Add addon Warfare Alife Overhaul 1.1.3
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Addons
Filename
WarfareAlifeOverhaul_1_1_3.zip
Category
Prefabs
Uploader
Vintar0
Credits
Werejew, Tronex, Illinaru, Lignar
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Updated
Size
143.49kb (146,938 bytes)
Downloads
1,049 (5 today)
MD5 Hash
79be95ccf6fda131cf1b6595518d81c7
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Description

This addon fixes many Warfare bugs and adds new behavior to loner/ecologist factions.

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Warfare Alife Overhaul 1.1.3
Comments  (0 - 50 of 75)
missterxpoop
missterxpoop

Nice man! I am fan of Warfare mode but always tried to have it behave like a lore-friendly stuff where all factions are balanced and everything is not over after a couple of days, Monolith or zombies having spammed the whole place. I'll definitely try! Thx ;)

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zoust
zoust

This is hudge, good job !

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missterxpoop
missterxpoop

Man, I read the full description, and if it does what it states, then THIS IS THE MOD, lol! So nice! And so much work you must have put into it! Didn't know that warfare was "that" bugged (had the feeling though...XD). Thxs very much for the sharing.

Say, is it save game compat? I read some stuff (like the debug about trader --WHICH WAS NEEDED!!) would need a new game or just a respawn of the dudes, but apart from that?
AND...sorry if I'm like asking for personnal counselling but...I saw you don't recommend random start...I play with random starting positions (really makes the whole game feels fresh to have monolith in Cordon XD) and slow preset to have the feel like it's still a dead place where only a few souls can survive...Basically a more dynamic Zone with fight and movements and so on but not a huge/infinite warfare zone...Any advice? ^^

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Vintar0 Author
Vintar0

Yes, this addon is compatible with existing save games with a couple caveats:
- I don't know how base patrol squads will be effected by suddenly applying this addon. EDIT: Patrol squads are functional as normal, no issues as far as I can tell.
- You can kill the extra traders off using the debug menu (F7) and the 'kill' command, and they won't respawn once you apply this addon.
- EDIT: Just tried a random start, seems to work alright. But I'd suggest not using my preset and making your own. I envisioned this addon as a 'vanilla Anomaly but also Warfare' kind of experience. If you prefer random starts, I'd take a look at Illinaru's addon: Illinaru Warfare Balance. It's made specifically for random starts.

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missterxpoop
missterxpoop

Thx for the reply :)

You know, one can use random start and still be respecting the lore-friendliness... XD. After playing the game for so long, I can't understand why no one would NOT turn the random location option on...really makes for a new experience! :D
Anyway, I DID use Illinaru balance, which is nice, but as far as I saw, there still were bugs left untouched (now I might confuse with vanilla, but the trader bugs, for example, was still there...). Anyway, his/her is far too warfary for me -- war all the time/everywhere with squads spawning every minutes...And yours seems very complete in terms of...say, debugging. Won't it even make it to the devs for next patch?? (I'm not as* licking!). I really want to try it, so sorry for all that asking -- you must already have spent a hell of a time simply writing your description not to get to do it again in the comment section! -- so I'll try and see mid-game with random locations...Yolo :D

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missterxpoop
missterxpoop

And about the traders...I can also use some 5.56...XD sorry...

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Δαμοκλῆς
Δαμοκλῆς

Now the other main thing that needs to be fixed is the emissions not affecting Npc's. There are so many moments where there could be a huge firefight happening between a faction over safety and it continues regardless of the emission and imminent demise of anyone in the open.

This and Npc's reacting properly to anomalies would be cool, I know there are mods from coc that do this.

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Vintar0 Author
Vintar0

This has always been something I've considered dealing with, but it's a large endeavor for relatively little gain. Which is why it keeps getting pushed to the bottom of my list.

EDIT: It's actually a lot easier than I thought it'd be. I just have to iron out some issues with the squad returning to its original location, and then I'll include it with the new version

EDIT2: Added to v1.0.5

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Δαμοκλῆς
Δαμοκλῆς

Now we just need to fix the emissions not killing people. :P

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Guest
Guest

I am blown away with this mod... Amazing stuff.

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_SoPro
_SoPro

Im using living zone addon does this mod affects it? This mod seems good!

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Vintar0 Author
Vintar0

Living Zone is an outdated addon that introduces a number of issues even by itself. I went into detail in a comment on the addon's page: Moddb.com

But in short, Living Zone will break some of the new loner/ecologist behavior introduced by this addon.

