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Hi first of all I really love your Warfare Alife Overhaul mod and let me just say stalker anomaly is not worth playing without it.
But there is one thing i would like to change is the Monolith/Military invasion feature.
Like i'm playing merc on hardest difficulty/progression, faster (2x) preset with stalker pop 1.0 mutant pop 1.5 and its kinda bored, without the constant fear of Monolith/Military invading and you have to look out for your base the game became too easy.
Maybe you can turn on the invasion again for monolith/military but keep it moderate it'll be perfect. Or if you don't have time you can tell me whats need to be fix it'll be great and i'm gonna share this to other pp who need it as well.
The unreleased version I had had the following changes in the log:
`1.0.6 - Vintar - Companion kills are no longer claimed by NPCs (they count as your kills). RF Receiver squads don't get claimed`
I think you already fixed the companion kill claims yourself IIRC, so then it's pretty easy to set an exception for RF receiver squads, which are considered script targets (you can use `k_squad:get_script_target()`). This would be within `npc_on_death_callback()`. Here's an excerpt:
```
-- RF Receiver squads don't get claimed
if v_id and k_id and (v_id == k_id) and k_squad and k_squad:get_script_target() then
loot_claims[v_id] = nil
return
end
if k_squad then
k_sq_id = k_squad.id
end
if axr_companions.companion_squads[k_sq_id] then
loot_claims[v_id] = nil
return -- companion kills count as your own kills
end
```
Even this chunk of code isn't written all that well, so I'm sure you can probably implement it in a cleaner fashion.
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Hi first of all I really love your Warfare Alife Overhaul mod and let me just say stalker anomaly is not worth playing without it.
But there is one thing i would like to change is the Monolith/Military invasion feature.
Like i'm playing merc on hardest difficulty/progression, faster (2x) preset with stalker pop 1.0 mutant pop 1.5 and its kinda bored, without the constant fear of Monolith/Military invading and you have to look out for your base the game became too easy.
Maybe you can turn on the invasion again for monolith/military but keep it moderate it'll be perfect. Or if you don't have time you can tell me whats need to be fix it'll be great and i'm gonna share this to other pp who need it as well.
Have a great day, thank you !
Hey, i did something...
Discord.com
Merged ZcP and tweaked your files a bit to be more compatible with storymode/ironman.
Feel free to look at the files/use them. a link to your MODdb page and credit is given in my post.
thank you for the amazing work. currently working on getting azazel mode to work
Hi, you mentioned something about unreleased scripts?
Also I updated the link to the continued addon.
Moddb.com
The unreleased version I had had the following changes in the log:
`1.0.6 - Vintar - Companion kills are no longer claimed by NPCs (they count as your kills). RF Receiver squads don't get claimed`
I think you already fixed the companion kill claims yourself IIRC, so then it's pretty easy to set an exception for RF receiver squads, which are considered script targets (you can use `k_squad:get_script_target()`). This would be within `npc_on_death_callback()`. Here's an excerpt:
```
-- RF Receiver squads don't get claimed
if v_id and k_id and (v_id == k_id) and k_squad and k_squad:get_script_target() then
loot_claims[v_id] = nil
return
end
if k_squad then
k_sq_id = k_squad.id
end
if axr_companions.companion_squads[k_sq_id] then
loot_claims[v_id] = nil
return -- companion kills count as your own kills
end
```
Even this chunk of code isn't written all that well, so I'm sure you can probably implement it in a cleaner fashion.
Hello, can i request an update for Moddb.com ? Some users noticed bug that ruins game behaviour with cease-fire and some other bugs as well.