View Full Version : Fallout Civs and some more stuff


Nameless One
Jun 10, 2009, 08:28 AM
I really enjoy Fury Road mod but the current civs just didn't do it for me, so I decided to convert the original civs into factions from Fallout games that could be considered civilizations. Now that it's done, I decided to share it. Aside from the civs, I've also renamed the Cows resource with Brahmin and replaced Wheat with Mushrooms. All civs have static leaderheads mostly made out of screenshots from Fallout games. There are more than one leader per civ, but the distribution is not fair: Brotherhood of Steel has as many as 5 leaders, while some civs less detailed in the games have only one leader with barely acceptable graphics (for example, Reavers and Beastlords).

I'll probably do some more work on this when I have some more free time. Converting civs and leaders was quite easy. I have a lot of ideas that would be interesting for both Fallout flavour and gameplay, but I lack the artistic skill to accomplish anything serious.

I don't consider this to be any serious modmod release, but here's the list of works of others I've used, just to be fair:

Mao Leaderhead for Ken Lee from NeverMind's Static Leaderheads pack
Some flags and civ buttons from Axel's Barbarian Graphics Shop Flags
Some flags from 0d1n3oo3Broad's Flagpacks
Psychotic Llamas' Mushrooms resource


Most of the screenshots I used for leaderheads are from Fallout Wikia. I got the Pitt flag by converting the modern Ensign of Pittsburgh I found on Wikipedia.

To install, just make a copy of your Fury Road mod directory and unpack the contents of the archive inside the copy.

Deon
Jun 10, 2009, 12:11 PM
You're free to use a screenshot of my brotherhood armor for BoS :).

Nameless One
Jun 10, 2009, 05:59 PM
I've updated the attachment in the first post. I've now added a unique palace for each civ except Reavers, Beastlords and Slavers. All unique palaces have unique effects except for vaults which have different names only. All unique palaces give bonus yields in most of the three categories. The +8 gold from normal Palace has been split into +2 gold (for salvageable pre-war money and bottlecaps) and usually +6 beakers for preserved remains of pre-war tech. There is also +2 - +6 hammers bonus for salvageable materials and a small food bonus for bases that I consider to have some sort of hydroponics or large food supplies. Each unique palace also gives a free resource. Sometimes, Happiness bonus is replaced with Health bonus because of pre-war medical tech.

Here's the list of civs with their leaders and unique palace buildings:

Beastlords
Leaders: Dar (Aggressive, Imperialistic)

Brotherhood of Steel
Leaders: Roger Maxson (Industrious, Protective), John Maxson (Philosophical, Charismatic), Vree (Philosophical, Industrious), Rhombus (Aggressive, Protective), Owyn Lyons (Vigilant, Protective), Reginald Rothchild (Industrious, Organized)
Unique Palace: Government Bunker (no food yield bonus but more hammers, beakers and safety, free Munitions, food storage, defence boni, space for 1 scientist, foot unit experience bonus, land unit production bonus)

Ghouls
Leaders: Harold (Expansive, Vigilant), Set (Aggressive, Protective), Roy Phillips (Aggressive, Vigilant)
Unique Palace: Vault 12 (free Clean Water, food storage, air and nuke defense, unit healing bonus, space for 1 scientist)

New California Republic
Leaders: Aradesh (Philosophical, Spiritual), Tandi (Expansive, Organized)
Unique Palace: Vault 15 (like Vault 12)

Reaver Movement
Leaders: Rodger Gaire (Industrious, Protective)

Rivet City
Leaders: Horace Pinketron (Industrious, Vigilant), Madison Li (Industrious, Organized), Harkness (Vigilant, Protective), Bannon (Industrious, Financial)
Unique Palace: USS Lexington (no food yield bonus, free Ruined Airbase, +3 air unit capacity, defence bonus, space for 1 scientist and 1 merchant)

Shi
Leaders: Ken Lee (Industrious, Vigilant)
Unique Palace: Steel Palace (no food yield bonus but more beakers, free Oil, unit healing bonus, +25% research, +1 beaker per specialist, space for 3 scientists, generates Great Scientists)

Slags
Leaders: Vegeir (Expansive, Vigilant)
Unique Palace: Ghost Farm (more food and safety, free Corn, defence boni but smaller nuke defence than Vaults)

Slavers Guild
Leaders: Metzger (Aggressive, Financial)

Super Mutants
Leaders: The Master (Aggressive, Imperialistic), Marcus (Vigilant, Charismatic)
Unique Palace: Military Base (same as Government Bunker but gives happiness instead of health)

The Enclave
Leaders: Dick Richardson (Aggressive, Organized), Augustus Autumn (Aggressive, Industrious), John Henry Eden (Aggressive, Charismatic)
Unique Palace: Poseidon Oil Rig (no food but more hammers and safety, free Oil, food storage, Airlift ability, +3 air unit capacity, unit healing bonus, defence bonus, space for 1 engineer and 1 scientist, foot and air unit experience bonus, air units production bonus)

The Pitt
Leaders: Ishmael Ashur (Aggressive, Industrious), Wenher (Charismatic, Protective)
Unique Palace: Steelyard (no food but much more hammers, -1 health and no happiness, free Iron, faster workers, +1 from Great Engineer, space for 3 engineers, generates Great Engineers)

Tribals
Leaders: Suluk (Vigilant, Protective), Hakunin (Philosophical, Spiritual)
Unique Palace: Vault 13 (like Vault 12)

Vault City
Leaders: Joanne Lynette (Vigilant, Protective)
Unique Palace: Vault 8 (like Vault 12)


Changes to resources:

Copper changed to Iron, but only name and appearance. Should be a strategic resource or free Iron from Steelyard is useless.
Cows renamed to Brahmin.
Added Clean Water resource available only from unique palaces. I plan to make a Project Purity wonder which will give a number of free Clean Water resources similar to Hollywood, Broadway and Rock'n'Roll projects from vanilla.
Changed Wheat to Mushrooms, but only name and appearance. There's no wheat in Fallout setting.

Deon
Jun 10, 2009, 07:52 PM
Actually there were wheet-like weeds on fields in fallout.

Plus wheat easily adapts to environment. Wheat and corn should stay, however add 3rd resource mushrooms because rice shouldn't be in.

However I think that shooms could be a happiness resource (and turned into some kind of drug).

Drugs and medicines were major resources in Fallout, so I've added Jet Factory which provides Jet (+1 :) +1 :yuck:) resource if you have brahmin. Mushrooms can be turned in something else.

I should dig resources for buffout and mentat.

P.S. I've dug this:
http://fallout.wikia.com/wiki/Denom_dialogue_file

There are some dialogues from unreleased Fallout Van Buren. They feature wheat, so it's in the setting (by developers).

P.P.S. If you remember, main crops in fallout 1 & 2 were Corn and Cabbages. So probably you'd better add Cabbages?

Nameless One
Jun 11, 2009, 06:23 AM
Yeah, I've seen the wheat dialogue, too, so I guess I should bring it back.

I wanted to add the cabbages from the beginning but no one ever made the resource for civ4 and I don't have the skills to do it. I could make the icons but not the 3D model that should appear on the map.

Scavenging for pre-war drugs like buffout, mentats and psycho would be great. It should be another resource, called something like Drugs Cache, that is found in ruins when you research Scavenging tech.

I also think Oil should be replaced with a resource found in ruins, something like Energy Cell Cache. Oil was severely depleted on Earth before the Great War. For example, presence of oil reserves and oil-fueled vehicles is one of the major sources of criticism towards Fallout Tactics. This resource would be very important as prerequisite for both vehicles and energy weapons.