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Δαμοκλῆς
Δαμοκλῆς

Do you think you could possibly Fix Living Zone? I Looked at your comment on the addon page, and I'm playing clear sky right now and there are squads at the base pretty much all the time. Some leave, but as you said no one seems to come in to the base after they leave. Other wise I would be using this mod but because of the current limitations of the way the AI in the game works base I find it hard to move to full warfare. Not sure I want half the zone to be taken over by a faction late game.

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_SoPro
_SoPro

Oh wow thanks for clearing that out.

Offtopic: bro I sent you a private message can you kindly check it please? I've been waiting for your response.

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Schuchart
Schuchart

Hi Vintar,

I would like to use some of your fixes for my current playthrough, but I am not using warfare in that (story-mode). If I understood correctly, for the new offline combat simulation tweak (Hybrid) I need offline_combat_simulator.ltx, txr_offline_combat.script, ui_options.script and ui_st_options.xml. Is that correct? Or did I miss some file?

Also, which other tweaks would be applicable for story-mode? I just read your quick discussion with Δαμοκλῆς about blowout-fixes. Can you please tell me which file pertains to this?

Apart from this, real nifty work right there!

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Vintar0 Author
Vintar0

All of the issues fixed by this addon are specific to Warfare - story mode never had these problems. In fact, this addon won't do anything at all unless you play Warfare or want to use Hybrid offline combat.

Even then, Hybrid offline combat is kind of wasted on story mode, since you never have stalkers attacking large bases anyway, and you wouldn't know even if they did (since you can't see location ownership).

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Schuchart
Schuchart

Thank you for the explanation, crystal-clear!

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Madnesis
Madnesis

This sounds really good!

Knowing that I haven't played Warfare yet, do you still recommend this addon for a first play through? Because of all the improvements, it sounds like it's a no-brainer but any suggestion is welcome.

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iAlcatrazZ
iAlcatrazZ

I wonder if this addon is compatible with story mode, illinaru warfare rebalance isn't compatible with story mode so I have to install/uninstall his addon everytime I want to switch mode

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Vintar0 Author
Vintar0

Yes, this addon is compatible with story mode playthroughs. You do not need to uninstall this addon to play story mode.

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iAlcatrazZ
iAlcatrazZ

thank you, nice looking future plan btw, add/restoring quests would bring more fun and length for each warfare playthrough. I wonder what would happen if we combine both story and warfare mode together ???

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QueenKat
QueenKat

Hi I got some questions,

Does this mod change how the loners / nerds are spawned? Or do they still just spawn from their points since you mention that they will be more "widespread"

Also, Is Ghentuong tasks compatible with this addon?

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Vintar0 Author
Vintar0

Loners/Ecologists still spawn from their bases. I suggest having them spawn more rapidly than any of the factions, since their constant traveling puts them at greater risk of dying off. During the day, they'll always keep one squad at a base to retain control, but that makes it pretty easy for the player faction to take over the base by sending 2+ squads. If they end up with no bases whatsoever, they'll respawn according to the 'resurgence' setting, which I've intentionally set to be very rapid in the preset.

I use Ghentuong tasks myself, and it seems to work... mostly okay. The tasks don't check whether the target location is already occupied or not, so you just have to pick your tasks more carefully. Otherwise you might spawn a hostile weapons deal on top of your own occupied resource point

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QueenKat
QueenKat

Thanks for the clarification, though it's too bad that this mod doesn't seem to work well with random starting locations..

Edit: It would be nice if you could remove the story characters for random starting locations

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Wang_Laoshi
Wang_Laoshi

Factions definitely need some unique features distinguishing them from each other, and I think that's a good way to implement something like this. New Loners and Ecos behaviour looks quite realistic!

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LordCookie
LordCookie

Tho i like your mod and its pretty good idea but i encountered several problems with it:

-Since i tried to play Loners again in Cordon its just really Random that in just 10 minutes after finishing Fanatics quests that Army is attacking Rookies

-Eco's Swarmed Cordon from Garbage/Swamps and there are coming more and more, killing the Framerate with too much Units and Firefights.

-And the Spawns of Loners (cause they have most bases now and controlling the checkpoints) are out of their minds.

I bet you did hard work on the mod and i am thankfull for the contet you guys create. I set the Warfare settings on default, disabled All out War and Random spawns.

Only Mods they might fool with your mod wich i am using: Trader overhaul and some Optinal Files

Other Mods i use: Invincible Companion, Companion Inventory Acces, Healthsystem Overhaul and some Scope revision mod.

I hope the Info helps cause i don't think that expierince was Normal.

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Vintar0 Author
Vintar0

Can you use the 'Alife Overhaul' Warfare preset on a new game, and let me know if similar issues arise?

