IF YOU RUN INTO ISSUES, MAKE SURE TO POST YOUR LOG FILE. SAVE AND EXIT GAME AND POST IT IF IT DID NOT CRASH. Also please be descriptive as to what is happening and where. The more information you give the better, it helps make the process quicker. New version of warfare, now with less overwriting! Click Read more... for link to up to date repo. Download above is repo from 3/1/2017 around 3:25am GMT-5. If you use Smurth's dynamic hud, make sure you install warfare last. This version of warfare has been focused on two main points so far: stability, and a broken up structure with tables being utilized to better store information and analyze situations, making more complex AI even more simple to implement. The goal of this mod is to simulate warfare between every faction in Call of Chernobyl in a dynamic fashion. It also allows you to control your faction. IT IS RECOMMENDED TO BACKUP YOUR GAMEDATA FOLDER. I MAKE NO PROMISES THAT THERE AREN'T BUGS.
BITBUCKET REPO: Bitbucket.org
DOWNLOAD - Bitbucket.org
OPTIONS DOCUMENTATION - Bitbucket.org
FACTION CONTROL DOCUMENTATION - Bitbucket.org
Commit history: Bitbucket.org
Issue tracker - Bitbucket.org
Below info is likely outdated. Will update soon.
You can reconfigure keybinds by going into gamedata\axr_options.ini and editing warfare_control, warfare_defense, warfare_support, and warfare_helicopter. Run the game and these will be created.
I'll be updating the changelog for 0.7 shortly. The main changes are how random patrols are handled, expansion and expansion aggression, level invasions, faction specific variables, etc.
Changes for 0.6.3:
Made squads who are on way to target lighter in color.
Smart terrains now only have a stay requirement of 1. After your faction captures a base, that base will then begin spawning squads once a minute until it
reaches its max population. If use_smart_capacity_as_stay_requirement is set to true, territory points will also spawn squads for defense.
Changes for 0.6.2.1:
Fixed freedom trader spawning issues
Fixed monolith mechanic not taking job in pripyat plaza
Added mil_smart_terrain_7_10 as a territory point (another territory point within freedoms base, where the trader resides)
Gave all traders infinite money
Changes for 0.6.2:
Includes AO3 patch in options folder
Ovewrites warfare_options.ini in order to undo mutant madness (320 mutant squads per level is a bit... insane)
New level targeting and smart terrain targeting for factions - factions will not fail to find targets now unless there are simply no targets left
Fixed bug that stopped Warfare from updating
Includes trader + mechanic fix
Includes radio mod compatibility in options folder
Fix crash with faction control when you enter both smart terrain name and choose level to invade from drop down list
Changes for 0.6.1:
Faction traders and mechanics (thanks yoface720 for definitions and edited smart logic + task managers)
New mutant spawning code. Each level handles mutants seperately.
Every time Warfare updates, if max_monster_squads is not reached for each individual level and that levels respawn timer for mutants is up, it
will create a random mutant squad in a lair on that map. There is then a 35 percent chance that a different monster squad will be redirected. THEN,
there is a 25 percent chance that that redirected squad will be sent to a new level (and will then be registered with that levels mutant count).
If no mutant squad is created, there is a 75 percent chance a mutant squad will be redirected, and a 50 percent chance they will be redirected off
level. This should make mutants feel more alive.
Helicopters. Spawn by pressing delete. These do not follow you as of right now. I may be able to figure this out eventually, haven't looked into it.
Various bug fixes relating to warfare simply not updating. Should be more stable now.
Changes for 0.6:
Random patrols (can tweak with these variables: max_random_patrols, max_random_patrols_actor, min_random_patrol_time, max_random_patrol_time, min_random_patrol_time_actor, max_random_patrol_time_actor)
Counterattacks (can tweak with these variables: min_counterattack_chance, max_counterattack_chance, min_counterattack_chance_actor, max_counterattack_chance_actor)
Randomized starting levels (+ option to use all 23 levels for starting levels) (random_starting_levels, use_all_levels_as_starts)
Entry in the main menu for manipulating settings. Every entry is just a text box. It's basically an in-game config editor.
Fixed bug where squads would remain "in combat" and "on way to target" at the same time.
