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Documentation - WIP


Warfare Options

Warfare has two types of options ultimately, game options and faction options. Game options affect overall warfare settings, whereas faction options will affect how factions operate.

Italicized options are not yet implemented.

Game options

  • Debug logging (inflates log file)
    • Enables debug logging for warfare. Will inflate log files immensely, as it outputs detailed steps of every function exit in order to help track down any crashes that may be otherwise difficult to detect.
  • All out war
    • Causes every faction to be aggressive toward every other faction.
      • If DoctorX's dynamic faction relations is installed, this will only be applied at the start of a game so that relations can improve over time. I may add an option to enable/disable this however.
  • Simulate offline combat at smarts
    • Causes offline combat to simulate between squads that are waiting at a point instead of squads being able to intercept each other. This will cause front lines to be more permeable and possibly allow the game to progress more quickly.
  • Disable offline combat
    • Disables offline combat. This is the vanilla coc functionality. Squads will only fight when they switch online, which means they are within distance of the player.
  • Hide underground smarts
    • Shows or hides underground points on the PDA.
  • Enable offline news events
    • Enables or disables offline news events which get fired off whenever an NPC is killed in offline combat.
  • Offline news display percentage
    • The percentage of news messages to show. The default value is 10, which means 90% of offline news messages are filtered out.
  • Show unfriendly squads
    • When enabled, every squad is displayed on the PDA. When disabled, only friendly squads are displayed while neutral and enemy squads are hidden.
  • Factions keep last base
    • Factions will keep their last base and will never be completely wiped out.
  • Enable mutant offline combat
    • When enabled, mutants will take part in offline combat. When disabled, mutants will only be able to be killed and deal damage when online.
  • Zombies act as a faction
    • Allows zombies to expand their territory. When disabled, zombies will not do anything other than defend their current territory.
  • Zombie mode
    • Causes factions to only have one base at the initial start of the game, and the rest of the bases / resources are randomly populated with zombified stalkers and or zombie mutants.
  • Actor influence weight
    • Factors into the priority of a point; is multiplied with each smart terrains influence points.
  • Support novice squad price
  • Support advanced squad price
  • Support veteran squad price
  • Support helicopter price
  • Support reward enemy rank weight
  • Support reward money
  • Support reward influence
  • Max monster squads per level
    • The max number of monster squads that can be on a level before mutants stop spawning on that level. More than this amount can be on a level at once.
  • Min monster respawn
    • The quickest time, in in-game minutes, that mutants can respawn.
  • Max monster respawn
    • The slowest time, in in-game minutes, that mutants can respawn.
  • Randomize squad member count
    • When enabled, the two below options will be utilized to determine how many squad members can be in a squad.
  • Min squad member count
    • The minimum number of NPCs in a squad when randomize squad member count is enabled.
  • Max squad member count
    • The maximum number of NPCs in a squad when randomize squad member count is enabled.

Faction options

These are options which exist for each faction other than mutants. For example, the min_faction_respawn variable would be army_min_faction_respawn for army, stalker_min_faction_respawn for stalkers etc etc. In warfare options, they are in the format: "Min respawn (army)"

  • Min respawn
    • The fastest a faction can respawn, in in-game minutes. This is how fast the faction will respawn squads if they own every base.
  • Max respawn
    • The slowest a faction can respawn, in in-game minutes. This is how slow the faction will respawn squads when they own no bases (though they won't spawn at all with no bases)
  • Min active squads
    • The minimum number of offensive squads a faction can have at once. When the faction owns no resources, this is the number of offensive squads they can have.
  • Max active squads
    • The maximum number of offensive squads a faction can have at once. When the faction owns every resource, this is the number of offensive squads they can have.
  • Min random patrols
  • Max random patrols
  • Min patrol time
  • Max patrol time
  • Resource level boost
    • Boosts the faction's resource point count by this number; is the equivalent of owning this many resource points. More points = better squads spawned
  • Offline power multiplier
    • The offline multiplier for that factions squads in offline combat. When set to 1, squads deal their usual damage calculated based on their rank.
  • Expansion aggression
    • How likely a faction is to choose a new level to invade. A random number is generated, and if less than this number, the faction will choose a level to invade.
  • Resurgence chance
  • Night activity chance
    • How likely a faction is to spawn or send an idle squad to new targets atnight.
  • Base priority
    • How much a faction prioritizes bases. 10 would be a relatively high value. Can be negative.
  • Resource priority
    • How much a faction prioritizes resources. 10 would be a relatively high value. Can be negative.
  • Faction flag priority
    • How much a faction prioritizes its vanilla targets.
  • Target is weaker priority
    • How much a faction's base prioritizes targeting bases that are weaker than itself.
  • Target is stronger priority
    • How much a faction's base prioritizes targeting bases that are stronger than itself.
  • Max active squads per target
    • How many offensive squads can be sent to a single target at once.
  • Max smart targets per base
    • How many points a base can target at once.

Types of Smart Terrains

There are currently four types of smart terrains / points in warfare, each which mean different things.

  • Base
    • These points spawn squads, which makes them valuable. The more bases a faction owns, the faster they respawn.
  • Resource
    • These points are what influences the quality of squads spawned. The more resources your faction owns, the better the squads they spawn.
  • Territory
    • These points, as of right now, do nothing. They will be utilized by patrols and possibly be able to be targeted by the AI.
  • Lair
    • These points spawn / are targeted by mutants.

Types of Squads

Warfare has two kinds of squads right now with a third that will be introduced shortly.

  • Defense squads
    • Squads which are responsible for defending points.
  • Offense squads
    • Squads which are sent out from bases in order to capture targets.
  • Patrol squads
    • Not yet implemented.

Updated