fuck all the garbage-bag haters
The agroprom is under our power now. I plan on wiping out defiance next since they seem pretty easy to fuck up.
Anyway, Are there any other companions I can get? Because Obek got completely destroyed by three duty guys with shotguns. Is Nikolai a possible companion? if so how do i get him to follow me
Also what are the military guys doing at the depot?
I love how the creator of TFW made it so stalkers occasionally sell things for cheaper than with traders.
Once you capture the Duty base you should be able to recruit Ant from the Depo, and unless it's been changed in 3.0, one of the perk options for the final level allows you to recruit a third companion by talking to your Faction leader.
Also perk options? what.
God damn im asking so many questions but are there any hotkeys for the radio so i dont have to open my inventory every time i want to call for reinforcements or give my companion an order?
it will give you a fantastic jolt that feels so amazing but you have to get some anti-rad and up it
the only cost is the antirad
Every at 1500, 4500 and 9000 xp you get to choose a perk. At 1500 you have a choice between a perk that shows you the health of the last mutant you shot at, or the same for human enemies.
At 4500 you have a choice between a perk that shows all enemies within a certain radius on the minimap (thing the IR scanner from CoP), or a perk that shows all anomalies within a smaller radius on the minimap (similar to the Svarog but not as useful, since it shows anomalies as all being the same size).
A 9000, you have a choice between perks that I can't properly remember. One lets you recruit an extra guy, one lets you ask loners about the locations of nearby powerful mutants, one give your gun a small chance to lock onto a target and deliver perfectly accurate shots for two seconds. Play and find out, I don't think there's a comprehensive list.
Imcoming 10MB gif...
Scaled down from 10MB to 4MB...
IMGUR didn't accept 10MB
Spacial anomaly. Careful, you may end up on the USS Enterprise.
I remember awesome situations, one of them I even posted here somewhere, but I can't seem to find it.
Why is blaberry a broom with a gun on stalker bros 2011 anyway?
Decided to give TFW a go again. Hasn't crashed so far, but I don't hold out hope.
Found both a PKM and a Compass artifact in random stashes
Just a shame the bloody Merc technician can barely modify anything. Is there a better technician somewhere that's part of a faction that isn't hostile to mercs?
Been harvesting zombies for loot, money and ammo before I plunge into Agroprom, but it's pointless if I can only upgrade my SIG 220 and suit.
This is how I plan the zone to look like (human-wise) if I finish my mod project, keep in mind that the overall human population in the zone is substantially smaller than in vanilla.
As you can see I've made some major changes to faction placement, Freedom is now battling for control over the Agroprom area with the military. Duty gets a smaller role, they are now working in small groups as hunters of both human and mutant prey. The mercs also gets a bigger role in the sense that they get the military warehouses, however they are not friendly to the player. They are also removed from the wild territory, where bandits and other outcasts attack anything that passes through. The bandits also are less organised which is shown in the Dark Valley, they now do not have any leadership and act as individual groups.
The military also has a bigger role, Duty are wiped from the Bar area where the military take their base as a base of operations. They are corrupt in the sense that they let stalkers pass through the area (for a sum of money of course). They also allow the Bar to exist in exchange for a cut of profits.
I want your point of views, anything that just has to be changed or any small details you want worked out?
As well as being one of two emission shelters in the entire map, iirc.
Spoke too soon, TFW crashed when I tried to quicksave :/
001B:01B8A5B4 lua.JIT.1.1.4.dll, lua_getinfo()
001B:01B8A898 lua.JIT.1.1.4.dll, lua_getinfo()
001B:01B820A5 lua.JIT.1.1.4.dll, lua_call()
001B:01B8AAE8 lua.JIT.1.1.4.dll, lua_yield()
001B:01BC9DC6 luabind.beta7-devel.rc4.dll, luabind::detail::pcall()
Are there any faster links up for TFW currently?
Also a logical thing would be that Dutyers should be more spread out throughout The Zone because of your style of potraying them as a smaller organization posing as hunters. Having them featured in three maps maximum, in which they all have control of a very small position seems largely odd.
Freedom, on the other hand, I see as being far less centralised. They're be nomadic, generally constantly on the move, only setting up bases for short amounts of time, making it far harder to strike against them.
Mercs would act similarly to Duty in terms of tactics, but with a much more xenophobic approach to outsiders. Sometimes they'd use their considerable resources to do deals with other factions, but most of the time they'd let bullets do the talking. To be honest, I think the approach in the RMA mod (and presumably also earlier builds of SoC) was ideal, even if the level was a bit sparse and underutilised.
Loners would tend to congregate into small conclaves around traders and friendly bases, much the same as they did in SoC, with some of the more experienced bands hunting mutants as Trapper and co did in CoP, and going on expeditions. Loners would deal with pretty much everybody, free of a overarching faction philosophy as they are. Some would affiliate but not join with various factions.
Bandits would be opportunists and scavengers, moving into unoccupied emission shelters, ready to charge Stalkers for shelter. They wouldn't be hostile on sight to all Stalkers, but they'd pick on isolated, weak targets (like the player). They're probably have some sort of artifact trade deal with the military in exchange for supplies as most traders would dislike them.
The Military would be much like a better armed version of the bandits, extorting, confiscating, and generally being corrupt. A few of the nicer ones might form deals with Loners, since their lack of decent anomaly protection makes artifact hunting difficult for them, but they have enough firepower to exert their control. In all likelihood unit commanders would see most of the profit, leading to a large number of military deserters, some of who would be hostile, some not. No way to tell until you get close!
Okay, got the latest TFW downloaded, installing it now. One last question, does Zip File's ballistics mod work with the newest version? Or did the modder finally get rid of the horrdedous clear sky ballistics? Could I have a link to Zip's submod?
Also, it'd make more sense for the Monolith to be in control of the X18 factory if it was the early days of the Zone as well.
Still have a problem with this crashing.
Eliminated Duty as Mercs, got a foothold on the northeastern side of the Garbage, now working my way towards the Bandit's Army Warehouses base. In the time it took me to get to the northern outpost in the Garbage, Defiance and Bandits have eliminated Freedom and Clear Sky. It's now my faction and those 2 in a 3-way war, with the occasional Monolith, Military or Renegade squad creating an annoyance.
SIG-550 Sniper is a lovely gun (especially considering it can be upgraded to take the extremely common 5.45), but not durable enough. After a short while, it becomes impossible to peg headshots past 150m.
I've also run out of free squads, so now I have to round up extra squads in safe zones (e.g. level changers to territories I control completely) manually :/
man, all these faction debates when it's clear that the superior factions are monolith and military stalkers.