I'm also not totally satisfied with mining in Fury Road for Fallout setting. I don't see Copper as an important resource so I changed it to Iron, mostly because of the Pitt Steelyard, but it still doesn't fit very well. Ever heard of an iron mine in Fallout? Fallout miners mostly focus on uranium and precious metals. Also, why would anyone mine non-precious ore when there is an abundance of scrap metal all over the place? I suggest:
1) Copper -> Scrap Metal, requiring Scrapyard instead of Mine, which would give this improvement more value in the game.
2) Uranium making a comeback from vanilla. May be used to power a nuclear plant which may be found in the ruins and installed in the city. I don't know how far you are planning to go with the tech tree, but if some sort of civilized technology is restored in the later eras, it might be possible to built a plant that converts Uranium into Energy Cells.

To make the game more interesting and drive on the struggle for resources, I think most of salvageable resources should be made depleteable. Maybe this is already implemented in Fury Road but I just didn't play long enough :)

davidlallen
Jun 11, 2009, 09:21 AM
Today in Fury Road, resources are not depleteable, except for the units you can rebuild from depots, airbases and silos. After a depot generates a few tanks, the chance of generating tanks there goes down, and after a few more, it stops. It would be possible to use this mechanism to make various improvements like mines disappear after some time. But, does that really make the game more fun?

Nameless One
Jun 11, 2009, 12:55 PM
Today in Fury Road, resources are not depleteable, except for the units you can rebuild from depots, airbases and silos. After a depot generates a few tanks, the chance of generating tanks there goes down, and after a few more, it stops. It would be possible to use this mechanism to make various improvements like mines disappear after some time. But, does that really make the game more fun?

I think so, because a civ that has depleted its source of Munitions will be stimulated to go to war with another civ or settle an unsettled area in order to gain a new source. Either that, or they can choose to risk having fewer advanced units than their neighbours and becoming a victim of their expansion.

It's also more realistic. Any source of scavenged equipment is not a permanent solution in the long run, which is especially important if Deon is preparing a larger tech tree with several eras.

The_J
Jun 11, 2009, 04:44 PM
I'm also not totally satisfied with mining in Fury Road for Fallout setting. I don't see Copper as an important resource so I changed it to Iron, mostly because of the Pitt Steelyard, but it still doesn't fit very well.

Copper is neede for computers, or just for cabels, so it's important ;).



And because you're talking about resouces:
Has anybody thought about adding rats and roaches as a food resource?
Both would survive a nuclear war, would spread fast, and could be used for a meal.
Would fit to the postapocalyptic world (not "just" Fallout).

Nameless One
Jun 11, 2009, 04:50 PM
I have an idea which I've already discussed with Deon about bringing back the Camp improvement. Hunting should be an important part of post-apocalyptic survival since getting enough food from farming and herding is much more difficult than in normal world. My idea is to have hunting resources like geckos, radroaches, giant ants, dogs, varieties of mutated rats, etc which would function similar to Fury Road Horses. You would have fight the spawned animal units first in order to conquer the resource, and only then be able to build the Camp improvement with your workers.

davidlallen
Jun 11, 2009, 04:53 PM
Good idea. The horse special effect is contained in python function maybeHorse, which is called by the onUnitMove event. You could make this function more general and take a list of the animals which should be treated this way. Be careful to keep the runtime of this function very fast, since onUnitMove is called very frequently.

Nameless One
Jun 11, 2009, 04:55 PM
Does the Horse unit ever fortify on Horse resource and guard it? I've never seen it in the game but I think it would be great both for Fury Road Horses and any hunting resources in either setting.

davidlallen
Jun 11, 2009, 05:31 PM
No. The horse appears randomly the first time any player enters the plot.

Ahriman
Jun 13, 2009, 03:32 PM
I think depletable resources = notfun. Its just frustrating when it happens to a human player, and it just weakens the AI.

I would love to see this mod expanded along Fallout lines. A slower tech progression (longer in the pre-guns and pre-vehicles era), with a more developed end-tech (actually start reconstructing society towards the end, along with energy weapons and robots and such).
And Fallout factions with some faction-specific UUs, UBs and mechanics.

So Beastlords can build deathclaw units, brotherhood can get some power-armor soldiers, Reavers can get guys with energy weapons, mutants can get really tough infantry with heavy weapons, etc.

And tweak the mapscripts more fallout stuff, and more special pre-placed map objects; add vaults as resources like ruins are (might be required for energy weapons techs or robots or whatever), along with other types of ruined objects; ruined power plants that can be got back up and running, a ruined hydro dam that can provide power or irrigation for food bonuses, a ruined airport that can function as an airbase and might spawn some air units, etc. etc.
Basically all kinds of things to make the terrain your faction controls different to other terrain. Maybe one faction has an airport and can get some air units, maybe another gets better industry from getting a powerplant up and running, etc. etc.

There is so much potential here in the post apocalyptic genre, and the Fallout world in particular.....

davidlallen
Jun 13, 2009, 03:58 PM
Those are some excellent ideas. Do you know xml to start implementing some ideas? Having the ideas is one part, making it play-balanced is another part.

Love your sig quote - you can't stop the signal!

Ahriman
Jun 14, 2009, 10:23 AM
No sorry, I'm design work, balance and playtest, my coding skills are nil.

And my modding time is mostly consumed with the Warhammer mod. If I get a chance though I'll throw up a list of possible ideas (quite possible, I'm often in need of a procrastination excuse).

I think I can keep ideas at least reasonably balanced. Though I would try to balance factions at a civ level; so some lower-tech factions would have advantages in early game offensive power, whereas more tech-oriented factions would be better off late game.

davidlallen
Jun 14, 2009, 11:06 AM
Actually writing the design into the xml is pretty easy. I can do that. If you would like to propose a design with detailed stats, and so forth, we can certainly try it out.

Ahriman
Jun 14, 2009, 08:13 PM
Fury road thoughts and balance issues.
0. I like the palace specials for the Fallout factions, but they aren't particularly well balanced yet, partly because many of the resources do nothing. I like the concept, but you need to make iron (steel), oil, airbases etc. actually do something. If there are some *buildable* units that require these, it would help. So, you can never build Gunships, but you can build light fighter planes that can bombard; and the Lexington has the resource for these for free (and earlier than the other civs) and maybe gives a +2 free xp for newly created air units (it has some aircraft left in the decks, and maybe some flight simulators).

I'd also make the palaces unbuildable; it just doesn't make sense that you can relocate your Vault.
It would also be cool to get individual graphics for these; in particular to watch the city slowly growing up around a Vault entrance, a la Vault City.

1. I'd like to see a distinction between salvager/preserver factions (Brotherhood of Steel, Reavers, Enclave, etc.) and tribal or reconstructive factions. In particular, I'd like the former to be like the current factions are; low tile yields from most improvements, heavily dependent on settling near city ruins.
Whereas I'd like to see the latter have better tile improvements, and less to gain from salvaging the ashes of the old cities, and so more incentive to build up in the wilderness.

This can be implemented by changing the tile yields from particular improvements/features , and providing some slightly divergent tech-trees with different units. So while the brotherhood are building small squads of troops with guns, the Beastlords are building Deathclaws and radscorpions, the tribals are building armies of hunters and cavalry, and the Pitt guys are building hordes of armored swordsmen and maybe knights and such, and then vehicles.

