Messages : 2164 Date d'inscription : 20/04/2011 Localisation : France Nord
Sujet: Total Factional Warfare (0.9) Mer 18 Mai 2011 - 1:15
STALKER Clear Sky: Total Faction Warfare
Ce Mod Total Factional Warfare , il se concentre principalement sur l'aspect Guerres des Factions, et aussi il rafraîchit le systeme de guerre des factions, c'est la guerre totale, c'est un combat Total entre les factions ! A Tester Absolument Stalkers, sachez que l'histoire principale a été complètement enlevé du jeu, et le meilleur: Il y a un nouveau personnage et une nouvelle histoire. Cette version est Stable, veuillez lire le README merci
Total Factional Warfare v0.9 by PhoenixHeart and Smoq2
Readme by Smoq2
I'd like to thank those mentioned below for their contribution to TFW.
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.
Grunt - For new skins.
LuX - for his pda maps with smart terrain names.
Ceano - for Monster Hunter mod.
QuaNTuMbenxh and Minh - for icon textures.
AMK team - for Dynamic Hud and Looting Corpses mods
Atempad - for Sleeping Bag mod
Jamie1992 - for his help with various issues and support
Everyone else who I forgot to mention but contributed to TFW in some sort
Total Factional Warfare, as the name suggests, focuses on the faction war aspect of the game, expending each faction campaign to previouslyignored 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 to add to the flavour I created a new main character and a new backstory.
Copy the archive to the folder where you install the game, and extract it to the folder. If you haven't modified the fsgame.ltx before, you have to change $game_data$ = false| true| $fs_root$| gamedata to $game_data$ = true| true| $fs_root$| gamedata
!!! Uninstall any previous versions of TFW if present.
Remember that this is still a beta so expect some bugs.
Remember to install the mod/new version on a clean game installation and to start a New Game after mod/new version installation!
The mod has been made with files from patch 1.5.10 and might not work with older versions of the game.
This version of TFW (0.9) has been released in order to test facion and squads simulation, the core of the mod.
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.
Just remove the Gamedata folder.
- New story (not yet fully developed)
- New protagonist
- New playable faction (Mercenaries)
- New facion bases
- All new "Faction Brain". A script that controls faction, monster and zombie alife written for the purpose of extended Faction War campaign
- New scripts for enhancing faction expansions that keep enemy factions always a challenge.
- New dialogue options with squad commanders that allow the player to send a squad to a desired location.
- New items:
* Radio for controling player faction squads.
* Sleeping Bag
- New Non-faction traders that sell rare items and give random tasks (information about NFT location can usually be obtained by asking someone in the faction base)
- New random task system
- NPCs loot bodies
- AMK dynamic huds
- Enhanced PDA maps
- Upgrading base guards
- Map spots only show own faction
- Many more fixes that are to numerous to remember
- New script for spawning artifacts. Now every anomaly can spawn artifacts so whenever you see one grab your detector.
- Removed anomalies in Freedom Base (Army Warehouses) (The blurry effect on the towers remaind but is completly harmless)
- Removed any weapons or detectors that were scattered across the Zone.
- Tweaked additional quests given by squad commanders.
- I won't tell you all the changes. Would spoil your fun.
- Added a "caution margin" to monster "brain". Now monsters/zombies prefer to take different routes to avoid humans during day time.
- Added base guards to Depot.
- Added new additional tasks and fixed old ones ( If a task was given by a traveling/defending squad and is failed or cancelled there is no effect on player relation with his faction. )
- Increased offline squad resistance against mutant attacks.
- Added information about squads location when a squad is reporting.
- Added information about resource level when asking for faction report.
- CTD When Joining Factions - fixed
- Yantar door locking the player inside when zombies show up - fixed
- Player being able to repeatedly join mercs and bandits for additional starting equipment - fixed
- Radio and sleeping bag able to be sold to the barman - fixed
- CTD when taking old freedom base w/ Freedom - fixed?
