OP, they grow even stronger Everytime, seems like capturing territory is useless, your squad is too weak to defend the base from monolith attackers. And always ended up in losing control of a territory/base

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Sanctuary Author
Sanctuary

From what i played, it is important when a npc squad capture a territory that you go away, because of the CoC settings that prevent npc to spawn ("online exclusion radius) if you're too close.
So a captured territory may not recieve reinforcement if you're too close of either the captured territory or a base (as bases can spawn and send reinforcement to newly captured zones).

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mustacim
mustacim

Thanks for the reply, is there anything that I can do to weaken the monoliths?

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Sanctuary Author
Sanctuary

A possible way would be to lower the amount of soldiers that can be found in a Monolith squad.
To do so, edit the file squad_descr.ltx that is located in ...\gamedata\configs\misc\
In there every kind of squads that a faction can spawn is defined, and every squad has a line
npc_in_squad = x, y
with x is the minimum amount of soldiers in that squad and y the maximum.
So by lowering x and y you may have smaller Monolith squads spawing, i suppose making them easier to defeat.

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mustacim
mustacim

Thank you very much :)

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RainerZufall
RainerZufall

Hi

I got this error:

! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...chernobyl eoc\gamedata\scripts\sim_combat_manager.script:160: attempt to index global 'k1' (a nil value)
! [SCRIPT ERROR]: ...chernobyl eoc\gamedata\scripts\sim_combat_manager.script:160: attempt to index global 'k1' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ...chernobyl eoc\gamedata\scripts\sim_combat_manager.script:160: attempt to index global 'k1' (a nil value)

stack trace:

0023:0096399C xrCore.dll, xrDebug::fatal()
0023:0AAB966C xrGame.dll, CDialogHolder::IgnorePause()
0023:0040E6FF xrEngine.exe, CRenderDevice::End()
0023:0096AEFC xrCore.dll, thread_name()
0023:70A8C934 MSVCR120.dll, beginthread()
0023:70A8C9FD MSVCR120.dll, endthread()
0023:77796359 KERNEL32.DLL, BaseThreadInitThunk()
0023:77E17C24 ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:77E17BF4 ntdll.dll, RtlGetAppContainerNamedObjectPath()

any help?

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Sanctuary Author
Sanctuary

I have looked around about the error message you have, and spotted someone reporting a similar one in a couple of russian boards :
Vk.com
Old.ap-pro.ru
From what i understood by using google translation (i don't know the russian language), in both cases the user had the Dynamic Faction Relationship addon.
So to be sure the problem you're having comes from this : are you using the Dynamic Relationship addon too ?

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RainerZufall
RainerZufall

Hello

without Dynamic Relationship addon it works great! Thanks a lot :)

I have also installed the following mods:
-
Arsenal Overhaul
Outfit Addon
A.R.M. 9
Artefact Expansion
DrX. Questline
DrX. Dynamic Faction Relations(Works perfectly so far)
DrX. Faction Relations
DrX. Dynamic Anomalies
Structure Redux
Absolute Nature Redux
TRX Global Weather
Call of Chernobyl Fallout
-
Everything working perfectly so far

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Sanctuary Author
Sanctuary

Thanks for confirming it's Dynamic Relationship that was breaking things, it should help people having the same error with this excellent Extended Offline addon.

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Sanctuary Author
Sanctuary

I updated the addon.

On the internet i found some fixes for the full version of EOC (not EOC Lite) .

I have no idea if those fixes are really needed, as they change a few lines on the EOC scripts.

But in case they're usefull, i added a folder in the download named "EOC 1.7.6 FIXED 4 CoC 1.422 ENG"
Inside of it, there's a gamedata folder that contain the full version of EOC 1.7.6 with the scripts fixed.
Use this gamedata instead of the other ones if you want to give a try to this fixed version (that seems solid from my test so far as i got some battles in Cordon between Loners, Bandits and Military without crash).

I also removed the optional Dynamic Relationship, as it had been reported it seemed it was a source of a crash.