I'd also like to see some interesting mechanics, maybe driven by a unique tech for various factions. So; Slavers get a better slavery mechanic which can capture units and maybe create slave workers (and maybe you can settle the slave workers in cities as great people that provide +1 hammers). Beastlords and tribals could get the ability to capture animals and tame them (or the FFH Barbarian leader trait that has peace with the barbs). Ghouls and supermutants could get bonuses rather than penalties from radiation. The brotherhood could eventually get some Paladins in power armor (powerful units with a small national cap).

2. The tech-tree is far too short. 26 techs in total?
I'd like to see more techs, and deeper and more distinct eras. I'd suggest:

i) Survival era. Think of the tribal villagers from Fallout, or Mad Max, or whatever. Very low tile yields, only a few cities.
Suggested Units: survivors, tribal warriors (melee unit with combat bonus vs animals), crossbows, lancers, horse archers, catapults.
Maybe something of the herbal medicines that you get in fallout; herbalist building, etc.

ii) Early fire-arms (small arms)/scavenging.
Suggested units: light small arms, motorbikes, utility trucks, horse cavalry with guns (I can't believe this is missing!), machineguns.
Reveal the tier3 resources (munitions, depots, air strips).
Scrap yards and salvaging.
New govt forms like feudalism and slavery.

iii) Late fire-arms, heavy weapons, vehicles, early aircraft (think crop dusters + light weapons, treat like fighters from vanilla, and eventually helicoptors).
Flamers, RPGs, miniguns, jeeps, oil refineries, electricity, small factories
Civic types like democracy, totalitarianism (better than police state IMO), communism
Some means of reducing city maintenance costs (like vanilla courthouse).

iv) Power armor, later aircraft (tbirds), energy weapons, robots, nukes.
Have Vault resources that are revealed by techs in this phase, that could have been anywhere (they need not have been in city ruins). These are required to build power armor soldiers and energy weapons soldiers and the like (different types for each? or different units available to each faction? - brotherhood gets power armor, reavers get energy weapons, enclave gets both?)
And at the very top, some manufacturing plants that are able to produce some of the lower level spawnable vehicles, and some happiness buildings that let cities grow a little larger.

3. Rethink the heroes. These are quite unbalanced, particularly Tank Girl. They are often powerful and come very early, they start with a ton of free promotions and very high strength, and they are very random in getting them. I don't mind having some amusing pop-culture references, but these shouldn't be game-changing super-warriors.
I'd suggest trying the FFH hero system, where heroes are basically ordinary units that keep getting free xp over time, so level up to be quite powerful.
Also, as a rule of thumb; heroes should be no more than 1-2 strength points more powerful than regular units, and start with at most 1-2 free promotions.

4. I really hate the fuel mechanic. Its just boring micromanagement that the AI handles really badly; it doesn't know how to stack all its vehicles together and refuel them together, and it doesn't seem to know how to not waste fuel by moving its vehicles around all the time.
There have got to be other ways to make vehicles feel special and post apocalyptic without micromanagement + weak AI.

If possible, it would be great to get the AI spawn rate of high-end vehicles depend on the difficulty level, so at high difficulty levels they get more stuff.

5. I'd like to extend the idea of the "ruined world" to exploit. I like the city ruins and their various resources, but I'd suggest extending this with a more . Have scrap metal resources that junk yards can be built on. Have more bonus resources not on city tiles that are revealed by particular techs, and just give improved tile yields. You don't necesarily have to build an improvement on them. Like an old powerplant that gives +1 hammers +1 commerce, that gets revealed by an electricity tech (you finally have the know-how to get it up and running again).

6. I'd change the unit classes slightly. I'd think about taking out mounted units (and make them melee or ranged), merging wheeled and utility trucks (not much need for a separation?) and merging siege and ranged. These are relatively unimportant suggestions though.
I'd also consider making flamers have the offensive bonus vs ranged and melee units, but not a defensive bonus. As it is, they beat everything except jeeps, humvees, lancers, tanks and artillery.
I'd also think about making lancers get a bonus vs ranged units, and definitely adding another melee unit to the game, so that melee isn't just for suckers.

I'd probably add another offensive infantry at automatic weapons; just machineguns alone feels too little for the tech.

7. Civics need a redesign, they're too much like vanilla, there's a fair amount that could be done here.

If you like these ideas and can see them realistically being implemented, let me know which specific areas and I can try to provide more design detail.

Nameless One
Jun 16, 2009, 02:01 PM
Ok, I'm done with my exams so back to posting :)

Fury road thoughts and balance issues.
0. I like the palace specials for the Fallout factions, but they aren't particularly well balanced yet, partly because many of the resources do nothing. I like the concept, but you need to make iron (steel), oil, airbases etc. actually do something. If there are some *buildable* units that require these, it would help. So, you can never build Gunships, but you can build light fighter planes that can bombard; and the Lexington has the resource for these for free (and earlier than the other civs) and maybe gives a +2 free xp for newly created air units (it has some aircraft left in the decks, and maybe some flight simulators).

My idea for those advanced pre-war units is to be buildable in cities, especially if Deon plans to cover restoration of pre-war tech with later eras of his tech tree. That's why I think depletable resources would be fun. In the beginning eras, you would rely on discovered depots, airbases and caches to build units, but it would not be a guaranteed source of units in the long run. Later, when you discover some advanced techs, you could build units with some undepleteable sources. For example, Uranium would replace Energy Cells when you discover how to make them, and if you have a tech to build tanks you could build them from Scrap Metal instead of having to rely on scavenging Ruined Depots.

I'd also make the palaces unbuildable; it just doesn't make sense that you can relocate your Vault.
It would also be cool to get individual graphics for these; in particular to watch the city slowly growing up around a Vault entrance, a la Vault City.

That's absolutely what I intended when I made those palaces, it's just that vanilla XML doesn't offer a way to do it, so it will have to be either a "Never" tech like in FfH or some dll editing.

1. I'd like to see a distinction between salvager/preserver factions (Brotherhood of Steel, Reavers, Enclave, etc.) and tribal or reconstructive factions. In particular, I'd like the former to be like the current factions are; low tile yields from most improvements, heavily dependent on settling near city ruins.
Whereas I'd like to see the latter have better tile improvements, and less to gain from salvaging the ashes of the old cities, and so more incentive to build up in the wilderness.

That's a good idea but it will have to be very carefully implemented because of balance issues. Some civs could end up having much easier time than others. I've also considered some varying starting units for different civs. It would be fun if the Enclave could start on a small island (Poseidon Oil Rig) and with a transport ship and/or vertibirds so that they can expand inland, for example.


This can be implemented by changing the tile yields from particular improvements/features , and providing some slightly divergent tech-trees with different units. So while the brotherhood are building small squads of troops with guns, the Beastlords are building Deathclaws and radscorpions, the tribals are building armies of hunters and cavalry, and the Pitt guys are building hordes of armored swordsmen and maybe knights and such, and then vehicles.

I'd also like to see some interesting mechanics, maybe driven by a unique tech for various factions. So; Slavers get a better slavery mechanic which can capture units and maybe create slave workers (and maybe you can settle the slave workers in cities as great people that provide +1 hammers). Beastlords and tribals could get the ability to capture animals and tame them (or the FFH Barbarian leader trait that has peace with the barbs). Ghouls and supermutants could get bonuses rather than penalties from radiation. The brotherhood could eventually get some Paladins in power armor (powerful units with a small national cap).