- Missing string translations for events - fixed
- Leaving Clear Sky base via guide causes CTD - fixed
- Indestructable key NPC's at various locations in the zone. - fixed
- Player doesn't recieve reward for fending off zombies in Yantar - fixed
- Radio not working in Red Forest - fixed
- Invincible Army squads in Garbage - fixed
- Reports showing negative numbers - fixed
- Merc missing subtitles - worked on but not tested, if works please do tell (only in english)
- Rewards for capturing bases - fixed
- Unbalanced prices for Bandit Jacket upgrades - fixed
- Additional quests - fixed
- Voices for Duty NPCs with SEVAs - fixed
- Squads ignoring mutants that chase the player - fixed
- Attacking friendly units dosn't hurt faction relations - fixed
- Player can give the "relocate" order before joining a faction - fixed
- Too many mutants/zobies are spawned at a time - fixed
---- Radio ----
When joining a faction each member is given a radio to communicate with the faction base and other squads. The usage of the radio is simple, just use it as any other item and a menu will pop up. There are three commands available:
- Call reinforcements from base:
This command orders a squad that resides in the faction base barracks to move to your location. The closer to a faction base, the sooner a squad will arrive. Capturing other bases will allow squads to move out from there. If a reinforcement call is made from a different territory of the Zone then the faction base is in the player will have to wait for a squad to arrive a bit longer. A timer will appear in the upper right corner of the hud indicating time of squad's arrival. The squad will always report upon enetring that territory. (Basically a squad is spawned on an entrance after a period of time.)
- Call a local squad:
Orders one squad that is closest to the player to come to his location. Caution! The squad will leave its post no matter what they were guarding! If the point is vital for faction campaign the player will not be compensated for recapturing it.
Gives information about player's faction. How many squads can be formed, how many squads are in the field, faction population, etc.
---- Attack Order ----
Just go to a squad commander and tell him where to go. This order can be issued even if the squad is moving.
Something about the factions and story:
The events of TFW are set slightly after the third emission, between the events of CS and SHoC. Scar is probably in Monolith by now, Strelok still beeing brainwashed, and all the factions are crippled after the emission. The race for claiming most of the Zone begins.
The player takes the role of Durad Vidic. A mercenary sent to recover some documents from X16 facility. The chopper that was transporting the merc and the rest of his squad flew right into a magnetic anomaly due to lack of intel and crash landed somewhere in red forest. Only Durad made it out alive from the crash. He lost his consciousness while crawling away from the crash site. He wakes up in the morning in the lair of some creature that must have taken him for easy pray and left for later consumption. The merc has only one option. RUN!
Clear Sky - "One of the first factions established in the Zone, Clear Sky was dedicated to researching the Zone and learning its inner workings, much like the Ecologists faction. However, unlike the Ecologists they are more then willing to resort to violence to get their way, and are as fiercely protective of the Zone as Duty, or even Monolith." - from STALKER wiki After Lebedev died, or went missing, in the expedition to the Zone's centre, Beanpoleov took control of Clear Sky.
Goals: A secret NATO mission that tries to put a western monopoly on the zone, or at least keep the east from getting all the splendor. Researching Zone's anomalies and artifacts could bounce technology by hundreds of years, giving the western countries the ability to tip the balance in world domination.
Features: Clear Sky is the only faction that had some success in putting the results from artifact researching into practical use, thus giving them the ability to manufacture better suits then other factions. Since they cannot maintain a formal link to NATO they use whatever weapons they can obtain within the cuntry. Clear Sky's expedition to Chernobyl NPP turned out to be a disaster. The faction lost contact with alomst all of their members leaving only a handful of people with low morale.
-Best suits. -Use all weapons. -CSky has less squads available for reinforcements because they lost most of their men in the expedition to the Zone's centre.