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Sanctuary Author
Sanctuary

Update again.
This new version is the english translation of EOC version 1.7.6.1 i found there :
Playground.ru
Out of bugfixes, this version allows the player to capture Ressource and Territory points, not only Base points (previous version only NPC could capture those points).
I fixed a few typos i did in the translation in the news text files and added a few folder in the Options so you can customise your EOC faction war better or have better performance.
It's a lot of fun.

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Mihzvol
Mihzvol

Hi mate, your mod is a must have for me, however, I use this other mod which I'm 100% sure it's gonna have some conflict, TRX's A-life Revamp (https://www.moddb.com/mods/call-of-chernobyl/addons/trx-a-life-revamp)

I'm sure this mod only messes with factions, while his is a "semi-complete" overhaul changing everything from mutants to zombies to factions (in fact I had to remove some spawns from his mod, too many zombies spawning everywhere) but his mod doesn't have offline combat.

My question is, does this one have it?
I mean, the real combat, not just squads moving around all maps, and only fight when you're in that specific map.

I'm asking this because I'll have to remove that mod, install yours, and look for any conflict with other mods and that will take a while, and I'll be frustrated if this one doesn't have offline combat.

Cheers for the effort.

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Sanctuary Author
Sanctuary

Note : it is not my mod, i only translated it in english as the original addon is in russian only.

Extended Offline ( EOC ) has offline combat, the addon is based on factions bases sending troops to conquer ressources, territories and enemy bases on their own (you can help or not, it's your choice, if you conquer a location your faction will send troops to help you defend it by example) so offline combat is a must for this kind of faction war system.

Unfortunately there will be some conflicts with TRX alife revamp, as in the configs/misc there are several important files that both addon modify, merging without creating errors will be a pain.

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Mihzvol
Mihzvol

If this mod has offline combat, then it's the base I'll follow, all other mods become secondary, although his mod have some kind of resource holding, there's no offline combat.

Anyway, thanks for the answer, now I have to download this mod and reinstall all mods to make this work haha, long work ahead.

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SpcDan
SpcDan

I don't know if you managed to make EOC and ALife Revamp to work together but I guess that it'll be hard since the TRX addon modifies the smarts and those are vital for EOC to work

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Mihzvol
Mihzvol

Nah, it doesn't they practically use the same files so they overwrite each other, but at the end, I reverted back to Alife Revamp, this mod, although at the beginning, makes the zone feels more alive, it quickly becomes a warzome, after a ingame week, duty and stalkers destroyed the bandit base, Freedom lost everything but army warehouses, oh, and mercs tried to overrun the bar with over 50 guys at the second day, no need to say the HMG emplacement chewed them up nicely, this amount of fighting kinda breaks the immersion for me, as none of the main games you see that, not before a immense build up though.

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SpcDan
SpcDan

Same here but with a worst outcome, I summarized my experience at the bottom. Unless you nerf all the factions and merge the "Mutant population", "Smaller squads" and "Low initial population" addons, you'll have to endure watching how the whole Zone goes batshit insane, like, 30 NPCs in a 50 meter radius, yeah.
Thank you for the heads up man.

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conkies
conkies

Does this mod even have mutants? Because during my playthrough I haven't seen any and I can't spawn a squad of them too via debug menu.

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Sanctuary Author
Sanctuary

I will have to check, i've been so busy fighting a big war in Agroprom between Stalkers and Military (with EOC that map is a bloody warzone) that i haven't checked about mutants.

Hopefully it's a simple mistake to fix.

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Sanctuary Author
Sanctuary

After checking the files i found out it was not a mistake, the EOC author designed like that by default, the mutants are nearly non-existent, fortunately i found out how to get them back in full force, will release an update with a new option for it.
Along with a rebalance of the amount of npc by squads to avoid some possible ID errors in late game.

