D'Arcy on 7/9/2009 at 00:27
The bandits were already wiped out of the Cordon area. Stalkers control all entries to/from Garbage. The same goes for the Garbage: all points are controlled by either Stalkers or Duty. But still no one comes to the Depot.
242 on 7/9/2009 at 09:38
Quote Posted by D'Arcy
The bandits were already wiped out of the Cordon area. Stalkers control all entries to/from Garbage. The same goes for the Garbage: all points are controlled by either Stalkers or Duty. But still no one comes to the Depot.
And no bandits hold key points between the entries and hangar?
242 on 7/9/2009 at 15:33
Hm, may be they aren't coming because you captured the hangar even before they were ready for final attack :rolleyes: I escorted the team and helped them before the hangar was captured, when they got hold of the last key point before the hangar (in my case they were coming from Agroprom, so the last key point was the post just beyond the entry point), I eliminated the bandits in the hangar myself and stalkers moved in. IIRC.
D'Arcy on 7/9/2009 at 16:17
Well, I only captured the hangar when that objective was given to me. And the Stalkers can come from Agroprom too as they wish, since bandits aren't in control of anything there. The key point just beyond the transition point Garbage/Agroprom is under Duty control.
I'll just give up on this :p
242 on 7/9/2009 at 16:55
Quote Posted by D'Arcy
The key point just beyond the transition point Garbage/Agroprom is under Duty control.
Ah, that's quite probably your problem.
I think until stalkers get hold of the key point, they won't move further. And they obviously can't because the key point is under control of neutral group. Try to eliminate the dutiers yourself and wait until stalkers move in the position.
D'Arcy on 7/9/2009 at 17:29
I don't want to get Duty hostile. And they don't seem to have any problem with the Stalkers either. Anyway, it's unlikely that I'll be returning to the Garbage anyway, so I'll just let it drop.
D'Arcy on 7/9/2009 at 22:54
This game just keeps getting better and better.
Now I'm at Yantar, and with the hordes of zombified stalkers that keep attacking the mobile lab every couple of minutes or so, it was obvious that as soon as I moved a bit far from the lab they would wipe out the stalkers defending it. Which they did. Now I've returned to the lab, have to talk to Sakharov in order to progress with the main story, and somehow a zombified stalker got inside the lab itself. So I'm basically stuck, with no way out. I have to kill the zombie to open the door, and I can't kill it because the door won't open while he's alive.
What a brilliant game :p
I'm going to try tossing grenades near the door and see if that kills the damn zombie.
Muzman on 8/9/2009 at 08:36
All of these things have happened to me at some point or another. It's pretty badly quirky, but I don't mind it after a while.
I've had the Stalkers 'take' the bandit base but still leave one guy alive. Seriously; they all moved in and took positions like they owned the place, but the mission wasn't complete. There was one guy up in the rafters they didn't bother with. I couldn't get him because of the infuriating friendly/holstering thing.
I think eventually a pack of pseudo dogs that tore into the place ran up stairs and got the guy. That kind of whakiness is something I find pretty amusing.
But yes; the Stalkers must occupy the outposts on both sides of the Agroprom/Garbage load point and the rail car by the tunnel or they will not move in for the kill on the bandits no matter what they do. And I have had to wipe out a couple of Duty contingents to do this on some playthroughs.
Once they do take over the bandits will respawn occasionally in the hanger, but I've had the Stalkers supress them by themselves several times.
Although it was annoying to begin with, I eventually had some fun with the faction wars. Wiping out Duty with Freedom was great fun (as I mentioned (
http://www.ttlg.com/forums/showthread.php?p=1806723#post1806723) here).
karal on 20/9/2009 at 20:27
I don't know if it's too late for you to start over D'Arcy but I was frustrated with the same things and posted in sky reclamation project thread in GSC forums. SRP is a collection of fixes for clear sky with no changes to the gameplay, only issues that are considered bugs are addressed. Author of the mod (Decane) was kind enough to post some seperate fixes that I could use. After using patch 1.10 (not sure about exact numbering scheme), SRP 1.0 and his changes, game was almost flawless, with none of the frustrations you posted.
Here's a link to the thread with the post where he linked those fixes at the bottom.
(
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=20140&page=44&sort=ASC&sec_id=22#286531)
Anyone frustrated with the similar issues, give it a try. I was able to finish the game without issues, and only one minor annoyance in Red Forest where it becomes almost impossible to do fetch missions for stalkers because they can't survive long enough for you go and come back. But by that time, you don't care much about non main-quest missions anyway.