I've had this idea as well although no time to post it. Here's what I though of so far:


1) Reavers can have Capture Animals promotion like in FfH

2) Super Mutants can't build non-vehicle units and have their cities grow. Instead, they capture Slaves when they win a battle. Then, they can take those slaves to their capital or a city with FEV Vats, their unique building, and turn that units into a fighting Super Mutant unit, workers, settlers or a population level for that city.

3) Ghouls would probably be the most complicated. My idea is to introduce Radiation numeric property for units, similar to Age in Fall Further. Units would be able to move through Fallout fields, but their Radiation would increase. At certain levels of Radiation, unit randomly either dies or turns into a Ghoul unit. There would also be a Civic which defines a civilizations view on mutants, with options like "Shoot on sight", "Slaves", "Tolerated", "Equal Citizens" and "Mutants Only", or something like that. When a unit turns into a Ghoul unit, an event would fire for owning civ with choices depending on this civic, but covering the options of keeping the unit, killing it or exiling it. Of course, the kept Ghoul unit could always go feral and turn Barbarian. An exiled unit either turns feral and starts roaming the wasteland like as a Barbarian unit, or it stays sane as and joins the Ghouls civ. From that point, the Ghouls would have similar choices as Super Mutants would have with a captured Slave unit. Also, the Ghouls should be able to have a promotion similar to the Reaver Capture Animals, but working only on Feral Ghouls.

That's all the exotics for now, but I guess almost every civ should have some interesting mechanics. For example, there could be a Slave specialist available to those with Slavery civic. Some factions might have Sprawling trait from FfH, although I would definitely like to give it a different name. For example, the Brotherhood, the Vault City and the Enclave could have a very limited number of very advanced cities and then build bunkers which would be like Kuriotate settlements in FfH, built only to spread culture and thus gain control over territory and resources.


2. The tech-tree is far too short. 26 techs in total?
I'd like to see more techs, and deeper and more distinct eras. I'd suggest:

i) Survival era. Think of the tribal villagers from Fallout, or Mad Max, or whatever. Very low tile yields, only a few cities.
Suggested Units: survivors, tribal warriors (melee unit with combat bonus vs animals), crossbows, lancers, horse archers, catapults.
Maybe something of the herbal medicines that you get in fallout; herbalist building, etc.

ii) Early fire-arms (small arms)/scavenging.
Suggested units: light small arms, motorbikes, utility trucks, horse cavalry with guns (I can't believe this is missing!), machineguns.
Reveal the tier3 resources (munitions, depots, air strips).
Scrap yards and salvaging.
New govt forms like feudalism and slavery.

iii) Late fire-arms, heavy weapons, vehicles, early aircraft (think crop dusters + light weapons, treat like fighters from vanilla, and eventually helicoptors).
Flamers, RPGs, miniguns, jeeps, oil refineries, electricity, small factories
Civic types like democracy, totalitarianism (better than police state IMO), communism
Some means of reducing city maintenance costs (like vanilla courthouse).

iv) Power armor, later aircraft (tbirds), energy weapons, robots, nukes.
Have Vault resources that are revealed by techs in this phase, that could have been anywhere (they need not have been in city ruins). These are required to build power armor soldiers and energy weapons soldiers and the like (different types for each? or different units available to each faction? - brotherhood gets power armor, reavers get energy weapons, enclave gets both?)
And at the very top, some manufacturing plants that are able to produce some of the lower level spawnable vehicles, and some happiness buildings that let cities grow a little larger.


If I understood correctly, Deon is currently working on that, and I don't want to meddle in it until we have his first draft. If we all start working on a tech tree at the same time we might end up with completely different things. Better to have one man make the first draft and then enhance it with suggestions from others.


3. Rethink the heroes. These are quite unbalanced, particularly Tank Girl. They are often powerful and come very early, they start with a ton of free promotions and very high strength, and they are very random in getting them. I don't mind having some amusing pop-culture references, but these shouldn't be game-changing super-warriors.
I'd suggest trying the FFH hero system, where heroes are basically ordinary units that keep getting free xp over time, so level up to be quite powerful.
Also, as a rule of thumb; heroes should be no more than 1-2 strength points more powerful than regular units, and start with at most 1-2 free promotions.


I completely agree. I've even collected some ideas for the heroes from Fallout games. Here's what I've got so far:
Brotherhood: Star Paladin Cross, Sentinel Sarah Lyons (or Lyons Pride as a unit), Paladin Tristan
The Enclave: Frank Horrigan, K-9
Ghouls: Lenny, Charon
Slavers: Vic, Clover
Super Mutants: Fawkes, Melchior
Rivet City: Jericho
NCR: Ian, Tycho, Dogmeat, Robodog
Vault City: Cassidy
Tribals: Goris (or maybe it's better for Reavers?)

Hmm, maybe Robodog should be a robotic unit and K-9 a hero derived from it? Dogmeat would be derived from normal dogs.


4. I really hate the fuel mechanic. Its just boring micromanagement that the AI handles really badly; it doesn't know how to stack all its vehicles together and refuel them together, and it doesn't seem to know how to not waste fuel by moving its vehicles around all the time.
There have got to be other ways to make vehicles feel special and post apocalyptic without micromanagement + weak AI. If possible, it would be great to get the AI spawn rate of high-end vehicles depend on the difficulty level, so at high difficulty levels they get more stuff.

One of the key characteristics of Fallout setting is that fossil fuels are depleted. Vehicle units should required Energy Cells resource to build, later replaced by Uranium.

5. I'd like to extend the idea of the "ruined world" to exploit. I like the city ruins and their various resources, but I'd suggest extending this with a more . Have scrap metal resources that junk yards can be built on. Have more bonus resources not on city tiles that are revealed by particular techs, and just give improved tile yields. You don't necesarily have to build an improvement on them. Like an old powerplant that gives +1 hammers +1 commerce, that gets revealed by an electricity tech (you finally have the know-how to get it up and running again).

I've already implemented such Scrap Metal resource in my installation of Fury Road but I didn't have the time to test or share it. My idea for ruins exploration is to have Unexplored Ruins feature that looks the same as or very similar to Explored Ruins feature. Each Unexplored Ruins could be explored like dungeons in FfH. When exploration is finished, they'd turn into Explored Ruins which would function exactly the same as current Ruins. Of course, Unexplored Ruins would give the same yield and defense bonus as Explored Ruins.

6. I'd change the unit classes slightly. I'd think about taking out mounted units (and make them melee or ranged), merging wheeled and utility trucks (not much need for a separation?) and merging siege and ranged. These are relatively unimportant suggestions though.
I'd also consider making flamers have the offensive bonus vs ranged and melee units, but not a defensive bonus. As it is, they beat everything except jeeps, humvees, lancers, tanks and artillery.
I'd also think about making lancers get a bonus vs ranged units, and definitely adding another melee unit to the game, so that melee isn't just for suckers.

I'd probably add another offensive infantry at automatic weapons; just machineguns alone feels too little for the tech.


Mounted units have absolutely no place in Fallout. As for Utes, I think David's idea was to give them access to unique promotions such as Mounted Gun. You can't mount a gun on a vehicle that already has some sort of weapon(s).

I've also had another idea about units but I'm not sure if it isn't too much micromanagement. My idea is to build infantry units based on armor (Power Infantry, Combat Infantry), and then you scavenge or produce weapons for the unit to use like equipment in FfH. There could also be special types of damage to which some units could be more resistant. For example, you would produce Power Infantry with starting strength of 10. Then, you could produce or scavenge Energy Weapons which they could take for +5 Energy strength.