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Sanctuary Author
Sanctuary

Released version 1.7.6.2
It's a rebalance of the amount of npc by squad for both stability and performance reason.
I also added more options :
*Bigger Squads, large squads, probably better have a good PC
*Medium Squads, that's the default amount of npc by squad, it was called "smaller squad" in previous version but wasn't that small.
*Smaller Squads, few npc by squads, the best choice for better performance
*Mutant Repopulation, repopulate the zone with mutants like it was in CoC, EOC by default does not have much mutants to let factions war being mostly between npc.

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CheekiTheBreeki
CheekiTheBreeki

Hello, can you do an adapted version for Call of The Zone mod? It's in many ways better than the standard vanilla CoC.

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Sanctuary Author
Sanctuary

Unfortunately it's beyond my scripting very poor skills, i tried to port it into CotZ for months (because i really CotZ) but it never worked at all. I hope someone with a lot more scripting knowledge will one day be interested to port it, it's such a fun addon.

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Guest
Guest

Hi, the texture for the zone capture notification doesn't show up, how do I fix this? Maybe I'm putting the texture in the wrong place

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Sanctuary Author
Sanctuary

It's strange as if you moved the gamedata the texture should be at its correct location, the texture responsible for the zone capture is ui_news_pda.dds that is found in
...\gamedata\textures\ui\

But are you by any chances using the "EOC Lite" ?
EOC Lite does not feature the capture zones (as the capture system is supposed to be a feature of the full EOC only)

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LegionaryNaevius
LegionaryNaevius

Been trying this out and so far its been a blast, if a bit hectic at times. But having the technicians killable is a bit much. Lost Xenotech at Cordon within 5 minutes of spawning as a Loner in Cordon to the military. Idk if there is any way to make technicians and other important NPCs immortal?

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Sanctuary Author
Sanctuary

If i understand the scripts, there are generic technicians of the factions that control the location that will take their place.

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SpcDan
SpcDan

I've been having a blast with this!

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SpcDan
SpcDan

After a couple of weeks playing and tinkering with it, I can say a few things:
-I used the Dynamic Factions Relations script from the very original addon made for the Stason174 pack, works flawlessly, however for some odd reason they added Monolith as one of the dynamic factions, so you might end with the hilarious situation where Loners and Monolith became neutral to each other or even become friends! You can fix this by commenting out Monolith from the faction list in the script.
-In this version of EOC the Military and Monolith have massive, massive, MASSIVE BUFFS. If you play *this* version of EOC as it is without any changes, you won't even be able to finish cleansing the ATP base in Cordon (where they had Nimble) from bandits before the Military arrives at the Rookie Village and curbstomp everyone. As you keep playing, it only takes a few hours before the only factions that will struggle to power will be the Military and Monolith.
-Mutants are a joke. They get wiped out asap by the NPCs. My guess is that, since the NPCs can "take" the lairs this means that mutants are unable to spawn anymore, and this explains their disappearance. If you try to buff them up there's a caveat! Zombies share the same section with other mutants so you might end up turning them into the mightiest faction (ironically) in the whole Zone, it happened to me and I realized my mistake until it was almost too late so now I'm fighting the real deal Army of the Dead.

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Sanctuary Author
Sanctuary

For the faction power difference, i think you can even out the playfield by editing the file sim_offline_control.script that is located in ...\gamedata\scripts\
There are a "faction_boost" setting for each factions, though according to what i see there, it seems Monolith is the most powerfull, and Duty/Freedom/Military are 2nd most powerfull (all 3 of them have the same power boost).
After that what may make the difference is where each bases are located in comparison to ressources/territories.

For the mutant , the problem is indeed that NPC can capture lairs. I'm trying to understand the scripts better so i can get a "lair can't be captured" option, but so far it is a bit above my head.

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SpcDan
SpcDan

Yeah, I left the faction boost numbers in negative numbers (-9 to all) and the addon became playable again, factions still fighting each other for smarts but in a rational, less lemming-like way and actually quite interesting things happened. Zombies overran almost all maps due a ****-up I did trying to boost the mutants... Yet the Loners at the Outskirts miraculously managed to retain the map albeit they shared half with the Monolith, and in a truly epic way (offline) they struggled and finally overran the cultist and began to occupy the main Pripyat map!

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