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Stalker Downloads > Clear Sky > Mods > Singleplayer:
Faction Commander (1.5)
Filename: factioncommander_1.5.rar


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88.25 KB
1.5
rgggclp
412
11-17-2008
1.5.05 or 1.5.07
Clear Sky > Mods > Singleplayer


Average User Rating: 7.4
Number of Votes: 5
Related Files:
Latest 5 Clear Sky > Mods > Singleplayer:
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- Squishy NPCs for Clear Sky (1.0)

5 Other Files by rgggclp:
- Faction Commander (2.5.1)
- Faction Commander (2.5)
- Faction Commander (2.0)
- Faction Commander (1.6)
- Faction Commander - Optional Cut Creatures (1.5)

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Faction Commander (1.5) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Description:
Official Discussion Threads
English
Chinese

Brief introduction
Faction commander is a powerful mod that allows you to dictate orders that your faction follows. The command system of this mod is composed of six types of commands and three classes of action codes. The commands include Default, Assemble, Expansion, Cancel, Attack, and Defend command. The action codes consist of Green, Yellow and Red code which represent the magnitude of an action. Non-player factions also have their commanders who use artificial intelligence and could make counteractions to their enemy. You could choose four levels of artificial intelligence, they are Disable, Normal, Hard and Insane.




  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Faction Commander (1.5) - File Download Options  

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Faction Commander (1.5) - Readme  
Readme File:
-------------------------------------- 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


Faction Commander (1.5) - User Comments  
The following comments are owned by the user that posted them. StalkerFiles is not responsible for their content.

Total comments: 14 | Last comment: 09-21-2010 at 09:55

 #1 - 11-18-2008 at 01:07
rggg
Joined: October 18th, 2008
Posts: 36
YouTube video demostration 1:
http://www.youtube.com/watch?v=XQ6hEmqm0R8

 #2 - 11-18-2008 at 01:58
rggg
Joined: October 18th, 2008
Posts: 36
YouTube video demostration 2:
http://www.youtube.com/watch?v=iOV6K6firXA

 #3 - 11-18-2008 at 05:43
lux
From:
Joined: December 13th, 2002
Posts: 174
nice demos.. Though you shouldn't be shooting at your own soldiers in demo#2 wink

can't wait to get home to try it a bit, and get the compilation ready..

P.S. Oh, and nice PDA maps you have there stick out tongue

 #4 - 11-18-2008 at 06:57
SOS_PL
From:
Joined: August 1st, 2007
Posts: 104
This is realy great, cool, uber- fantastic mod! GUYS ! just think about all those fire fights u can now create ! The machiminias gonna be awsome-wild!

Regards from Poland and keep up the awsome worksmile

 #5 - 11-18-2008 at 08:04
SwedKnoT
From: (Falun)
Joined: April 16th, 2008
Posts: 150
Why did you choose F2? Itīs the same as Helios spawn menu mod frown
Hope you can change key on one of them, so I can use them together, or doesnīt that work?
Nice mod anyway

 #6 - 11-18-2008 at 08:14
SwedKnoT
From: (Falun)
Joined: April 16th, 2008
Posts: 150
Two Thumbs Up! (forgot these)

 #7 - 11-18-2008 at 09:11
Francoista4
Joined: November 10th, 2007
Posts: 118
Congrats! Two Thumbs Up!

Never had any CTD with the last version btw... However, the "menus" were pretty messed up wink

 #8 - 11-18-2008 at 09:15
Francoista4
Joined: November 10th, 2007
Posts: 118
Sorry for double-posting, but can we easily override the previous version with this new one? The 1.5.05 version of that mod had lots of other files (it was 80mb sized, if I remember correctly!), so I'm wondering if they're needed for this new one to work, or if, at the opposite, one should remove them.

 #9 - 11-18-2008 at 17:38
natasha8384
From:
Joined: May 6th, 2007
Posts: 232
Excellent work, Chen Two Thumbs Up! 10/10

 #10 - @Francoista4 - 11-18-2008 at 22:39
rggg
Joined: October 18th, 2008
Posts: 36
If you need upgrade from FC1.0 to FC1.5, you also have to install the optional creatures package.

 #11 - 11-20-2008 at 12:35
smoq20
Joined: November 20th, 2008
Posts: 2
What about the "Intelligence" button? I get a CTD every time I press it. I started a new game and haven't left swamps yet.

 #12 - 11-20-2008 at 15:57
smoq20
Joined: November 20th, 2008
Posts: 2
Oh and installed only this FC 1.5 version without the previous one and without (optional cut-creatures) plus a better description how the functions actually work would be handy. I noticed that even when "Defend" is on some squads still try to attack enemy faction positions and "Attack" button causes your sqads to attack randomly so it's quite much the same as "Expend". I found "Assamble" much more useful because I guess that's the only way to pinpoint the desired area for a takover. Sorry for double-posting and please, do not misunderstand me, the mod is one of the best I've seen so far and I wish to see more versions of it in the future.

 #13 - 11-24-2008 at 11:24
rggg
Joined: October 18th, 2008
Posts: 36
natasha:
Thanks for the comments, I appreciated it.

smoq20:
FC1.6 has fixed the glitches in swamp, you could give it a try.

 #14 - join monolith ? - 09-21-2010 at 09:55
declanz346
From: (manchester)
Joined: September 21st, 2010
Posts: 10
if you can .... BEST EVAAAA Rock



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