7. Civics need a redesign, they're too much like vanilla, there's a fair amount that could be done here.

I absolutely agree. I've toyed with the idea of values instead of religions like in Final Frontier, but then I realized, and Deon agrees, that there are enough religions in Fallout setting to have normal Civ4 religions in the modmod. Values could then be implemented as a civic (Power, Wealth, Science, etc).

Here's what I managed to gather on religions:
Children of the Atom: Allows a civ to turn their units into Ghouls, similar to Octopus Overlords turning units into Drowns in FfH.
Children of the Cathedral: Allows limited recruitment of Super Mutant units (Nightkin) and increases relations with Super Mutants civ.
Followers of the Apocalypse: Gives bonus to science instead of whatever default religion bonus turns out to be for the modmod.
The Hubologists: Gives gold bonus instead of whatever default religion bonus turns out to be for the modmod.
The Union: May not adopt Slavery civic. May free slaves and turn them into workers or settlers.
Old Religion: Remnant of pre-war religions. Default religion without any special boni or penalties.

I also did some research about the Guilds. Here's the ideas for now:
Talon Company (military boni)
Water Merchants (something with water resources)
Reilly's Rangers (exploration boni)
The Regulators (Safety boni)
Friendly Lending Company (something like interest on the current wealth)
Far Go Traders
Crimson Caravan

I've also thought about families from New Reno as guilds, but maybe it would be too much and maybe there should be a civic for civs to select which New Reno family or other criminal syndicate, if any, to support.

I'd also add some unique features like those in FfH. Many modern world wonders located in real world USA could be used as unique features for Fallout. For example, the civs could discover and settle near White House, Statue of Liberty, Hoover Dam, Mount Rushmore, Washington Monument, etc.

davidlallen
Jun 16, 2009, 02:55 PM
If you like these ideas and can see them realistically being implemented, let me know which specific areas and I can try to provide more design detail.

Basically, it seems you either disagree with or "really hate" every design decision I have made. Thank you for providing honest feedback. I may come back to this mod and tweak it with a longer tech tree and some other small changes. But I do not plan to do a total redesign myself, at this point.

Ahriman
Jun 16, 2009, 04:02 PM
@davidlallen

Basically, it seems you either disagree with or "really hate" every design decision I have made.

The only major design decision that I really hate is the fuel one, and thats mostly because of the micromanagement burden + AI ineptitude (it constantly leaves units without fuel scattered around the map that are easy to pick off).
The other suggestions are either minor, or I think don't conflict with the basic thrust of the mod. I didn't mean to give the impression that I didn't like what you had; I think its a cool mod and the city ruins mechanics are very flavorful.

But if you don't think that any of my ideas are compatible with your vision (slightly longer tech tree and longer pre-vehicles/firearms early game, differentiation between tech salvaging factions vs build-from-scratch factions, more in the way of unit variety and faction diversity), obviously I can respect that.

If you can give me some idea of the way you would prefer the mod to go, I can see if I have any ideas that might help that.

@Nameless
My idea for those advanced pre-war units is to be buildable in cities, especially if Deon plans to cover restoration of pre-war tech with later eras of his tech tree. That's why I think depletable resources would be fun.

I'd keep really high-tech stuff as scavenged only.
So you're never going to be able to manufacture power armor or energy weapons; but you might get a few of them from a Vault.
However, you could eventually get enough manufacturing back up to be producing vehicles and fuel trucks and the like. Basically; 20th century tech, producible. 21st century tech, should remain salvaged only.
My impression is that davidlallen doesn't want the mod to get back to a real civ even in the late-game where you can produce everything, as that detracts from the post-apocalyptic feel. A mainstay of the postapocalyptic genre is that you can never get back to where humanity was before the Fall.

But resources that random disappear are insanely frustrating for the players, and lie outside their control. There is nothing more frustrating for a strategy gamer than major-game-impacting things happening that they can't really plan for or optimize around.
Its also likely to create a slippery slope problem; a large empire that is already winning is more likely to have 2+ copies of a resource, and so be less screwed when they disappear.

If the only resources that disappear are those that spawn units, then that would probably be ok.

That's absolutely what I intended when I made those palaces, it's just that vanilla XML doesn't offer a way to do it, so it will have to be either a "Never" tech like in FfH or some dll editing.

I've gotten so used to FFH and Warhammer (based on FFH/Fall Further) that I've completely forgotten what you can and can't do from vanilla civ.


1) Reavers can have Capture Animals promotion like in FfH

Reavers? Aren't reavers the technology worshipping cult that hordes energy weapons? This should be a Beastlords thing and maybe tribalists.

That's a good idea but it will have to be very carefully implemented because of balance issues. Some civs could end up having much easier time than others. I've also considered some varying starting units for different civs. It would be fun if the Enclave could start on a small island (Poseidon Oil Rig) and with a transport ship and/or vertibirds so that they can expand inland, for example.

Yes, it would have to be carefully designed.
I'd imagine for example that tech factions would be as currently implemented (maybe with much more expensive settlers though), and that tribalists (and other similar factions) would get no or reduced benefits from the city ruins improvement, be unable to build depot/airfield/armory (or have higher tech requirements from doing so, or have 50% lower spawn rates for the units), and would get some mix of:
a) slightly separate tech trees emphasizing civic growth and development rather than technological weapons
b) different units; more in the way of cavalry, melee infantry and archers and tribal medicine (poisons, etc), cheaper expendable units with significant withdraw chances for skirmishing.
c) workers that construct improvements more quickly, or tile bonuses from some improvements, or access to different improvements (waterwheel, windmill, workshop, rather than oil well and junkyard)
d) maybe they could get trade bonuses on rivers?

I'd envision these factions as being strong early game with slighltly better low-tech units (survivors and cavalry and archers), weaker militarily buy stronger economy mid-game, and then significantly more economy potential in the late-game (though again lower military potential).

Basically, tech factions would be about "quality", with better units coming from a few cities heavily focused on the clusters of city ruins, whereas tribal factions would be more "quantity", with more cities and larger populations, but weaker units (and low hammer production).


If I understood correctly, Deon is currently working on that, and I don't want to meddle in it until we have his first draft.

Makes sense.

I've even collected some ideas for the heroes from Fallout games.

I'm less concerned with names than with stats. Look through online walkthrus of the various games though for more ideas.

Tank girl is horribly unbalanced and tends to break the game; commando and march and no fuel and massive strength? She is able to constantly drive around assassinating the out-of-fuel enemy units that they leave around and getting back to friendly territory.

One of the key characteristics of Fallout setting is that fossil fuels are depleted. Vehicle units should required Energy Cells resource to build, later replaced by Uranium.

Well, I'm thinking about the main game as well. There's a bit of a conflict between the fury road mod, which seems to be from a nuclear war that happens tomorrow, and the Fallout canon where the war happens in ~2073.
I'd mix them for playability purposes, and still have some fossil fuel stuff around, it works pretty well and its pretty staple of a lot of postapocalypic genre stuff (Waterworld "Smokers" types with fuel).

Whatever the system, it has to be something the AI can handle well, or the game becomes too easy. I don't really think nuclear-powered vehicles are particularly wise though....Each Unexplored Ruins could be explored like dungeons in FfH

Hmm. Might work. There's room for a lot of flavor in the explorable dungeons.
However, part of my idea was to get away from just ruined cities as potential places for scavenging; there are plenty of industrial, technological or whatever facilities that need not be located in the clustered ruined cities.

