Readme for v0.3 beta Thanks: First of all, I would like to thank rgggclp for his Faction Commander 1.6 and Lux for his PDA maps with point names. I am also thankful that they let me use their work in my mod. Many thanks also to all who participated in the mod discussion, gave me ideas, helped solve problems and encouraged to continue. Description: Total Faction War, 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. In practice it looks like this... Capturing the enemy base is not the las objective eg. When Loners take over Bandit base the player and faction troops are given an objetive to secure the road Swamps<>Cordon, and then the whole Swamps. 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. Or if someone wants to go bug-hunting or exploring the main story - free Zone he can go to the Stalker Trader and tell him "I want to explore the Zone". The player will be given uber explorer gear (non degradable uber seva suit and g36). Remember that this is still a beta so expect some bugs. Some side quests might still be left. Only Loners have the expended campaign so there is no point in joining other factions. The whole thing is still unbalanced but I left it that way for testing purposes. A new game is needed for this mod. Features: - No main story - All areas up to Limansk are accessible from the very begining. - New character - Factions all hostile towards each other - Faction Commander included (thanks rgggclp) - PDA maps with point names included (thanks Lux) - Loners new campaign -> Capturing order: Cordon>Garbage>Swamps>Dark Valley - New start location - New starting gear - Swamps are now initially controlled by Clear Sky - Clear Sky novices and masters now use Clear Sky models from ST:CS beta version instead of Loner Jackets, Sunrise Suits and Exoskeletons - Loner veterans now use Seva Suits - New gear upon joining a faction - Modified point map names indicators: * Yellow triangles - normal map points * Red triangles - importaint territory * Blue triangles - resource points * Points with a green "R" - reinforcment points (all new feature, when captured units will start spawning from this location) - Weapon restiction in bases removed - Smart_terrain names now in english (point maps have english names, so to avoid confusion) - Every NPC can trade (low prices for weapons, high for ammo and supplies) - Many other small changes Tips and still-need-to-fix issues : - Sometimes troops take over an objective point and immediately leave, if that happens just give the "cancel" order and they will stay for good. need-to-fix - To use Faction Commander hit Esc and when in the main menu press F2 - If you press "C" in the main menu you will get Coordinates, game_vertex_id and level_vertex_id info needed for spawning. - Reinforcment Points don't work for factions that have a base in the area. (intentional, not going to change that) - I did not include all Importaint Territoties, Resource points and Reinforcment points in the faction war objectives as I want to give the player a free hand so he can "Assamble" troops on that point in order to capture it by himself if he wants to, or give the "Expansion" order and troops will capture it eventually. - Some points needed for objectives are empty from the beginning and when captured the player is not paid for it as the task assumed he wasn't involved. need-to-fix - Army Warehouses and Red Forest still have some NPC population. In the final version I want those areas to be "virgin" and only inhabited by mutants. Have fun and please post all obesravations on the GSC Mod Discussion forums in the Total Faction War post. Any feedback is welcome and will definetly earn credit. Installation: 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 Remember to start a new game. Uninstallation: Just remove the Gamedata folder. Copyright Declaration All this work was designed, created and published by Wojciech Wilczynski. Anyone who wishes to modify, redistribute, copy or incorporate my mod in his own has to get my approval and give me credit. -Smoq2 wwilcz@gmail.com Faction Commander 1.6 Readme (unchanged): ------------------------------------------------ 1.6 ------------------------------------------------ 1. Fix a bug that men and creatures dispear like evaporation and the process of faction war could be disrupted. 2. Fix a bug that soldiers ignore their enemy in a location, they could even sit down by the bonfire and make friends with each other. 3. Fix a bug that your allied factions would try to capture the territories of your faction. 4. Add more stability to the mod and recompense the intensity of combats in some locations. Now the intensity is limited only in locations where CTD is likely to happen, like buildings, narrow passages and indoor scenes. So in the outdoor space, the intensity isn't diminished. 5. The restrictions that soldiers can't go to swamp and Limansk has been removed. 6. Fix the ctd in Swamp when you push the intelligence button. 7. Soldiers could choose the targets nearest to them. 8. Fix a bug that AI of Freedom won't attack Duty. 9. Fix a bug that the user interface doesn't display properly when users' language isn't English or Chinese. To sum up, this version is more stable, intense and smooth than the previous version. So upgrading to this version is highly recommended. ------------------------------------------------ 1.5 ------------------------------------------------ 1. Compatible with 1.5.07 2. The AI of non-player factions has been improved, now they could attack and eliminate the base of their enemy. 