LATEST NEWS:
08/02/2015
Alpha5 is here!
Head to here for all the latest!
FTTW Forum
Fallout: Tame The Waste On ModDB Eye Candy Available Here With Download
New Content:
Fallout Tame The Wastes Will Include:
New GUI:
Including New Buttons By en_dotter
Including BUG Interface Options
Range Strength Display by The_J
New .dll:
K-Mod: Here
extrapillage: Here
Slavery: Here
Specialist Enhancement: Here
Civics Change Specialists: (can't find the mod thread...also would love someones help to merge this with the above so that happiness and health can change too)
TLOtags For Promotions: Here
Multiple Production Mod: Here (I think it is working right!)
Range Combat Experince from Realism Invictus (Range combat is a BIG part of the combat system)
Oppurtunity fire from DCM
Immigration Mod (I think from Orion)
City Size Prereq from Orion
Super Forts by Red Key
JRouteNative: By Jeckel Here
Work by our resident code guru Flitz
Code Pieces From Nightinggale
I think there may be some other bits as well, but I am having trouble remembering...
Reworked Civs: (Not Currently that Distinct)
Wasteland Tribes: Low tech, high population, large spread, lots of weak units good against animals. Low upkeep from distance and number of cities (each is a self contained village loosely banded together with the other tribes).
The Masters Super Mutant Army: Super mutants, strong units, Slow growth, must harvest human populations to generate new supermutants, Perhaps only able to build a basic unit such as a 'slave/prisoner' that has to be upgraded to the better Super Mutant representing the need for a 'slave trade' infrastructure to grow the ranks of the army.
Brotherhood of Steel: Strong Power Armour based units, Slow growth, Fast Tech.
Enclave: Strong Power Armour based units, slow growth, fast tech, big unhappiness modifiers.
Raiders and Slavers: quick unit construction, unhappiness, low unit support costs, low financial abilities.
New California Republic: happiest Civ, good all rounders, no major wakness/strength, high refugee intake.
New Reno: Criminal fraternity, various 'black market' industries, ability to inflict negative affects on other civs through bad corporations, eg. 'Jet', etc.
Civilised Ghouls: Good tech, immune to radiation, positive effects from radiation, good health buildings, can build simple radiation based facilities, eg. 'Glowing One' hosipital, nuclear reactor, etc. Ghouls love the radiation. Possibly benefits from radiation tiles. Possibly through having the ability to build improvements on fallout tiles, perhaps by having a UU worker, this could add the interesting twist of the Ghoul Civ using Nukes to 'Terraform' the planet into a more comfortable environment for them hehe!
Every Civ will have it's own Unit and Building sets, some buildings will be replacements like UB's are now, other structures will be unique to a faction or factions, giving them a Unique advantage or disadvantage over other Civs. The same will be true for units. Each faction will have a Unique Playing style and your choice of faction will heavily influence the way in which you play the game.
Expanded Tech Tree:
Developing a Brand New Tech Tree with over 100 Post Apocalyptic Technologies
New Units:
Power Armour
Vertibirds
Plasma Weapons
Laser Weapons
Cars and APCs
Super Mutants
Ghouls
Robots
Snipers
EMP weapons
MINIGUNS!!
A unique attempt to balance Melee & Shooting throughout all eras!
and more besides, with more to come!
Multiple Sub Unit types with strengths and weaknesses.
All kinds of Specialist Promotion trees, using the classic Fallout Tag! System.
New Terrain:
About +80% of resources have been replaced with Fallout Resources. Nuka Cola anyone?
Wasteland
Ruins
Vaults! The most prized collections of pre-war technologies (Very Important)
Pre-War Structures
New Buildings:
A host of new building
Buildings that can only be built with access to a Vault!
Sound and Music:
Custom Order and Select Sounds
Original Fallout Music by Mark Morgan http://www.markmorganmusic.com/
DOWNLOAD: Alpha4 Release(Temporarily Disabled Due to technical Issues) Check Temp link at the top of the post
Fallout: Tame The Waste On ModDB
08/02/2015
Alpha5 is here!