Mounted units have absolutely no place in Fallout.
I disagree. You didn't have horses in any of the games, but then you don't have horses in almost any fantasy games because they're such a giant PITA to implement. Baldur's Gate-type games (or Neverwinter Nights, etc) never had any horses, but that didn't mean that there weren't cavalry there in the world.

It makes no sense that no horses would survive, and horses would be *massively* useful afterwards, for agriculture and warfare.
In particular tribal-types that are the residue of rural socities that lived a long way from the cities would have still had horses, and would have used them extensively.

Horses also fit very nicely into the "wild west" theme that so much of Fallout is emulating.

And they're pretty common in a lot of post apocalyptic stuff anyway.

As for Utes, I think David's idea was to give them access to unique promotions such as Mounted Gun. You can't mount a gun on a vehicle that already has some sort of weapon(s).

This is a good idea that deserves implementation.
But these aren't mutually exclusive, particularly if you make a split between tech factions (mostly descendants of the vaults and the cities) and rural factions that have cavalry.

I just hate though that vehicles are available at a tier1 tech. I'd much prefer a slower buildup to 20th century tech (like the Fallout games have).

I've also had another idea about units but I'm not sure if it isn't too much micromanagement.
I think this is overly complex, and the AI never handles things like that well. I'd leave such things as just having a few different units. Its much easier to have separate flamer/infantry/machinegun/minigun/anti-tank/SAM infantry units than it is to try to do it with upgrades. And if you want a few different types of power armor soldiers, then just make multiple types of those too.
There's not really much to be gained with trying to make things come from upgrades.

Re: religions and corporations
I think a lot of these are unncessary. Part of why this mod works is that the original design is pretty simple. Don't just make this into another FFH clone.

I really like using the religion system as representing "influence". You get some of the feel of vault city/NCR/new reno vying for influence over the various towns.

davidlallen
Jun 16, 2009, 04:58 PM
But if you don't think that any of my ideas are compatible with your vision (slightly longer tech tree and longer pre-vehicles/firearms early game, differentiation between tech salvaging factions vs build-from-scratch factions, more in the way of unit variety and faction diversity), obviously I can respect that.

If you can give me some idea of the way you would prefer the mod to go, I can see if I have any ideas that might help that.

The key inspirations for Fury Road were Mad Max and Fallout, but I would say the game is 90% Mad Max and 10% Fallout. This thread, which is certainly worthwhile, is mostly about how to get to 90% Fallout and 10% Mad Max.

There is a third major inspiration which I was keeping in the back of my mind, which is Terminator. Who did actually fire all those nukes, and what happens when civilization recovers to the point that it is visible from satellites, for example with city lights? There is a whole late game section around this that I wanted to add.

Tank girl is horribly unbalanced and tends to break the game; commando and march and no fuel and massive strength? She is able to constantly drive around assassinating the out-of-fuel enemy units that they leave around and getting back to friendly territory.

I agree. There are 4-5 top "bugs" I would like to fix if I release another version, and this is on the list. The solution is to only allow her to spawn if there are players on the map who have rebuilt tanks. It is a few more lines of python.

Ahriman
Jun 16, 2009, 05:06 PM
The key inspirations for Fury Road were Mad Max and Fallout, but I would say the game is 90% Mad Max and 10% Fallout. This thread, which is certainly worthwhile, is mostly about how to get to 90% Fallout and 10% Mad Max.

Fair enough. I'm definitely much more of a Fallout fan than a Mad Max fan, and all my ideas go in that direction.
But I'd still suggest for Mad Max that a slightly longer early-game feel would be appropriate.
Survivors are immediately outclassed by crossbows and utes, lancers don't really make an appearance because no-one actually gets the horse resource, and then its on to guardians and the firearms era. The pre-guns era doesn't really last long enough for some expansion and a good war, and the units are all made obsolete too easily.


Maybe some of the ideas can be incorporated in a Fallout-themed modmod.

Nameless One
Jun 16, 2009, 05:41 PM
Basically, it seems you either disagree with or "really hate" every design decision I have made. Thank you for providing honest feedback. I may come back to this mod and tweak it with a longer tech tree and some other small changes. But I do not plan to do a total redesign myself, at this point.

Keep in mind that we are trying to make a Fallout modmod for your mod. Some things simply have to be quite different between Fallout North America and your Australia. If we absolutely hated every design decision you made about Fury Road we probably would have been more attracted to making a completely new mod than a modmod for Fury Road.

davidlallen
Jun 16, 2009, 05:42 PM
Spreading out the tech tree would definitely allow survivors and lancers to have a longer lifespan. That is a bigger design/balance project.

Nameless One
Jun 16, 2009, 06:09 PM
I'd keep really high-tech stuff as scavenged only.
So you're never going to be able to manufacture power armor or energy weapons; but you might get a few of them from a Vault.
However, you could eventually get enough manufacturing back up to be producing vehicles and fuel trucks and the like. Basically; 20th century tech, producible. 21st century tech, should remain salvaged only.
My impression is that davidlallen doesn't want the mod to get back to a real civ even in the late-game where you can produce everything, as that detracts from the post-apocalyptic feel. A mainstay of the postapocalyptic genre is that you can never get back to where humanity was before the Fall.

That largely depends on a tech tree. David doesn't have to adopt a single idea we propose. I think a good Fury Road mod with a good Fallout modmod is the way to go. My original idea when starting this topic wasn't to force Fallout feel on Fury Road but simply to create a modmod for people who want to play with more Fallout feel or simply try something else.


But resources that random disappear are insanely frustrating for the players, and lie outside their control. There is nothing more frustrating for a strategy gamer than major-game-impacting things happening that they can't really plan for or optimize around.
Its also likely to create a slippery slope problem; a large empire that is already winning is more likely to have 2+ copies of a resource, and so be less screwed when they disappear.

If the only resources that disappear are those that spawn units, then that would probably be ok.

Well, that was my idea from the start. At certain point, the post-apocalyptic world has to move on from scavenging to production because there is no way scavenging can be a long lasting source of finished products like tanks and airplanes. I'm ok with Scrap Metal not being depletable.




Reavers? Aren't reavers the technology worshipping cult that hordes energy weapons? This should be a Beastlords thing and maybe tribalists.

A mistake. I'm sorry. I was thinking about the Beastlords. I'm still unsatisfied with the lack of information about Beastlords, Reavers and other FoT factions. For example, who would be heroes for those factions? We need some creative effort if those civs are to make it into the modmod.


d) maybe they could get trade bonuses on rivers?


Speaking of rivers, did you notice that David made grain resources in Fury Road not spawn on river banks? This is a great idea because rivers would carry highly irradiated water in post-nuclear world. For the same reason, I think rivers should give not commerce bonus and sea tiles should have quite low yield.


Hmm. Might work. There's room for a lot of flavor in the explorable dungeons.
However, part of my idea was to get away from just ruined cities as potential places for scavenging; there are plenty of industrial, technological or whatever facilities that need not be located in the clustered ruined cities.

True. That's not much of a problem. If ruins are made similar to FfH dungeons then I don't see a problem with more features like dungeons that are not part of the clustered ruins. It only needs a nice addition to David's map script so that those other features are placed outside the clustered ruins.


I disagree. You didn't have horses in any of the games, but then you don't have horses in almost any fantasy games because they're such a giant PITA to implement. Baldur's Gate-type games (or Neverwinter Nights, etc) never had any horses, but that didn't mean that there weren't cavalry there in the world.

