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The Zone. Six factions. One goal.



Be part of the faction wars to take control of the most important areas around the Zone. Join one of the six avaible factions and make it the true ruler in this God forsaken place.






Each faction includes their unique playstyle with signature weapons and equipment






Duty - Freedom - Defiance- Bandits - Mercenaries - Clear Sky






Inlcudes a huge amount of new features and AI improvments to make you feel like a real part of your faction rather than an errand boy.






Do you and your faction have what it takes?




2015 11 30 00016

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The Faction Wars 3.8

News 3 comments

Like I said in the summary, I'm not the owner of the mod. It's currently quite hard to find it, so I decided to upload it here before its forgotten.


The Faction Wars 3.8


The Faction War, as the name suggests, focuses on the faction war aspect of the game, expending each
faction campaign to previously ignored areas such as swamps, eventually putting one faction in control of the whole Zone. For the purpose of the mod the main story has been completly removed, and a new character and backstory were created.

  • Whats the goal of this mod?

The goal is complete dominion of the Zone. The game is "finished" once your faction has taken control of every important part of the Zone (not including Pripyat and Limansk)

  • What are the avaible factions? Are they the same than vanilla's?

There are many new features and changes to every faction in the game to make the gameplay more diverse depending on your choice. There are six factions to choose from: Duty, Freedom, Defiance (the Loner "sindicate" ), Clear Sky, Bandits and the Mercenaries. You can also choose to play as a Loner.

Check out every faction here: Factions explained


  • Are there any incompatibilities?

Acording to the developing team, yes. I quote:

The mod is incompatible with any mod that requiers file overwriting and installing other mods on top of TWF, might cause crashes and freezes. It is possible to merge the files, but I strongly suggest caution in doing so, and to compare TFW files with vanilla first. - Smog2

  • Are there any new feature?

Yes, there are a lot of new features implemented. From new items, to AI improvements or even new visuals, this mod adds some really neat things. You can even turn on/off some in the settings menu.

You can read the features here (highly recommended): Features


  • What about previous versions? What changed?

You can read the whole change log from the first release until this version here: Change log. Since the features article was made by me reading the change log I really encourage everyone to read it by themselves.

  • I want to know more about this amazing mod

Well, I don't really know anything about it or the dev team. You can read it all by yourself in the original post (here), the download post (here) or you can watch some gameplay of it (here)


CREDITS

TFW developing team




Smoq2
PhoenixHeart
Darkenneko
RoboMook
Solarius
MacTavish
Grunt




Smoq2's thanks and credits

rgggclp - For many great enhancemets to stalker scripts. I basically learned to write scripts from his solutions,
thank you for all the help and knowledge I gained thanks to your work.
I took the liberty of implementing some of the enhancing faction war simulation solutions used in rgggclp's
Faction Commander 2.5 Mod into TFW. His signature can be found under all work of his authorship. Thank you once again.

Cromm Cruac - For AtmosFear, Absolute Nature, Tac. Helmet indicators and help with various issues.

JakFrost - For new faction equipment tiers.

LuX - for his pda maps with smart terrain names.

Ceano - for Monster Hunter mod.

fluffy22 - for the Chimera monster and new upgrade schemes.

QuaNTuMbenxh - for icon textures.

Minh - for icon textures.

AMK team - for Dynamic Hud and Looting Corpses scripts and Cutout creatures.

Spartan and ThunderFreak - for Dynamic Hud mask textures.

Atempad - for Sleeping Bag mod.

Jamie1992 - for his help with various issues and support.

Wheeljack - for help with SDK and models.

BJ Blazkowicz - for help with SDK and models.

Matrix Strefa14 - for help with SDK and models.

Everyone else who I forgot to mention but contributed to TFW in some sort.




Hope you enjoy it.


Now quit reading, go conquer the Zone!


(Freedom rules)

Changelog

Changelog

News

The full changelog of the mod, until the 3.7v version

Features

Features

Feature 5 comments

General features added to the mod to enhance the faction war theme.

Factions explained

Factions explained

Feature 25 comments

Article about each faction and their special features.

RSS Files
The Faction War 3.8 reupload

The Faction War 3.8 reupload

Full Version 73 comments

APPLYING THE PATCH 3 IS HIGHLY RECOMMENDABLE TO REDUCE CTDs.

The Faction War: Spanish translation

The Faction War: Spanish translation

Other 15 comments

Translate all the text present in the mod to spanish.

The Faction War Patch 3

The Faction War Patch 3

Patch 20 comments

More stable version that includes a new weapon, several localization changes and more.

The Faction Wars 3.8

The Faction Wars 3.8

Full Version 24 comments

Out of date because of corrupted files. Use the new one instead.

Comments  (0 - 10 of 420)
slicksonic35
slicksonic35

Hola, tengo un problema, el cual es que los cuerpos después de matarlos no desaparecen, eso hace que en zonas muy frecuentadas por npcs los fps se me bajen mucho. Hay alguna forma de eliminar los cuerpos?

Gracias!

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:Jack Creator
:Jack

La verdad no tengo idea, nunca nadie se quejó de esto. Podes mirar si tocando algun script lo arreglas. Shadow of Chernobyl y Clear Sky no son intercambiables, pero por ahí algo así te sirve de guía.
Reddit.com

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CamaradaNimble
CamaradaNimble

So, this mod is basically over?

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Guest
Guest

Cheeki breeki

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:Jack Creator
:Jack

Smoq's involment is most likely over forever, so take that as you will.

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Coprolover
Coprolover

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

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Guest
Guest

for some reason i cant get this to install properly. it always crashes to desktop and i got the steam version.

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:Jack Creator
:Jack

I can help you if you need. Send me a PM.

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Coprolover
Coprolover

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

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Guest
Guest

The mod really transforms the game and makes it a non-linear sandbox. In fact, this mod implements what was missing in the original. It is with this mod that the game becomes the best in the series. It is a pity that the author was not able to bring his ideas about the economic system to the end.

By the way, I watched the actions of the AI in the PDA a bit. And I noticed that already from the start, two clear favorites emerge: clear sky and freedom. The weakest faction are the bandits (for whom I started playing to complicate the game). It became interesting and behavior mutants that have been actively traveling between locations over long distances. However, their increased interest in the second building of the Institute of Agroindustry has not changed from the original version. This makes it very difficult to obtain a second base for Duty and Mercenaries. Need to play more and see how good or bad it is.

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:Jack Creator
:Jack

Yeah, it really becomes a great sandbox experience. And yes, its a pitty that Smoq couldn't finish all the features.

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!

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Coprolover
Coprolover

>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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:Jack Creator
:Jack

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).

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

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Coprolover
Coprolover

>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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S.T.A.L.K.E.R.: Clear Sky
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Highest Rated (4 agree) 10/10

Best mod so far. It actually resurrects the whole Faction Wars mechanics of Clear Sky. Despite the fact that there are still minor bugs, and also the sad thing that you can't go to the Chernobyl NPP anymore, since it focuses on Factions, it is still a mod that everyone needs if they want to see multiple stalkers fighting for territory after a local wild goose chase (Clear Sky chasing Strelok) affected the whole area (Zone) instead. Keep up the good work!

Jun 2 2016 by supertonto2

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