1. Post #3641
    Gold Member
    Cone's Avatar
    August 2011
    18,901 Posts
    Freedom for life
    ecologist thug lyfe

    fuck all the garbage-bag haters
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  2. Post #3642
    Gold Member
    Araknid's Avatar
    July 2010
    10,808 Posts
    Sort of. The resource points, marked blue on the map, improve your equipment as you capture them. For every two you capture the next tier of weapons becomes available, and for every three the next tier of armour. You still won't be able to buy these until you capture the Institute Building though, so you end up stuck with the crummy UMP and it's shitty sights and recoil.
    Captured both of them. Took about an hour and a half of fighting in total (real time i mean)
    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.
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  3. Post #3643
    wow ok
    Teh Zip File's Avatar
    December 2007
    16,419 Posts
    ecologist thug lyfe

    fuck all the garbage-bag haters
    ~420 study anomalies erryday~
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  4. Post #3644
    Gold Member
    Etcetera's Avatar
    July 2011
    2,553 Posts
    Captured both of them. Took about an hour and a half of fighting in total (real time i mean)

    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?
    The military dudes will sell you IFF transponders and the codes to use them, that stop helis attacking you, although you have to buy new codes every 48 hours.

    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.
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  5. Post #3645
    Gold Member
    Araknid's Avatar
    July 2010
    10,808 Posts
    The military dudes will sell you IFF transponders and the codes to use them, that stop helis attacking you, although you have to buy new codes every 48 hours.

    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.
    yeah i asked him if he wanted to join and he needs a suit.

    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?
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  6. Post #3646
    Gold Member
    Roof's Avatar
    January 2006
    3,022 Posts
    ~420 study anomalies erryday~
    tip to get a high with only 100 rubles - walk into a highly radiated area, and quickly run into a shock anomaly

    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
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  7. Post #3647
    Gold Member
    Etcetera's Avatar
    July 2011
    2,553 Posts
    yeah i asked him if he wanted to join and he needs a suit.

    Also perk options? what.
    Buy him a merc suit of some sort then.

    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.
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  8. Post #3648
    Gold Member
    Araknid's Avatar
    July 2010
    10,808 Posts

    sakharov what are you doing you murderous bastard god damnit.


    I began firing after i took this picture and i missed every shot and got headshotted.


    -nvm issue gone-

    Any way to get a scope for my mosin?
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  9. Post #3649
    ☆Artist of Science☆
    rikimaru6811's Avatar
    August 2010
    5,248 Posts


    Imcoming 10MB gif...
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  10. Post #3650
    Gold Member
    Etcetera's Avatar
    July 2011
    2,553 Posts
    Any way to get a scope for my mosin?
    Buy it from a loner trader.

    Also, thumbnail your pictures please.
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  11. Post #3651
    ☆Artist of Science☆
    rikimaru6811's Avatar
    August 2010
    5,248 Posts


    Scaled down from 10MB to 4MB...

    IMGUR didn't accept 10MB
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  12. Post #3652
    Gold Member
    Paravin's Avatar
    November 2007
    9,167 Posts
    Twilight zone.
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  13. Post #3653
    Resident IFAP Phantas- magor- iologist
    Wulfram's Avatar
    July 2010
    5,966 Posts
    Spacial anomaly. Careful, you may end up on the USS Enterprise.
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  14. Post #3654
    ☆Artist of Science☆
    rikimaru6811's Avatar
    August 2010
    5,248 Posts
    Spacial anomaly. Careful, you may end up on the USS Enterprise.
    Secret beam pad to USS Enterprise discovered...
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  15. Post #3655
    Gold Member
    Sgt Doom's Avatar
    March 2005
    20,116 Posts
    No. They tend to favor their weapons for mating.
    Reminds me of Gunnery Sergeant Hartman telling the recruits their rifle is the only pussy they'll ever get
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  16. Post #3656
    Gold Member
    proch's Avatar
    July 2009
    18,454 Posts
    That's what I liked about Pripyat, it felt unsafe and alien, which is how the zone should be.
    God, that was an amazing experience. Especially in Redux, god damn.

    I remember awesome situations, one of them I even posted here somewhere, but I can't seem to find it.