It makes no sense that no horses would survive, and horses would be *massively* useful afterwards, for agriculture and warfare.
In particular tribal-types that are the residue of rural socities that lived a long way from the cities would have still had horses, and would have used them extensively.

Horses also fit very nicely into the "wild west" theme that so much of Fallout is emulating.

And they're pretty common in a lot of post apocalyptic stuff anyway.

Well, if horses were left out of Fallout games for implementation purposes they at least would have been mentioned somewhere. I think the idea was to have horses as a species that didn't survive the apocalypse. Even the brahmin as greatly mutated cows.

Here's a wikia article about horses: http://fallout.wikia.com/wiki/Horse

I'm ok with horses in Fury Road, but if we are making Fallout modmod then let it be Fallout flavour.

btw, Ossian did implement horses in Wyvern Crown of Cormyr mod for NWN :)


Re: religions and corporations
I think a lot of these are unncessary. Part of why this mod works is that the original design is pretty simple. Don't just make this into another FFH clone.

I really like using the religion system as representing "influence". You get some of the feel of vault city/NCR/new reno vying for influence over the various towns.

Of course, not all the religions have to be represented as I suggested, but I think there should be some of them. I'm not all for copying FfH but it is the most popular Civ4 mod and they do have some really nice features that are usable in many other mods with completely different flavour. Religions, in one shape or another, are part of almost every mod. Guilds/Corporations are a very nice way to represent some more profit-oriented factions from Fallout setting that simply can't be considered civs.

Ahriman
Jun 16, 2009, 09:12 PM
I think a good Fury Road mod with a good Fallout modmod is the way to go.

Fair enough, this sounds like it will please all parties better; a separately developed modmod that doesn't treat on anyone's toes.

Imagine 4 tiers based on the rough tech levels I posted earlier.

I think a good design would be "tier3" salvagables (tanks, arty etc) eventually running out but becoming constructible in tier4, and then tier4 getting its own set of spawnables (power armor, robots, energy weapon troops) that spawn from Vaults, that are revealed with an initial tier4 tech.

This could also lead to an interesting dynamic over time; civs that grabbed lots of city ruins in tier2/3 would have big bonuses and big armies there, but then the Vaults that are the spawners for tier4 things would pop up elsewhere on the map, and civs that controlled more of the general countryside would be more likely to have more Vaults.

For example, who would be heroes for those factions? We need some creative effort if those civs are to make it into the modmod.

From memory Beastlords and Reavers basically only really appear in Fallout Tactics, in 2-3 missions each. Beastlords appear in http://fallout.wikia.com/wiki/Quincy_(location) and in
http://fallout.wikia.com/wiki/Mardin
Seems like they have some telepathic powers, as well as animal control.

Reavers appear in http://fallout.wikia.com/wiki/Junction_City
and in http://fallout.wikia.com/wiki/Newton , which has some named characters.

Speaking of rivers, did you notice that David made grain resources in Fury Road not spawn on river banks? This is a great idea because rivers would carry highly irradiated water in post-nuclear world. For the same reason, I think rivers should give not commerce bonus and sea tiles should have quite low yield.

This actually doesn't really make sense. Rivers that are actually decent flowing bodies of water wouldn't stay irradiated; the water flows away and is replaced by rainwater. Fast-flowing water would carry away any irradiated water or soil in a few years, let alone many decades.
And the ocean is just too huge to be able to irradiate significantly; if the ocean were still significantly irradiated, then the land surface would be uninhabitable.

Basically, by the time of Fallout, the surface is mostly habitable radiationwise, except for some hotspots.
Radiation levels should also fall over time as stuff decays. A cool mechanic would be for the map to start with more fallout tiles, but have them slowly degrade (by randomly disappearing).

The Potomac is irradiated in Fallout3, but its basically a tidal estuary at this point (I should know; I live in DC). Really wide, very slow moving. Its basically just a big irradiated puddle in FO3.

And as far as gameplay goes; you still need rivers or lakes to provide water to build farms, so its not like you're not using the water. I'd be fine with putting trade on rivers back in, but I don't feel strongly about it.

It only needs a nice addition to David's map script so that those other features are placed outside the clustered ruins.

Agreed. Exploring the dungeon could lead to bandit or animal spawns, caravans with loot, turn the tile into a resource, or turn the tile into some new/interesting improvement (power plant, factory, etc) or any of a bunch of other things.

I think the idea was to have horses as a species that didn't survive the apocalypse.

I still think that horses (or some type of mutated counterpart that could perform a similar role if that is more canon - hell, make them mutant zebras) would make a ton of sense in this mod. Basically, you need a mobile, fuelless unit type for the non-scavengers to make use of. It just feels wrong for tribals to be driving around in jeeps or utes, whereas it feels totally in "feel" of fallout (and the general Western cowboys and indians feel) to have mounted units with spears charging light infantry with shotguns and bolt-action rifles, and to have carbine and pistol wielding cavalry against infantry with semi-automatics and the occasional machine gun.

btw, Ossian did implement horses in Wyvern Crown of Cormyr mod for NWN

And did he manage to get mounted combat to work? Or did you just ride up to them and then start swinging in melee?
The Total War games are the only PC games that have ever really got across the "feel" of cavalry.

Religions, in one shape or another, are part of almost every mod.

Well, they're already part of this mod using the diplomacy/influence system. Do you want to drop that?
A way of getting in something like Talon Company woudl be to have a wonder (or national wonder) that let you hire mercenaries, as in FFH. Basically, any units in the city gain a "high mercenary" button, if you press it they spawn a mercenary unit and deduct X gold from your treasury.
Mercs could easily have a chance of going barbarian each turn, have a higher gold upkeep cost, or have a chance of going barb or dying after each combat they are in, all of which would make them different from ordinary units. (Using FFH tools anyway).

I think "profit-seeking trade" factions are generally better modeled by giving bonuses to trade route income, bonus trade routes, and maybe bonuses to merchant or great merchant citizens. That way it actually changes their playstyle; merchants want to keep open borders with as many factions as possible to take advantage of big trade route yields.

Corporations are a mechanism for rewarding control of multiples of a resource. We already have that here, since controlling more oil/depot/airstrip/Vault will increase your chance of unit spawns. And health/happy/strategic resources are otherwise very rare, and you won't have many, so we don't need to be rewarding people for their third grain or their fourth iron.

Nameless One
Jun 17, 2009, 06:03 PM
Here's my fitst attempt at unit skinning. I've modified the exposed parts of skin for Survivor unit to create a Ghoul version. It was quite a tedious process and I'm sort of disappointed that a lot of detail from the texture is lost in the game. I also have two questions:

1) Why did their bracers turn pink? I saved both the RGB and alpha channels as BMP and then created a DDS DXT3 with DXTBmp. What did I do wrong?

2) This reskin is based on survivor2_diff.dds. Why is survivor3_diff.dds not used by any NIF? It would be nice to have members of a single unit dressed in different manner. For ghous, I would like to have one with green hair, like on the screenshot, one with purple and one with white hair. One of the three could use survivor3_diff.dds clothing. Does someone know how I can change a NIF to use another DDS? I've tried with NIFSkope but there doesn't seem to be an x64 Windows version :(

btw, you can also see bottlecaps icon instead of gold in this screenie :)

davidlallen
Jun 17, 2009, 06:59 PM
1) Why did their bracers turn pink? I saved both the RGB and alpha channels as BMP and then created a DDS DXT3 with DXTBmp. What did I do wrong?