Head to here for all the latest!
FTTW Forum
Fallout: Tame The Waste On ModDB Eye Candy Available Here With Download
New Content:
Fallout Tame The Wastes Will Include:
New GUI:
Including New Buttons By en_dotter
Including BUG Interface Options
Range Strength Display by The_J
New .dll:
K-Mod: Here
extrapillage: Here
Slavery: Here
Specialist Enhancement: Here
Civics Change Specialists: (can't find the mod thread...also would love someones help to merge this with the above so that happiness and health can change too)
TLOtags For Promotions: Here
Multiple Production Mod: Here (I think it is working right!)
Range Combat Experince from Realism Invictus (Range combat is a BIG part of the combat system)
Oppurtunity fire from DCM
Immigration Mod (I think from Orion)
City Size Prereq from Orion
Super Forts by Red Key
JRouteNative: By Jeckel Here
Work by our resident code guru Flitz
Code Pieces From Nightinggale
I think there may be some other bits as well, but I am having trouble remembering...
Reworked Civs: (Not Currently that Distinct)
Spoiler :
Wasteland Tribes: Low tech, high population, large spread, lots of weak units good against animals. Low upkeep from distance and number of cities (each is a self contained village loosely banded together with the other tribes).
The Masters Super Mutant Army: Super mutants, strong units, Slow growth, must harvest human populations to generate new supermutants, Perhaps only able to build a basic unit such as a 'slave/prisoner' that has to be upgraded to the better Super Mutant representing the need for a 'slave trade' infrastructure to grow the ranks of the army.
Brotherhood of Steel: Strong Power Armour based units, Slow growth, Fast Tech.
Enclave: Strong Power Armour based units, slow growth, fast tech, big unhappiness modifiers.
Raiders and Slavers: quick unit construction, unhappiness, low unit support costs, low financial abilities.
New California Republic: happiest Civ, good all rounders, no major wakness/strength, high refugee intake.
New Reno: Criminal fraternity, various 'black market' industries, ability to inflict negative affects on other civs through bad corporations, eg. 'Jet', etc.
Civilised Ghouls: Good tech, immune to radiation, positive effects from radiation, good health buildings, can build simple radiation based facilities, eg. 'Glowing One' hosipital, nuclear reactor, etc. Ghouls love the radiation. Possibly benefits from radiation tiles. Possibly through having the ability to build improvements on fallout tiles, perhaps by having a UU worker, this could add the interesting twist of the Ghoul Civ using Nukes to 'Terraform' the planet into a more comfortable environment for them hehe!
Every Civ will have it's own Unit and Building sets, some buildings will be replacements like UB's are now, other structures will be unique to a faction or factions, giving them a Unique advantage or disadvantage over other Civs. The same will be true for units. Each faction will have a Unique Playing style and your choice of faction will heavily influence the way in which you play the game.
Expanded Tech Tree:
Developing a Brand New Tech Tree with over 100 Post Apocalyptic Technologies
New Units:
Spoiler :
Power Armour
Vertibirds
Plasma Weapons
Laser Weapons
Cars and APCs
Super Mutants
Ghouls
Robots
Snipers
EMP weapons
MINIGUNS!!
A unique attempt to balance Melee & Shooting throughout all eras!
and more besides, with more to come!
Multiple Sub Unit types with strengths and weaknesses.
All kinds of Specialist Promotion trees, using the classic Fallout Tag! System.
New Terrain:
About +80% of resources have been replaced with Fallout Resources. Nuka Cola anyone?
Wasteland
Ruins
Vaults! The most prized collections of pre-war technologies (Very Important)
Pre-War Structures
New Buildings:
A host of new building
Buildings that can only be built with access to a Vault!
Sound and Music:
Custom Order and Select Sounds
Original Fallout Music by Mark Morgan http://www.markmorganmusic.com/
DOWNLOAD: Alpha4 Release(Temporarily Disabled Due to technical Issues) Check Temp link at the top of the post
Fallout: Tame The Waste On ModDB