Fallout: Tame The Wastes

I downloaded the mod, on decompression it tells me
0 Unexpected end of archive
1 [rar filepath]
2 incorrect CRC in [...]assets\art\leaderheads\ironhead\shaka_nml.dds the file is damaged.

The rest of the files seem fine.
However, on loading the mod, I see nothing, just basic Civ.

Edit: at the 3rd download, things seem to work as intended.
 
The AI seems to waste all its time trying to explore. I find that by the time I build my second city (between turns 150-200), none of the AI even have a worker, many are still city size 1, and they try to build scouting units, which inevitable get eaten.
 
Whenever I try to install this mod it says certain files are unreadable. Am I doing something wrong?
 
Whenever I try to install this mod it says certain files are unreadable. Am I doing something wrong?

Probably something similar to this.

I downloaded the mod, on decompression it tells me
0 Unexpected end of archive
1 [rar filepath]
2 incorrect CRC in [...]assets\art\leaderheads\ironhead\shaka_nml.dds the file is damaged.

The rest of the files seem fine.
However, on loading the mod, I see nothing, just basic Civ.

Edit: at the 3rd download, things seem to work as intended.

It happened to me too. Try downloading it a few times...
 
Finally got it working. Strange thing, whenever I tried to decompress it into the BTS mods folder it kept failing but when I tried it in the downloads folder it worked, and then I transferred it manually.

Are their any plans for a California map with canonical starting locations?
 
Hi^)
i recommend mediafire.com

and torrent seeding)
 
Just tried this for the first time. Generally I'm impressed and see great potientian but it isn't perfect.

The first place to look at a new MOD is the Pedia. It turned out to be a pipboy. Great it really catches the spirit. However it has one major flaw. The standard Pedia is fullscreen while the pipboy isn't. That's not a major issue. The real issue is that it appears to be somewhat fixed in size and scales poorly to large resolutions. It's tiny. Also the text is small. Sure I know FO2 contained a battered up pipboy and it matches the spirit of the game, but still straining my eyes for real when reading the text is a bit too much.

Generally a whole lot of stuff doesn't scale with resolution. Everything appears really small and my eyes are tired already.

The game crashed, though I have no idea why. Without a source I'm not able to play with debugging enabled, which makes me unable to give a decent bugreport. The AI did something during it's turn and guess what? The AI decided not to do the same again when I loaded the autosave. I really hate crashes like that because it means it can happen again and for the moment there is nothing you can do about it.

Maybe it would be a good idea to release a DLL with asserts enabled. Otherwise it can really be tricky to track down such crashes. It's not unlikely that the game would have asserted before crashing and then I would at least have been able to give a line where it went wrong.

Another thing. I had error popups and then a crash when I loaded the mod from My Games. Moving it to the program files fixed that, but shouldn't it work both places? :)
 
Hi NG,

Would you be interested in joining the dev team as an official member? I can supply you with all the under the hood content you desire this way. I haven't releassed it, simply because nobody else has needed/wanted it, but I do have it!

As to your GUI comments, this is all very WIP! I am still learning the interface code, and how to manipulate it. So far my focus has been seeing what I can do without everything breaking, which is what you see. After that I moved on to other things, just because there are so many things to do! So I haven't even looked into scaling, or how to code an interface that scales properly, etc.

The My Games/Program files situation, is to do with the game engine limitations I think. Basically if you have a custom GUI (with a custom resource folder) the mod has to be placed in the Install folder of BtS not the Documents folder, because in documents it cannot read the resource folder and so crashes!

Nothing I can do about that... I keep meaning to add an install instruction about that in the First Post
 
Hey Lib.Spi't, your mod looks fantastic (if a little unpolished) and I'm downloading it now. Just wondering though if you though about posting another thread for this mod in the Modpacks forum? It would give it a lot more exposure.
 
Just logged on to post a CTD bug report when I saw you've posted a new version, so will download that, restart and give it a playtest. Pretty awesome work so far :)
 
Does the new version tone down the 'citizen' bonuses from Citizenship? I just got that far for the first time and those are insane.
 
hehe no not yet, that is all something that needs work still, partly it is to offset the loss of slavery, but the whole economy system prices of everything still needs balancing, i may end up making a different citizen specialist that this applies to that also generates unhappiness as it excludes people from its ranks, like vault city. In general though, yields will be higher, i just need to balance out the values across the board, my biggest problem is that all my testers got busy right when I was testing proper.

the civic system is still really early, their will be loads of special units and buildings etc. that will come with each civic, but right now that is not in, so I just went with some crazy bonuses for kicks :D

Have you had much oppurtunity to test the melee/range combat system? i am really curious to see how this plays out on the large scale :)
 
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