    Edited:

    Why is blaberry a broom with a gun on stalker bros 2011 anyway?
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  17. Post #3657
    Gold Member
    croguy's Avatar
    August 2009
    11,083 Posts
    Reminds me of Gunnery Sergeant Hartman telling the recruits their rifle is the only pussy they'll ever get
    In The Zone you can also get a trophy pussy. I know Duty has a few.
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  18. Post #3658
    Gold Member
    Etcetera's Avatar
    July 2011
    2,553 Posts
    In The Zone you can also get a trophy pussy. I know Duty has a few.
    Inquisitor sends out rookies to hunt pussies for him to stuff?
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  19. Post #3659
    Gold Member
    croguy's Avatar
    August 2009
    11,083 Posts
    Inquisitor sends out rookies to hunt pussies for him to stuff?
    Yep. He's got quite an asset of pussies in his museum of mutants. I'm pretty sure he also exported mutants to many zoos in the Big Land.
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  20. Post #3660
    Casual gamer
    Blaberry's Avatar
    March 2010
    4,726 Posts
    Why is blaberry a broom with a gun on stalker bros 2011 anyway?
    Because why the fuck not?

       We have enough generic stalkers with rifles anyway.   
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  21. Post #3661
    Gold Member
    Cone's Avatar
    August 2011
    18,901 Posts
    Because why the fuck not?

       We have enough generic stalkers with rifles anyway.   
    but if we had no generic Stalkers, what would we do to anomalies when we run out of bolts?
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  22. Post #3662
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,125 Posts
    but if we had no generic Stalkers, what would we do to anomalies when we run out of bolts?
    throw dead bandits around
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  23. Post #3663
    Gold Member
    Cone's Avatar
    August 2011
    18,901 Posts
    throw dead bandits around
    but if we're already out of bolts how would we make more dead bandits

    they don't grow on trees you know
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  24. Post #3664
    Gold Member
    croguy's Avatar
    August 2009
    11,083 Posts
    but if we're already out of bolts how would we make more dead bandits

    they don't grow on trees you know
    They do grow in The Dark Valley, tho.

    Edited:

    Speaking of Dark Valley, one thing that really disappointed me about it was that it wasn't exactly valley-ish nor it was dark.
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  25. Post #3665
    Gold Member
    Sgt Doom's Avatar
    March 2005
    20,116 Posts
    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?

    Edited:

    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.
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  26. Post #3666
    BuddieBBB's Avatar
    March 2007
    860 Posts

    (Click it)

    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?
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  27. Post #3667
    Gold Member
    croguy's Avatar
    August 2009
    11,083 Posts
    I want your point of views, anything that just has to be changed or any small details you want worked out?
    I like the overall concept, but there could be some fine tuning. For example, the Mercs shouldn't have a base of operations that big; at most it should be the Garbage Hangar or X-18's facade complex.
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  28. Post #3668
    Gold Member
    Etcetera's Avatar
    July 2011
    2,553 Posts
    I want your point of views, anything that just has to be changed or any small details you want worked out?
    It's certainly an interesting take on things. It's my personal opinion (I have no facts to back it up) that the military would be unable to hold territory so deep into the zone given their previous incompetence. I also think it's unlikely the Depot wouldn't be held by any faction, given its importance as the gateway into the Zone proper.

    As well as being one of two emission shelters in the entire map, iirc.
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  29. Post #3669
    Gold Member
    Sgt Doom's Avatar
    March 2005
    20,116 Posts
    Spoke too soon, TFW crashed when I tried to quicksave :/


    stack trace:

    001B:049B83FD xrGame.dll
    001B:049A2265 xrGame.dll
    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()
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  30. Post #3670
    Ghost101's Avatar
    December 2010
    2,537 Posts
    Are there any faster links up for TFW currently?
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  31. Post #3671
    BuddieBBB's Avatar
    March 2007
    860 Posts
    I like the overall concept, but there could be some fine tuning. For example, the Mercs shouldn't have a base of operations that big; at most it should be the Garbage Hangar or X-18's facade complex.
    I agree actually, but I really want to have a faction that's guaranteed to be hostile at the base, I want everyone to be able to attack the warehouses since it's such a fun area to combat in. I'll think about it.