Disabled x16 and brain scorcher. May add in options to re-enable them in 0.6.1.
Stay requirement now listed for smart terrains.
Payouts for helping your faction. (player_support_reward)
Can now activate zombies as a faction if you want (zombies_act_as_faction, min_zombied_respawn, max_zombied_respawn)
Can activate initial squads so factions see them and can send them out to targets (register_initial_squads)
Can make factions no longer have to take all territory points. They will still go after some in the process of invasion, but when this is false, they will
be concerned mainly with bases. (factions_require_all_territory)
Option to use random starting faction for player after hitting start game (force_random_actor_faction)
Fixed offline combat issues with single squads being able to effectively fight five, so it should be a bit easier to hold territory now.
0.5.0.1 - Fixes extreme lag after saving and mutant spawns.
0.5 - changes a lot and I neglected this change log. So there are more changes between 0.4 and 0.5 that this doesn't take into account.
-Many optimizations relating to the offline combat simulator. Moved a lot of code over to the actual sim_squad_scripted class as well.
-Fixed annoying issues with squads registering that they are defending a base but warfare not taking
those into account. I revamped a lot with the smart terrain faction ownership stuff and made it more stable.
-Added in option to show ALL squads in warfare_options.script (SHOW_UNFRIENDLY_SQUADS)
-Added in option to use smart capacity as stay requirement for all smarts (USE_SMART_CAPACITY_AS_STAY_REQUIREMENT)
-Added in option to decide if factions own their entire starting level, or first must conquer it (FACTIONS_OWN_STARTING_LEVEL)
-Added in active squad count. Now, factions can only have a certain number of squads active and being sent out to targets
at a time (this makes prioritization of respawn points / targets a little more important). Before in previous versions of Warfare,
the mod would simply pump out squads. If you desire this, you can set MIN_ACTIVE_SQUADS,
MAX_ACTIVE_SQUADS, MIN_ACTOR_ACTIVE_SQUADS, and MAX_ACTIVE_ACTOR_SQUADS to higher numbers.
-Added Respawn points. There are 39 of them and they affect respawn time. Factions will target these over
territories most of the time, though there is a small (20%) chance they won't.
-Switched bases to Territory points. There are 102 of these. The more of these you own, the less damage
your faction takes in offline combat when defending territory.
-Owned level count acts as sort of resources now. I felt adding in extra points would be overkill,
but I can do so if people wish. Either way, owned level count affects the type of squads you spawn as well
as the number of active squads you can have.
-Added a warfare_options.script file. This is now what controls the mod, you can tweak it to your liking there.
There are new options.
-Initial squads now act as normal in offline combat, so as monolith expanding into jupiter for instance,
offline squads will no longer go crazy.
-Neutral squads will no longer steal your territory.
0.3.1.1 - Fixes monolith trader disappearing.
0.3.1 - Fixes a crash in the deserted hospital and fixes most traders disappearing. I may need to fix a couple still, like Sakharov.
0.3 - Enables the full offline combat simulator. Squads now intercept other squads, making the simulation evolve in a much more natural manner. Factions may progress more slowly now as they are locked in battle with other factions. Squads will also spawn away from the player now, so you shouldn't have any annoying squads spawning right on top of you anymore. Let me know about any crashes. There are reports traders that aren't part of the players faction. This version may or may not fix that.
0.2.3.4 Addresses some traders disappearing. They will now respawn if they are not there and the player is off level. It also fixes Pripyat outskirts, as that tried to play a cutscene but got stuck. As I usually do, I'm going to post this patch in the description while I sleep and then update the file in the morning if there are no crash reports.
I also modified starting spawns a bit, but that was mainly for the newly activated levels.
Ecologs will be weird and go for territory if its unoccupied. Eventually I'm going to have them travel the zone and not really take part in the wars (unless they stumble upon an army of bandits or monolith).
The fast respawn option (and really default settings) will allow for some intense, wide-spanning battles. Slow respawn will make it less crazy. These are
Features:
Factions vie for control of the zone. Most maps are included in the faction war, Chernobyl NPP and Generators and Deserted Hospital are not. This will be patched in shortly as well. In the PDA, green targets = captured, red targets = uncaptured. It might take a bit for the faction to begin expansion after capturing all bases in a level, so be patient if things seem slow. They heat up quickly.