3. The codes of action have been redefined. Your faction would keep one squad in every territory to defend, the surplus squads are called "idle squads". Green Code: 20 percent of "idle squads" would join the action. Yellow Code: 50 percent of "idle squads" would join the action. Red Code: 100 percent of "idle squads" would join the action. 4. You don't have to reset your command after the loading or level changing, all the last settings you used could be saved automatically. 5. You could examine the current targets of your squads and the respawn points, resource points and the important territories of the current level. (by using the intelligence button) 6. Fix the bug that could cause CTD when you spawn squads in Clear Sky base. 7. Limit the number of squads you could spawn, which prevents CTD when some players try to spawn too many squads in a location unconsciously. 8. Limit the number of squads that could participate in combats of a location, which prevents CTD caused by line 155 of "patrol_path_manager.cpp". 9. The cut creatures is seperated from Faction Commander mod and put into optional mod package, which prevents some CTD that might be relating to cut creatures. Conclusion: This version of mod is more stable, but less intense than the last version. The major of CTD problems could be solved by sacrificing the intensity of combats. ------------------------------------------------ 1.0 ------------------------------------------------ Functions and improvements: 1. Command System Default: Your soldiers would extend their influence slowly. Cancel: Your soldiers would cancel their current action and wait for orders. Expansion: Your soldiers would extend their influence aggressively. They could attack and capture spawn points and resource points. Assemble: Your soldiers would come to the position where their commander stands. Then they would follow the commander. Attack: Your soldiers would attack the positions which are the current targets of the "faction war". They would attack the next points after the capture. Defend: Your soldiers would defend the positions where your enemy faction attacks. Green Code: Only the soldiers who have nothing to do would take the action. Thus the magnitude of this type of action is very small. Yellow Code: Most soldiers of your faction would participate in the action, only one squad of every territory of your faction would be kept to defend. The magnitude of this type of action is relatively large. Red Code: All soldiers, except the soldiers who have something to do with quests and storyline, would participate in the action. So the magnitude of action could be very large. 2. Artificial Intelligence Disable: Non-player factions could execute the Default Command. Normal: Non-player factions could execute the Expansion, Attack and Defend Command, and the action code is Green. Hard: Non-player factions could execute the Expansion, Attack and Defend Command, and the action code is Yellow. Insane: Non-player factions could execute the Expansion, Attack and Defend Command, and the action code is Red. 3. Territory Capture In the vanilla Clear Sky, every territory allows only one faction to enter and capture it. After capture, other faction have to eliminate the soldiers in the territory to recapture it. However, when the two factions are friends it's impossible to recapture the territory because they can't attack each other. If the uncapturable territory is an important target in the "faction war", your process of "faction war" would become stagnant. I have removed the restriction. When a territory is captured by faction A, faction B could recapture it if B brings soldiers as many as two times of A. 4. Pathfinding improvement The path finding script in vanilla Clear Sky is buggy. I have fixed it. Currently almost every points in the map are accessible. 5. Respawn improvement The respawn algorithm in vanilla Clear Sky is also buggy. In vanilla version, when respawning is invoked, all creatures would be spawned in one point instantly, which could cause some problems such as CTD and lag. The improved respawn algorithm spawn creatures in random points nonsimultaneously. Thus it's more robust. 6. Cut creatures return The cut creatures: zombie, chimera, cat, burer would be respawned in respawn point now. The zombie could appear in all maps. 7. Summon Soldier Commander could spawn a squad of the same faction as the commander instantly. 8. Faction Changer You could join five faction freely, they are: loner, bandit, freendom, duty, clearsky. You cann't join "special factions" in this version of mod. 9. Add to the amount of soldiers of every faction 10. Ingame User Interface The summon soldier button could be found in here. Installation 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 You don't have to restart game to adapt to this mod. It works great on CS 1.5.05. How to use Press ESC, then press F2, and enjoy it. :) Copyright Declaration This mod is developed by Chen Lin Peng. If you want to modify, copy, and redistribute this mod, you have to give credit to me. You could contact me at quake_clp@hotmail.com