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Coprolover
Coprolover - - 7 comments @ Persistent Lord of the Rings (PLotR)

I found a new bug. Walking near the hobbits' house (in the screenshot) inevitably causes a client crash. Checked 3 times in a row. Due to a mistake, I have lost all my inventory and horse.

https://steamcommunity.com/sharedfiles/filedetails/?id=2618526055

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Coprolover
Coprolover - - 7 comments @ Persistent Lord of the Rings (PLotR)

https://steamcommunity.com/sharedfiles/filedetails/?id=2617763115

Bug on linux systems. Menu without text, but other functions work correctly.

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Coprolover
Coprolover - - 7 comments @ S.T.A.L.K.E.R Clear Sky: The Faction War

Is the code closed? Everyone can improve it. Therefore, no, it is not complete.

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Coprolover
Coprolover - - 7 comments @ S.T.A.L.K.E.R Clear Sky: The Faction War

Check Readme file. Do not use this mod with others, they are incompatible.

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Coprolover
Coprolover - - 7 comments @ S.T.A.L.K.E.R Clear Sky: The Faction War

>I think your reply is really spot on. Not much to add to it. In the end, every new game is a throw of dice. Even though some factions are inherently stronger (having access to better weapons/armors/squads, or better locations), you really never know what is going to happen. I remember that in my first playthrough as Freedom, I didn't get to see one faction (not sure if Defiance or Clear Sky). The next time I played (as Duty, if I remember correctly), I dind't get to see the other one (boths times I left Cordon and Swamps for the last, I always found them lame-ish).

Freedom and Duty are the strongest factions, just like the original. At the beginning it may be faintly noticeable, but already at this stage they have medium armor and weapons. If they receive additional resources, it will be difficult to stop them. Duty has the best heavy infantry, freedom has the best snipers. Both of these factions also have good, fortified bases. And Freedom additionally has fast movement between locations.

Random really has a defining role. Right now, in my game, the mercenaries have lost 35 strength and the value dropped to 20 (only the base remains). And this despite the fact that I still do not interfere in group wars.

>Regarding the question, I would say they compete for them, but its just a wild guess.

The only way to check this is to check each anomaly for artifacts. If they are not there, then stalkers took them. If there is, it means that stalkers get them randomly.

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Coprolover
Coprolover - - 7 comments @ S.T.A.L.K.E.R Clear Sky: The Faction War

>It's been a while since the last time I played the game. I dont recall any blue troops. Those are squads, right? They are not things like techs or trades? Speculation, but maybe they are there to prevent total destruction of Loners?

I have already figured out this question and have an assumption: this was done to clean up too strong units that the factions or the player cannot cope with. For example, chimeras, pseudo-mutants, pseudo-boss (boss from the Agroprom dungeon), monolith patrols (the most powerful of all). Otherwise, they would accumulate and completely displace the factions from the maps, as well as player (if he did not manage to get good equipment on high difficulty). All in the game there are 5 such units, one of them sells rare weapons and armor. The rest are no different from other loners.

>I have absolutely no idea, sorry.

I think you will have to find the script yourself and study it. There is a very big difference in respawn between 40% and 60%. Although the two values are high in themselves. I don’t know how it works yet.

>If you mean from enemy factions, then yes. But the same applies in all cases I think.

No, I was referring specifically to neutral merchants that are found in almost every location. And also nomads with rare armor.

>I posted some links to the original posts made by Smoq. If not there, I have no idea.

I have seen, but this information is not detailed. But I had already learned almost everything that was required.



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Coprolover
Coprolover - - 7 comments @ S.T.A.L.K.E.R Clear Sky: The Faction War

>I would certainly say the mod is not balanced. Some factions are stronger than others. That being said, there is always that one fluke when bandits conquer everything, making it more interesting!

Bandits can get ahead sharply only if they are lucky with weak mutants / patrols, and also if freedom is not lucky with them. All factions are scripted in different ways: freedom is extremely aggressive at first, the same can be said about mercenaries. Duty and bandits prefer to take key points (resources and roadblocks) and move further less actively.The clear sky turned out to be somewhat weaker than I expected. However, they have two good advantages: a pumping station, which is difficult for mutants to assault, and the location itself (swamps) in which there are too many looners, helping them to fight off mutants. I was wrong about the bandits, in my game they became the strongest without my intervention. The weakest are the defiance. But this is even good, because according to the prehistory, they split with the loners and their weakness is natural. The hegemony of this or that group is due not only to passive characteristics, but also to dynamic scripts. That is, the factor of luck can play a decisive role here. The player himself can balance the game. For example, out of 6 factions (excluding loners as neutrals), defiance has the strongest bonuses for the player, which makes them more attractive even considering their weakness. This should induce the player to join them, leveling the disadvantages. The least attractive are the bandits, because they have the worst craftsman and trader, and they also have no access to the depot. I have not yet tested their interactions with the nomadic merchant squad (which sell rare pieces of armor and weapons), so I can't say how critical this is. But with a very high degree of probability, they can break out to 1 or 2 place in strength, which allows the player not to join them for the sake of balance. Defians are the weakest group in 90% of cases, which is why I joined in for them. Probably, I will not destroy the balance and organize an expedition to the red forest in order to gain a foothold at resource points. This is a very interesting challenge.

Could you answer the previous questions? I have already dealt with questions 2, 6 and 7, but the rest are valid. I also have one more question:

Loners often sell artifacts and also have anti-anomaly protective suits. Do they compete with the player for artifacts (as for loot) or do they receive them randomly? In the dialogues, I noticed that they give hints to artifacts in different places.

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