Offline combat simulator allows for squads to intercept other squads arbitrarily, so the zone will be much more dynamic and the large scale war will rage at the far corners of the map. Unfortunately, the combat simulator is tied to rank in a similar way to clear sky and I was too lazy to add in a power cap for squads. If a mod modifies a squad member’s rank to be very high, expect that faction to dominate in offline combat. Eventually I want to tie this to the weapons and suits of the combatants.
A dynamic expansion system adapts to changes on the simulation board and ensures no play through will be entirely the same.
Manual faction control lets the player assume control over their faction. This is done at run time, and the player can choose between either the dynamic expansion system or the manual expansion system. The dynamic expansion system will adapt to any bases you captured in manual expansion mode when you switch back.
A (for now) simple random event system which attempts to make the level the player on more lively. This will make captured levels a little more interesting. There are two types of random events: one in which mutants attack a base on that level, and another where a hit squad is sent for you. For hit squads, only a faction present on the player’s level or on a linked level will send a squad out. If there is no other faction on any of those levels, a hit squad will not be sent.
I believe that is all for now. I will update this mod as I see fit; I’ve been quite active on it for a while now. I have more ideas I wish to implement to really flesh it out, and welcome input.
Average
9.4152 votes submitted.
Well done and good luck with this. Sounds awesome. Will give it a go ASAP.
Thanks! Just keep in mind its still pretty early on and I'll be updating it somewhat frequently. There are some noticeable places like MrBoroda has mentioned, such as ecologs base being empty and nimble / wolf / fanatic not being at the loners base. Luckily both those issues are very very easy to fix, so I may release a patch today.
I appreciate that you took the time to make this. It should make this mod much more fun. :D
You're welcome! I've been having a blast just testing it. This image I.imgur.com (ignore stamp, was originally going to use that as the preview) occurred when I was playing as duty. We went from bar -> trucks cemetery -> military warehouses -> dead city -> limansk. In dead city, after killing off the mercs so they would stop invading military warehouses, monolith began invading dead city. Got pretty brutal in such close quarters haha. That picture above is when I stumbled upon a monolith squad, one of which was looting one of my fallen duty members.
You should check around if all the main characters (mechanics, leaders, traders) are in the same positions for ALL factions.
I started off as a bandit and found out that Sultan (bandit boss sitting in the bathrooms) is gone, and the main bandit trader (the guy who issues quests and has unlimited rubles) is replaced by some other fella who barely has a 1000 rubles and gives no quests (besides supply shortage) at all. The guy is a random char who can be called to join to team like any other, his only difference being the trader's goods he carries with him around.
Please re-check and fix any problems with the missing key characters of each faction (I only checked for the bandits, can't vouch for anything else). Thank you.
Btw, you deserve a Nobel prize for such a work of art.
Sure, I'll do that now. Not sure why I didn't do that in the first place haha. Probably need to make them not invincible though, as at least Nimble is invincible. Thanks for the feedback!
Здравствуйте, а есть ли русификатор на мод?
Ecologists' base is absolutely empty. Loners' base also lacks Nimble, Wolf and Fanatic
Yeah I'm still working on that kind of stuff. I'll release a patch shortly to address that.
Ecologs I haven't implemented just yet because I was going to have them act in a slightly different way (travelling to anomalies primarily), but I'm not sure. I have yet to decide on that.
Thanks for your answer! Idea with Ecologs sounds great, makes them a really neutral faction in this bloodbath. Great mod, thanks for your hard work!
You're welcome! So I have all those squads you mentioned spawning now. I think I'm going to stop ecologs from expanding (they'd behave like all the other factions currently; since they own a base they'll spawn and capture territory) and just have all of the ecologs hang out in the yantar base for now. Then I'll make another patch, perhaps even later today, to make them expand how I originally wanted.
We have a problem.. İ Love clear sky faction but librarian will disappear after i respawn in clear sky base like in 15 seconds can you fix it?
Nice to see you create a addon like this.
Thanks! Hopefully I'll be able to polish this up over time and ultimately have a TFW style experience spanning the entire zone.