I am certainly no expert in unit art. You may get more guidance by posting in the unit graphics forum. However, I believe the pink is your teamcolor. In the dds, it is transparent. Do you see the same effect when you use the original unit instead of your reskin? Then it is on purpose. There is some philosophical argument about whether teamcolor is good or not; but I bet that is what's happening.

2) This reskin is based on survivor2_diff.dds. Why is survivor3_diff.dds not used by any NIF?

I believe seZereth made the artwork for that one, and he contributed several variants. If you look at the way the settler unitformation is composed of several different units, you can do the same thing with these. He made more variants than I used.

Does someone know how I can change a NIF to use another DDS? I've tried with NIFSkope but there doesn't seem to be an x64 Windows version :(

Nifskope is the way that I used, for the limited reskinning that I did. Do you mean, nifskope fails to even start up on your system? Or do you mean, it starts, but you can't find the way to change the dds? If nifskope will not start on your system, have you searched in the tutorials forum to see if anyone else has reported this and maybe found a solution? Maybe a post in the unit graphics forum would bring a solution.

Nameless One
Jun 17, 2009, 08:43 PM
Nifskope is the way that I used, for the limited reskinning that I did. Do you mean, nifskope fails to even start up on your system? Or do you mean, it starts, but you can't find the way to change the dds? If nifskope will not start on your system, have you searched in the tutorials forum to see if anyone else has reported this and maybe found a solution? Maybe a post in the unit graphics forum would bring a solution.

The installer reports an error and I've seen the issue reported before. The download states that it is for i386 arch, not for x64. There is only x64 rpm for linux. I'll just restart my computer in linux if I want to edit a nif :)

btw, I tried to open a nif as a text file and I noticed a plain text reference to a dds file. I'll try changing it like that and hope it won't break something :)

Thanks for all the advice. I just checked and the bracers are getting the team colour. Can't say I like this, especially for the pink ghouls and orange slags. I'll try removing the alpha from them.

The_J
Jun 18, 2009, 01:05 PM
Does someone know how I can change a NIF to use another DDS?

Easier way: Rename the .dds, which you want to use, to the original one, and overwrite the original.

Deon
Jun 19, 2009, 12:32 PM
I disagree on Neverwinter Nights having no horses. There're nice multiplayer shards where you have good mounts.

Also I think that riders are ok, the WILD horses don't fit in fallout mod, however some early riders could be fine. Also I like the model. :D

Ahriman
Jun 19, 2009, 09:25 PM
I would much rather go back to a a standard horse resource with buildable pasture, and make it unlikely to spawn near city ruins tiles. So, cavalry are something that tribalists in the wilderness are more likely to get. Don't care about wild horse units at all, and I don't care if they're horses or yaoi guai (the mutant bear things?).

But we really need some kind of cavalry for tribalists; it will be no fun to play tribals if they are useless in combat, and it will just feel wrong for them to have vehicles and early access to guns.

Nameless One
Jun 20, 2009, 06:46 AM
How about fast infantry?

Ahriman
Jun 20, 2009, 07:55 AM
Doesn't really make much sense.
I mean, built in double moves in forest/jungle, maybe, but infantry that can move as fast as vehicles? Not really logical.

I suspect this may be a case where we need gameplay > fluff.

Lib.Spi't
Jul 04, 2009, 06:57 PM
check out Fury Road LS mod mod to see some of my fallout ideas

Chusquero
Jan 20, 2010, 03:18 AM
Did someone think about religions? I took a look in this thread and I didn't see anything.

If religions are implemented Children of Atom (http://fallout.wikia.com/wiki/Children_of_Atom) must be in the list... I relly enjoyed giving them the go to their god :nuke: That religion may have ICBM bonus when controlling a 'Rebuilt Nuclear Sile', also they should be pleased about 'purifying' enemies using atom blasts... and what about making a 'fanatic religious unit'?

EDITED: I found another religion, that one is for Ghouls... Apostles of the Holy Light (http://fallout.wikia.com/wiki/Apostles_of_the_Holy_Light). They are clearly against the Children of Atom.

There was any religions in Fallout 1, 2 or Tactics 2??
EDITED: We're plenty of religions (http://fallout.wikia.com/wiki/Cult). I've been reading some of them and implementing them would make a richer mod. There are a lot of posibilities.

Chusquero
Jan 20, 2010, 07:21 PM
Tribalist make me remember 'feudalism'... I think tribalist should have lower production (hammers or gold) and higher food income. I think that a tribalist society would run on slavery until middle game.

About fast infantry: I remember with pride how the foes attacked me with close combat weapons in the whole Fallout 3. The fast infantry can be a melee unit, double movement on forest/jungles (like Ahriman says) and bonus against a spicified enemy. That can be the perfect upgrade for survivors and would gives the game more hook.

About religions: I am with those who don't want a 'FfH copy'. But, in that post-apocalyptic 'wild west' the religions would run as the 'dark age' ones... I mean, the religions must be oriented to war (Crusaders, sects like the Assassins [From Assassins's Creed], fanatic, etc.) and with some 'random' components.

For example, the 'Childrens of Atom' can't be rechearched... I gain control of a 'Rebuilt Nuclear Sile' (or whatever is named, I'm abroad and I don't have CivIV for my MacBook Pro) a 'Atom's missionary' can appear in that tile. After that I spread the cult in the 'X' city. X city gains a +1 :yuck:. If I set the named religion as state's one and I build the typical 'Temple of blablabla' I gain +1 :yuck: (on top of the named before) and +10%:science:. That type of religions can create the feeling of 'futureless' that I think we're looking for because you don't have a clear bonus from it. Also must be a 'religious unit', or maybe the missionaries themselves can 'carry' nuclear bombs to purify the infidels (like the mythical soviet's nuclear trucks from 'C&C: Red Alert').

Chusquero
Jan 20, 2010, 07:37 PM
LOL... this thread is a bit frozen... almost 6 months... I really have to start looking at the post's dates!

Can someone update me about what's going on on present month?

Ahriman
Jan 22, 2010, 01:43 PM
Did someone think about religions? I took a look in this thread and I didn't see anything.

Read the first page of the thread more carefully.
Personally, I think the faction influence (replacnig religions) works fine, and that "religions" aren't really needed.

I think that a tribalist society would run on slavery until middle game.
Fallout tribes from the games do not use slavery. They aren't really feudal socieities; they are tribal clan societies (decisions made by tribal elder council, clan chiefs, etc.).
Whereas feudalism implies a strict hierarchy of overlord, sub-overlord, sub-sub-overlord, etc.
(King > Duke > Earl > Baron > Count), with associated obligations of fealty and protection.

Slavers in Fallout are typically semi-urban gang types, with a dictator leader.

Can someone update me about what's going on on present month?

Nothing. Fury road isn't really in development atm. David is mostly working on Dune Wars.
If you want to make a Fallout modmod, you're probably going to have to do it yourself.

Lib.Spi't
Jan 23, 2010, 07:15 AM
Can someone update me about what's going on on present month?

David just released an updated version of Fury Road not sure if you caught that, that was at the start of Jan. i have just started redoing my 'fallout work' over top of this new version, but I am slow moving, my first step is to 'reskin' the currunt factions into fallout factions, you can see some of the stuff in the LS mod mod section I edited the first post with new info, its a little messy at the minute just trying to think of what I want to put into the thread at this time.