Please note that the 'respawn times' in the warfare options are in in-game minutes. So a value of 15 (typical value for the default warfare preset) is 15 in-game minutes. One in-game minute is 10 real-time seconds, so a respawn value of 15 means there will be a respawn in 150 seconds, or 2.5 minutes real time. This is likely why your spawns are out of control.

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QueenKat
QueenKat

Question, in my game most factions have 40 to 50 squads, while loners have 105 squads and ecologists have 70, though they aren't at the top of the leaderboard despite that so is that like normal due to their behavior? On my settings loners and ecologists have the same exact spawn time as the other factions so thats why I bring this up.

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Vintar0 Author
Vintar0

Based on your squad counts, I'm assuming you're playing random starts. There's a faction setting "random spawn entries" that additionally spawns that number of squads upon game start. I think these are set really high for loners/ecolog in my preset, so that could be the reason.

The other possible reason is just due to their new behaviors. For example, loners have a 30% chance of picking a linked level each time they move around, and they move around every 30-90 in-game minutes, so they travel way further than faction squads will in a given time span.

PDA Ranking is based on base+resource count divided by total base+resource count. Loners/Ecologists move off resources at night, so they won't top the leaderboard even with the most squads

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QueenKat
QueenKat

Yeah I was aware of the spawn entries setting, I set all of them to 1 prior to my current playthrough.. so all factions started with the same amount so I guess it is because of their behavior

And that makes a lot more sense now that you mention it with them moving off bases and resources

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QueenKat
QueenKat

So I went through another playthrough as monolith (and buffed them in pretty much all the settings) after only a couple days, my faction and a few others have 40-50 squads while loners and ecologists have over 200 now... very unusual as they have identical settings to the other factions besides expansion aggression (which for monolith I have at 100).. Like I know they technically aren't factions in this mod, but if you are trying to control the zone... it seems almost impossible because of the loners and ecologists alone especially if you are enemies with them

So I guess they are more of a force you need to fight.. like zombies and mutants rather than a faction? Except MUCH much harder it seems, even than fighting monolith in vanilla warfare

Edit: So it seems apparent that this mod should be placed with more slow paced settings correct? I have my spawn times minimum 1 maximum 120 for default (and for loners and ecologists) so maybe that is why they are out of control combined with the behavior... but normally with that spawntime factions should have around 40 to 50 squads usually but since they are not factions of course it is different.. so I will try the preset spawn times and see if it fixes most of this and makes the numbers more balanced.

Edit edit: So GhenTuong's tasks just stopped working with this mod for some reason.. even when I reinstall it and start a new game... it was working before with this mod but now none of the tasks show up anymore

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Vintar0 Author
Vintar0

A lot of it will end up being a careful balancing act of respawn timers. Since I don't play random starts, I don't really know what that might look like, but here are some of my guesses:

Loners/Ecologist squads travel frequently, which means that if you use full offline combat, they should be fighting mutants a lot, and end up dying off more often than faction squads. But that assumes that your mutant respawn timers are comparable to / less than the respawn timers for stalkers. If they aren't, you'll end up with loners having free run of the Zone. I don't think it's necessarily a question of magnitude of spawn times, but relative times compared to mutants. If your spawn times are 1-120, your mutant timers should be at least that or less.

The other issue is that loners/ecolog squads spawn as novice/advanced/veteran randomly. Which means they'll actually have a better chance of spawning stronger squads at the beginning of a random start game, when everyone still has few resources. It might be better to give loners/ecologists longer respawn times for random starts.

I double-checked the GhenTuong tasks, and they work for the default mechanics/medics. Warfare-spawned NPCs don't offer them, and I don't think they ever did. Can you be more specific about the issue?

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QueenKat
QueenKat

I got it to work actually, turns out the Ghentuong tasks weren't made for warfare, but a version specifically made for the warfare npc's (to go along with illinarus balance mod) was made so I tried that version and it works with the warfare npcs.

After all that, I tried a new playthrough making it as balanced as possible but with spawn times closer to your preset and the difference really is apparent, leaving loners and ecologists with the same spawn times in the preset, while everyone else has spawn times of around 750 & 20,000 respectively, loners and ecologists are now at the bottom of the leaderboard after a few days... (and every faction has no more than 19 squads)

With those spawn times though combined with a glitch where if you have too many addons, you start with a low stalker count (200 to 300 starting out) the stalker count never reaches over 450 really, no matter how many days go by, and loners are at the bottom of the leaderboard as usual.. hmm. (originally with the spawn times I previously had, it reached 1,500 in a few days and just kept rising >.>) I guess I should maybe leave the spawn entries as it is on random starts.