I have little problem. Traders are moving from their places, and replaced by new ones, but new ones have limited money. Is that bug, or only my mistake somewhere? O.o
That is unfortunately how it is for now. You can edit squad money in gamedata/configs/gameplay/character_desc_general.xml. The reason I didn't myself is because the vast majority (probably all) weapon mods modify that file and I wanted this to be as compatible as possible.
I'm going to look into adding more money to a squad whenever they take over a trader job. Not sure if its possible but I feel like it should be.
In the mean time, you can kill that trader and a new one will come lol. A little morbid but it gets the job done.
Oh, thanks :)
Btw, still.. Nice work. I waited so long for something like this. Zone is finally living little bit.
Thanks! Hopefully I can keep making it better and better. I'm always open to feedback so if you can think of anything that'd make it better let me know!
For some reason I am missing gamedata/configs/gameplay/character_desc_general.xml.
Would it be possible to include an option where the original trader and mechanic stay there?
It's the same thing in CoC. Not a bug. This is just you killed the trader... sometime, it's a bad choice.
Oh man, i can already feel the tears in ironman mode when i get in a firefight with decent gear.
Haha I'd be super impressed if someone conquered the zone on ironman mode fighting on the front lines the entire time. Would be interesting.
I could manage that, but damn, the ai is smart to hide and ambush me
Yeah, I was going through limansk as duty and some monolith popped out of the bushes in that one big open court yard and killed the mercs I was following and almost me, then a monolith with an RPG and another with a gauss rifle decided to stroll in with all their friends. They made the NPC AI pretty damn good with CoC from what I've experienced.
Try taking the bandit base out in Garbage, i didnt expect one of the bandits to be hiding on the eastern catwalk next to the windows, then i died :c The other time I tried to raid them, i was a military with some good gear (AK74 with the 1P29(?) scope and a pistol), went to attack, took oit like a good amount on the west entrance, tried to go in, one bandit popped out, tried to shoot him, another one popped out from the left and from the upper catwalk in the building, i got headshotted. Instant death, i probably shed a tear of pain.
Haha yeah, i've gotten pretty destroyed there. When I was playing there I had bandits filling nearly every opening on that catwalk, was crazy. That may have been a version with more squads being required to defend bases, so they had extra squads there.
I did have things set up to use the max population of smart terrains, but with the way the mod is set up that made for a lot of NPCs when you try to take bases (there were like 5 to 6 squads in the depot in garbage, so worst case scenario 18 enemies to take out assuming no backup came). I'm still gonna mess with that though, as that is the ideal solution to required squads to hold a base.
Where I can find traders? And how I can send stalkers fight? I trying, but This make nothing
Traders should be in their usual places. Squads will take over a traders job when they move into that territory. Some may not work super well.
To send stalkers to fight, open your PDA and hit insert. Then, hit the middle button "Switch Control" listed on that menu and hit cancel. After that, you will see a bunch of white, red, and green circles (mostly white, rarely red until you've set a target). Hover the mouse over a white circle and you'll see the name of the smart terrain and other details. For example, esc_smart_terrain_2_12 is the village center in cordon.
After you have the name you want, hit insert and click under the "Smart Terrain Name" label on that window that popped up. Then, type the name of the smart terrain there (again like esc_smart_terrain_2_12). After that, you hit "Send Order." If the menu closes automatically, the target was valid. If the window stays open, the target was typed in incorrectly.
It's rather counter-intuitive currently. I'll be working on a dropdown selection menu for targets for the 0.1.9 release.
Thanks you
You're welcome. I'll hopefully have a more intuitive faction control menu within a couple days.
Is it possible to make all of the traders unique NPCs, and for them to move with the squad? E.g. Sultan moves with a bandit squad, and relocates to different smart terrains when the squad does.
Each Trader might have to be made immortal though, to not scew up the long term reliability of a playthrough.
It would make the game totally dynamic :)
Hmm... I could simply make the traders spawn at certain places and remove the old ones to give the illusion of them moving.
Alternatively, though this may be a bit immersion breaking, I could just spawn unique traders at every single trader smart that the player owns.
So I'm working on 0.1.8.1 right now, hopefully I'll have a release tonight. The most notable changes will be using the vanilla CoC mutant spawns, as well as having the normal faction traders back and everything so you'll be able to do tasks for them.