    It's certainly an interesting take on things. It's my personal opinion (I have no facts to back it up) that the military would be unable to hold territory so deep into the zone given their previous incompetence. I also think it's unlikely the Depot wouldn't be held by any faction, given its importance as the gateway into the Zone proper.

    As well as being one of two emission shelters in the entire map, iirc.
    I personally felt that the military presence wasn't fleshed out enough in the vanilla game, there was much dialogue mentioning corrupt military officers and dealings with the government. So I wanted to actually show this in person to the player by replacing Duty's position in Rostok with the Military (I assume you mean the bar area when you say Depot). Plus it will also make for some interesting missions seeing as I will still let the player gain access to the former Duty bunker after X16, who knows what dirty work the military commander there needs done ;)
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  32. Post #3672
    Gold Member
    croguy's Avatar
    August 2009
    11,083 Posts
    I agree actually, but I really want to have a faction that's guaranteed to be hostile at the base, I want everyone to be able to attack the warehouses since it's such a fun area to combat in. I'll think about it.
    You can turn the base into a Monolith FOB(which would also hold the majority of the area around it), or you could even keep Military Stalkers inside of it.

    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.
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  33. Post #3673
    Gold Member
    Etcetera's Avatar
    July 2011
    2,553 Posts
    I personally felt that the military presence wasn't fleshed out enough in the vanilla game, there was much dialogue mentioning corrupt military officers and dealings with the government. So I wanted to actually show this in person to the player by replacing Duty's position in Rostok with the Military (I assume you mean the bar area when you say Depot). Plus it will also make for some interesting missions seeing as I will still let the player gain access to the former Duty bunker after X16, who knows what dirty work the military commander there needs done ;)
    No, I mean the Depot in the Garbage. Held by Loners in SoC and the Bandit base in Clear Sky. The only proper building in the whole of the Garbage, and at a crossroads between Agroprom, Rostok and the Cordon, allowing whatever faction holds it to control Bar/Big Land supply routes.

    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.
    To me it makes more sense that Duty have a few, strong, centralised bases, with a command structure and tactics focused around these bases. The Bar area in SoC felt very appropriate to Duty: by striking a deal with Barkeep and the Loners they were able to build a very strong defence, and one that Freedom couldn't strike against for fear of offending the Loners.

    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!
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  34. Post #3674
    Ghost101's Avatar
    December 2010
    2,537 Posts
    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?
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  35. Post #3675
    Muukkis's Avatar
    November 2010
    2,605 Posts
    I want your point of views, anything that just has to be changed or any small details you want worked out?
    It seems a bit odd that Freedom of all actions would hold Agroprom where they are surrounded by the military in all directions. Unless this is a very, very, early days of the Zone, it doesn't make much sense.

    Edited:

    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.
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  36. Post #3676
    Gold Member
    Doneeh's Avatar
    August 2006
    4,705 Posts
    Still have a problem with this crashing.

    Expression : no_assert
    Function : CALifeStoryRegistry::add
    File : E:\stalker\sources\trunk\xr_3da\xrGame\alife_story _registry.cpp
    Line : 30
    Description : Specified story object is already in the Story registry!
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  37. Post #3677
    Gold Member
    Etcetera's Avatar
    July 2011
    2,553 Posts
    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?
    Zip released an updated version.

    Which I can't find the link to.
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  38. Post #3678
    Gold Member
    DeVotchKa's Avatar
    April 2010
    6,837 Posts
    ecologist thug lyfe

    fuck all the garbage-bag haters
    Man, thank you. Here i was thinking i was the only one that always joined up with the eggheads.
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  39. Post #3679
    Gold Member
    Sgt Doom's Avatar
    March 2005
    20,116 Posts
    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 :/
    Zip released an updated version.

    Which I can't find the link to.
    I think I have the one that works with the current TFW version, but it does seem to cause more crashes, so be warned.
    http://filesmelt.com/dl/Total_Reload...are_1.3_.3_.7z
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  40. Post #3680
    Gold Member
    JustGman's Avatar
    December 2005
    6,058 Posts
    man, all these faction debates when it's clear that the superior factions are monolith and military stalkers.
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