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Note: although the SRP makes it possible to permanently capture the depot, it isn't guaranteed to remain so once captured... Bandits can still come back from other camps to re-capture it, or mutants can wipe out the loners stationed there and then leave for some other camp, at which point the empty depot becomes a respawn point for the bandits once more. The only time bandits can't respawn at the depot is when another faction has it occupied or the player is too close to it.
It's also possible for a precondition target camp from an earlier faction war phase to be recaptured by the enemy (as in Bandy's "16 lost garbage again.sav"), at which point the faction war regresses to that earlier phase. But the SRP has made the AI smart enough not to leave subsequent faction war phases' target points entirely empty when sending squads to recapture an earlier one. So once the earlier camp has been re-captured, the faction war returns back to its final phase - assuming none of the subsequent phases' camps were also recaptured by the enemy in the interim, of course.
Those who are particularly annoyed by the latter behavior can mitigate (but not entirely eliminate) it by making factions maximally fortify the precondition target camps for every faction war phase leading up to their current phase. That way, enemies will have a tougher time recapturing camps from non-final faction war phases, making faction war phase regressions less likely/frequent. To do that with SRP v1.1.3, replace
... in gamedata\scripts\sim_faction_brain_human.script with ...
I didn't have to defend the depot afterwards. I played for some time after that (a few hours), changed zones, and the loners still hold the depot.
I'm rather surprised, as I thought SRP solved the problem long ago, but that being said I never played SRP. Anyway, in vanilla it's clearly possible. I don't quite get those who say permanently capturing is disabled, that would be nonsense... or maybe they mean it's always possible to lose a base again, which I can believe, but without some "help" from the player I doubt it would happen in practice.
Just to clarify the entire line is replaced, correct?
Correct. That will make loners send as many squads to previous faction war phases' precondition_target ('capture') points as those points will tolerate, instead of only 1, as in vanilla (and in the SRP).
One other thing - it's nighttime in your recent saves, Bandy. And (non-scripted) mutant squads (only) respawn during nights/mornings in CS. That's another factor contributing to the loners' continued loss of territory in those saves. Daytime would be calmer.
Fortunately, we're at the point now where (most of...) the basic faction war mechanics have been fixed in the SRP, and really all that's left is to balance them better, which basically just involves tuning some numbers. In the case of frustratingly frequent mutant attacks (and consequent territory losses for human factions), you can set some of the "01" values for "monster" in table "faction_activity" in gamedata\scripts\sim_squad_generic.script to "00" or a non-integer between 0 and 1. That will slow down the rate at which mutant squads become "brave" enough to attack enemies at adjacent camps, which should also make territory losses less frequent.
There is a number of bugs that prevent the base from being captured, and even if it is captured, squads may leave it. The steps you described above are relatively obvious and people don't experience problems with them, the problems are with various in-game bugs that prevent squad from going to the point at all.
As I remember it you alone can't capture anything, there needs to be friendly forces present.
After you take the enemy HQ you get a massive reward and after some time the defeated faction will reappear so you can join them and turn the fight around.
You can do war against every faction this way. Join Freedom to do war with Duty then become a loner so you can join Duty to do war against Freedom and so on.
When you did war as a Loner against the bandits you should join Freedom to join the Bandits.