S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)
This is a discussion on S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos) within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; Originally Posted by Jeb_ster ...my bad, ...that's true for me as well! You could just pile barrells in front of ...
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#151
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| You could just pile barrells in front of the HQ and shoot them when duty arrives....that would be funny. |
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#152
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It's not a bad idea. |
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#153
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| Wow you guys are creative! Nice! |
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#154
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| Anomalies are dangerous though, they can turn factions against you if too many guys from one faction get killed by an anomaly that you placed..... |
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#155
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| Quote:
My best example of the proper use of anomolies is the farmstead between the Merc outpost and the border. Its only used once by friendly NPC's then its used by Merc NPC's thereafter (and I'm always an enemy with them). Its the perfect location to set up as a base and the use of anomoly mines in the back keep out the mutants and dogs while a few in front keep down the stray Mercs who may show up at times. Another good place for anomoly mines is in enemy bases like the bandit base in Dark Valley or the Brain Scorcher in the Red Forest, ...etc. Places you know friendly's won't go. If you place anomoly mines in the smart terrain spot for the dogs in garbage then it will control their population and less wandering of dogs to fill other smart terrains (in theory it could mean less dogs for Fox to fight) since that is the task to fill the primary smart terrain then the next closest after that one is full. They quit spawning after the last terrain (marked for them) is full. Last edited by Jeb_ster; February 29th, 2008 at 11:22 PM.. |
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#156
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| Hmmm... since I installed the latest patch I beat the game (so to speak) and made my way back down to the bar. Half the damn zone was in Pripyat and now I don't see any mutants in the army warehouses, or rostok areas (haven't checked cordon, yantar, wild territory, etc yet)
__________________ ![]() You have all failed me..... ![]() |
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#157
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| Every mutants and npc's have got specified respawn intervals and quantities. You should wait to spend the time, or you can use your sleeping bag to get it faster. Also a random spawning system spawns them, and also the blowout spawns mutants to each levels. But everything is totally random. I will enable the respawn to all smart terrains in the next release, if you are interested I can send you some test files soon, just let me know. |
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#158
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| hey, just some feedback on the mod (which is fantastic beyond reason, if you ask me) problem being the fact that since the Alife has been released from the usual contraints of the game, i found that lukash and all the freedom boys are over in pripyat. its all good for them to be in pripyat and lying around, prollem being is that they're lying around looking pretty dead. and i kinda liked them too... i was thinking that maybe theres a way to keep lukash and skinflint etc in their places so that they wont.. die.. ? cos i still wanna do missions for them. ~~~ also, is it possible to add spawn locations? cos id like to see freedom making more frequent assaults on the duty base and vice versa. also, more mutant\ encounters would be fantastic (frequency on mutants is fine, but maybe in larger quantities?) ~~~ im sorry for demanding so much, but id really like to see this mod get as massive as possible (cos its just so cool) |
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#159
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#160
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| i'd like more mutatns too, maybe turn dark valley into 'hunting zone'? I like takin a toz with a couple of slug rounds and going on boar hunting but 99% of the time i see no boars, nor any dogs.. also, can you change ALIFE to spawn more stuff down the labs after the quests? once the quests are done it's too quiet in those labs... it's a perfect place for snorks and (lots of) zombies and why not, some blood suckers.
__________________ Winners Never quit, and Quitters never win, but those who never win and never quit are idiots. |
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...my bad, ...that's true for me as well!
Nice!











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