I'm thinking I'm just going to make two patches for money, one for AO3 and one for STCSWP. That way people can sell their stuff to squads who take over other traders jobs, though it'll still be finite money (unless I can find a way to flag their money as infinite in lua).
Although, I just looked around using findstr in command prompt and found some interesting functions that should do what I need (npc:give_money and se_smart_terrain:idNPCOnJob). So hopefully I'll have the money issues sorted out soon as well.
I started a new game, ran to the bar and found nothing but a chimera and two blood suckers :(
There were probably some duty squads somewhere around there, but it takes time for them to get started. The fast update option will get more squads spawning faster though. How long was it from starting a new game until you got to the bar?
I'm working on getting another release which will hopefully address some stuff.
Or do you mean you only encountered a chimera and two blood suckers on your way? If so then yeah that can happen, the war doesn't expand to around garbage necessarily. Factions may focus on other areas first.
I went straight to the bar at game start. The Chimera and bloodsuckers where manning the bar gate instead of duty lol. managed to take out the bloodsuckers and got away from the chimera using grenades. will I have to start a new game for the upcoming traders patch? I'll change the speed of the update and get more duty about to save me :)
o.o that sounds strange. I'll go over my code as well to be sure it wasn't from that. And it depends. Also I have had a few weird experiences with the bar so I need to look into it more.
I've been working on a new all.spawn file which modifies the offset of all levels to be closer to Clear Sky, or at least the distances between levels. For instance Darkscape and Dark Valley were pretty cut off from the rest of the map in the vanilla all.spawn, so squads would take a long time to travel through there. But I have nice distances between levels now.
So, if you want to use the new all.spawn, then yes, you need to start a new game. If you feel like using the old one which I don't really recommend, then no. I'll also be including other fixes like spawning unique squads (sultan nimble etc) so they won't show up until you start a new game.
does this mod need a new game?
Oh damn it I didn't think it would have to reauthorize when I made a small patch. Should have put it up on mega :(
I wish we could have mods inside of mods with their own pages. Yours could definitely use it.
Yeah, its a bit of a bummer but oh well. I'll probably post updates here in the comments + the description, then make new pages for major releases and delete the old ones. Maybe I'll figure something else out eventually for it. I'll probably have another update tomorrow or the next day depending on what I can think of doing.
Not important, but it doesn't like my old savegames. After forcing initiation of starting variables in factor_brain.script I get this error.
sim_squad_scripted.script:678: attempt to call method 'unregister_npc' (a nil value).
So you only get that with old saves? Unfortunately I didn't expect old saves to work, especially since I have a new all.spawn file with this mod. Seems like whatever you were using before didn't have the unregister_npc method from se_smart_terrain class, though I find that odd.
I didn't use your new all.spawn (just a test). That seems odd and highly unlikely to me but I do have version of a-life unbalanced installed.
I guess what I was meaning was this. When I was testing early on, I was getting complaints about a function missing from the faction_brain.script (update_brain function). Now, this objectively existed. I ended up realizing over time that the line it was pointing to was not correct, at least, not for THAT version of the script.
That is what is happening here I believe. Line 678 in my mods sim_squad_scripted is the start of a for loop, unregister_npc comes later. I believe it is referencing an old script when you're loading the save, or at least an old function. a-life unbalanced doesn't modify actual scripts from what I recall, just configuration files so that shouldn't matter. I'm rather new to lua but if its interpreter is based on function locations in memory, perhaps it messed with that.
ok - thanks maybe I'll look into but it probably isn't worth the time to track it down.
I invaded the Bar as Monolith, but both Duty and Monolith completely ignored each other - though, they still attacked the player.
Strange. I'll look into it. I actually had a similar experience now that you mention it with Duty ignoring Bandits. Perhaps its something with the smart terrains.
Ok, thank you for bringing this up, it pushed me to figure out why this occurred. I had forgotten about the issue. I found the cause of the issue after looking at the decompiled all.spawn files. I'll patch it up shortly.
Here is a link to a fix for the issue you were having: Mega.nz
Make sure to reinstall your option for fast update or slow update if you were using one of those, this will override that option. Let me know if you have any problems.