Loners - Nomads, scavangers, outcasts... Loners are opportunists and each one of them probably has a different reason for beeing in the Zone. They trade whatever they can find with their outside contacts or with other stalkers. Usually friendly and helpful when money comes into play.
Goals: Loners originally were neutral to whoever did not shoot at them but after the third emission they realized what will happen if someone else gets his hands on the whole Zone. It will be either joining him or getting kicked out. With this opinion spreading, Father Valarian once more formed a faction of his own.
Features: Since Loners have no external funding they don't have the facilities needed to produce new suits or conduct any fruitful research their equipment is mostly made from scavanged parts. However this caused them to adopt a flair for customization. Loners can make a tank out of two sticks and a soda can.
-Weaker suits. -Use all weapons. -Can upgrade military suits. -Have better prices while dealing with non-faction traders.
Duty - "Duty is a paramilitary clan of stalkers operating in the Zone, with members living according to a code. Their mission is victory over Chernobyl through sheer brute force. They achieve this by raiding mutant lairs, killing mutants and collecting artifacts for scientists. They do not trade artifacts with the outside, passing them to scientists for research. Only Duty representatives refuse to trade unique items from the Zone with the outside world." - from STALKER wiki - from STALKER wiki
Goals: Duty aims at cutting the Zone off from the rest of the world completly. They see it as a threat to humanity if temepred with. Whoever thinks otherwise is to be shot on sight, even if it is an old friend from the days back in the military.
Features: Beeing ex-military has its good sides. You get to keep your friends there. Some Duty "soldiers" still have many contats within the Ukrainian Military who provide the faction with with equipment. Decomissioned rifles and suits always come in handy when in the Zone.
-Normal suits. -Use only eastern block weapons. -Can only sell artifacts to their traders or scientists.
Freedom - "A faction of anarchists and daredevils who declare themselves to be fighting for free access to the Zone, and consequently find themselves in constant conflict with army units, military stalkers, and Duty. They believe that information about the Zone must not be hidden from humanity, and challenge the state's monopoly over the Zone's secrets and wonders." - from STALKER wiki
Goals: Their goal is simple: everything for everyone. If you enjoy a camp fire with a mutant then sign up!
Features: Freedom is beeing more naive then then anyone would think. Or maybe they are just playing it right... NATO sees Freedom as a failsafe in case Clear Sky would fail. It's better if a group of liberal anarchists held the Zone then let fanatics destroy it or even worse, get it locked down by eastern countries. In order to prevent such a situation NATO secretly supplies Freedom with weapons using unofficial contats. Whether Freedom knows where their weapons are coming from is unknown.
-Normal suits. -Use only nato weapons.
Bandits - "Bandits are members of the criminal underworld who came to the Zone for different reasons; to make money by selling artifacts, hide from the law or trade in weapons." - from STALKER wiki
Goals: Bandits seek to control the whole Zone for profit. Simple as that.
Features: After Borov took the mentale of the leader after Yoga he managed to actually unite some of the smaller gangs into one quite powerful bandit clan. His ambition has made others regard bandits as a formidable foe rather then just a nuisance. They usually trade with the military thus most of their equipment can resemble this used by the army.
-Normal suits. -Use all weapons.
Mercenaries - Private soldiers of different sort, ex-military, assassins, unemplyed special agents... All seeking work that pays much and requires getting hands dirty.
Goals: Originally came to the Zone as private protection for the local scientists, but that might change...
Features: Mercenaries are well trained in tactics, but since the Zone is far from a normal battlefield, mercs don't have the knowledge required to adjust their equipment to local conditions. They arrived under Wolfhound's command only with 3 squads and issued standard equipment by their employer. They have no real name or reputation in the Zone nor are they organized as a faction. But Zone's lucrative secrets can make anybody willing to hang around a bit longer...
-Weaker suits. -Use all weapons. -Don't have a trader until they establish a base of their own. -Start with an AK and some ammo instead of money.