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Vintar0 Author
Vintar0

I think that might just be a result of the population factor? Setting a population factor of less than 1 has resulted in partial warfare spawning even back with Werejew's original CoC Warfare. Have you tried using a much higher population factor, at least at the beginning, and seeing if that helps?

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QueenKat
QueenKat

I always had it at 0.75 so I will try setting it higher

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Guest
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Δαμοκλῆς
Δαμοκλῆς

Is there some way to bring the A-life changes to normal a play through, or do they work already without having warfare on? Obviously some of the things aren't going to work without warfare enabled, but I was just wondering if this would be a better alternative to living zone other than the issues you stated before with it.

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Vintar0 Author
Vintar0

You mean the loner/ecologist behavior? That will only happen in Warfare, I'm afraid.

Warfare uses functions that alter the way the game handles NPC smart terrain targeting, which only activates when you play Warfare. The new loner/ecolog behavior is also pretty deeply integrated with the rest of Warfare's new functions, so it wouldn't be a quick copy-paste job to convert it to story-mode.

Living Zone doesn't give you this kind of behavior either, to be clear. It doesn't directly change the behavior of any NPCs - it just makes smart terrains unavailable more often.

I'm not sure if there exists a story-mode mod to directly improve NPC behavior, as in, one that changes the script functions related to smart terrain targeting. Maybe others might know better than me?

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IsaiasAlvesPG
IsaiasAlvesPG

Hello, im really liked your addon, i just want to do a suggestion, that is add a fix to the traders iventory in differents locations than the original ones, for an example: When you are from Duty and you capture the Freedom base the Freedom trader will sell you Freedom Outfits and Freedom weapons even after you capture the base, why dont copy the iventory from the original duty trader? ture the base, why dont copy the iventory from the original duty trader?

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Δαμοκλῆς
Δαμοκλῆς

You would have to change the code on how the replacement traders do their thing, and that's if the trader is replaced.

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QueenKat
QueenKat

I usually do a work around of this during my playthroughs

Unpack configs/scripts/(Map Name Here) and you'll find a bunch of files each pertaining to the different smarts of each map, you gotta find the files that have the traders in them and replace them with your faction's trader

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QueenKat
QueenKat

Changing the stalker count only adds a bit of stalkers but no significant change unfortunately

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Guest
Guest

After installing warfare alife overhaul_1_1_1, as soon i,m hit i keep bleeding no matter how many medkits and bandages i use. visits to medic don't help. Tried to modify wound_incarnation_v, min_wound_size, bleed_speed_k in actor.ltx but both bleeding on the floor and red couloring in edges of my view stay and keep on going. Anybody any idea? I,m using latest version of stalker anomaly with all updates.

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Vintar0 Author
Vintar0

This addon doesn't change anything related to damages, bleeding, health, etc. If you have an actor.ltx file, that comes from a different addon. Try going through your addons related to damages/health and seeing if removing them one by one pinpoints the issue

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iAlcatrazZ
iAlcatrazZ

Hi, I have a few questions regarding your mod and warfare in general, I tried asking in Anomaly discord but no one seems to have the answer
- about the "add influence" feature, afaik adding influence to a point in fact increases the priority of being captured by AI squads of the point. but whenever I click on "add influence", my influence balance just keep adding up, not vice versa
- I don't quite understand yet how A-Life preset makes the difference to Loner and Eco factions. according to description I will not be able to dominate the zone with these 2 factions but I'm still able to command squads of these faction regardless of new game. Squads do move away from Territory points eventually but remain waiting at Resource and Base point when being commanded to move to one

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Vintar0 Author
Vintar0

'Add influence' appears to be an incomplete feature originally added by Werejew (the original Warfare creator). It does as you say - it increases the priority of a point being selected by overflow squads, random patrol squads, and invasion targeting. The only issue is that it takes rather large influences for it to make a noticeable difference (like >10 priority). The feature of adding/subtracting influence points was never fully implemented.

Personally, I never use the feature, anyway. You can add invasion targets to a point manually by selecting the point and right-clicking an enemy/empty point. You can also just manually take over the faction and send out the invasions yourself by right-clicking your character position on the PDA.

You will be able to temporarily order around loner/ecolog squads - I didn't change anything about that. BUT, they will eventually move off of resource points and go to bases for the night (or other resources if you set 'night activity chance' really high). The time they spend at a resource point is between 30-90 in-game minutes for loners, and 60-180 minutes for ecologists. If a loner/ecolog squad is the last remaining squad at a base, they'll stay there in order to retain control.

If you don't think it's working properly, you can turn on debug messages (enable_debug = true) inside smart_terrain_warfare.script. That will output their movements into the console.

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iAlcatrazZ
iAlcatrazZ

Thank you for your reply. There is another scenario that I was playing as csky and as I noticed there are 2 kind of squads. There are squads spawning at bases, they remain waiting at base and they won't eventually give up on order if I ever give them. There are also squads spawning both at bases and randomly, these squads acquire target by themselves and eventually give up the order. Everytime I give order I only order 2 squads at one since the game doesn't remember more than 2 orders but still the 2nd type of squads just keep breaking off from my order and go back to their previous target, I wonder if that was because I didn't take full control of the faction. Finally both types of squads never remain waiting at territory points, they both move away from territories after a short while.
P/s: mutants don't seem to spawn as normally as story mod regardless of preset

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Vintar0 Author
Vintar0

Squads that spawn from bases are your standard 'natural' squads, which follow your orders no matter what - they go where you ask, and they stay where you put them (unless the point exceeds capacity or is a pure lair).

The squads that spawn elsewhere are the 'random patrols' mentioned in the Warfare settings (and this addon's description). They can only be temporarily commanded to go someplace. After some random amount of time based on the random patrol spawn timer min/max, they'll pick a new target on their own. Manual control of the faction won't give you full control of the random patrols.

They aren't distinguished in the tooltip, so sometimes it's tricky to know what squad is what. Maybe this is something I can do for a future version of this addon.

You shouldn't have an issue with ordering natural squads around - you should be able to command as many of them as you want at the same time. If the issue persists, it may be due to a retired setting from an old Anomaly-default Warfare preset, which sets a max on number of "active" squads at once. It shouldn't be an actively-used setting, but I'll need to double check the code. In the meantime, you can try loading the 'Alife Overhaul' preset and then changing the sliders/settings to what you want.

Non-loner/ecolog squads should wait at territory points if you explicitly send them there, and the point isn't over capacity. They only move off points that are pure lairs when manual control is off. Was it only happening for a specific territory on one map?

Mutants in Warfare don't spawn the same way as in Story mode. Warfare assigns a spawn timer to every lair point on each map - a random time between the min/max monster spawn time settings. Then it picks a random type of mutant to spawn from a spawn list.

Story mode has very strict spawn definitions for both mutants and stalkers. Almost all terrains respawn within 12-24 hours, and they always respawn the same mutant/stalkers at the same quantity.

If you want mutants to spawn as often as story mode, set the respawn timer to ~1440. The sliders have units of in-game minutes.

EDIT: I just realized you may also be referring to 'patrol squads', which cannot be commanded by you at all. They patrol lair/territory points near your base, and if none are nearby, they just sit at the base.

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iAlcatrazZ
iAlcatrazZ

Thank you a lot. Maybe I could understand it now.

As I notice there are 2 timers counting down in the tooltip of each base under my control. They are "next defense" and "next patrol".
These timers may tell how long it would take in-game till next squads of each type spawn

I think I was referring to "patrol squads" but still I can give them order and they just eventually give up my for there own target no matter if they ever reach the target of my command

About the issue that squads leaving territories, I was playing csky at the swarm, csky always start there and as I was spectating on the PDA, all territories are affected

I really don't know about the limit of how many squads can take my order at once. Everytime I give order to a third squad, the 1st squad give up on my order immediately

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Vintar0 Author
Vintar0

Yes, you can't command patrol squads - that is by design (by Werejew's design, to be specific).

And to be clear, are you referring to locations with the 'territory' attribute? or all smart terrains? Squads will auto-leave points that lack 'base', 'resource', or 'territory' attributes unless you turn on manual control.

Is your Anomaly installation up to date? with all the patches? Some of your issues sound like they'd only be present in earlier iterations of Warfare, since I can't re-create any of them myself

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iAlcatrazZ
iAlcatrazZ

[And to be clear, are you referring to locations with the 'territory' attribute? or all smart terrains? Squads will auto-leave points that lack 'base', 'resource', or 'territory' attributes unless you turn on manual control.]
> I was referring locations with the "territory" attribute

[Is your Anomaly installation up to date? with all the patches? Some of your issues sound like they'd only be present in earlier iterations of Warfare, since I can't re-create any of them myself]
> Yes my installation is very much up to date, I use the Mar2020 repack on Discord

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Vintar0 Author
Vintar0

I didn't realize there was a version of Anomaly more recent than 1.5.0 U4 H8. I don't really frequent the discord, so do you know where to find the post regarding that repack? I'll have to check compatibility with that special version myself.

For now, could you use the enable_debug setting I mentioned above while you play? If squads are being moved off of territories from my code, the debug messages in the console will say so. Otherwise it may be some new stuff added in that new Anomaly version.

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