Fallout: Tame The Wastes

Maybe, though I'm a bit occupied (making a mod for Rome Total War, High School, and I am a bit lazy myself).
 
Hello me and a friend played this hot seat for a few hours last night, and I played another single player map afterwards. Inland sea map, 6 players 2v2v2.

It's not really a game yet so I can see why you'd call it alpha. Most of the rounds we spent clicking to get our gold up in order to actually improve any tiles, whereas all the buildings took us 1-2 rounds to build. Also no interaction with other civs, and furthermore once we got Settlers we could mash those out in 2 rounds and settle the entire map. At that point things started to happen, my gold income was 90 or so and I'd understood the whole concept and had improved all the "inexpensive" tiles.
On a side-note I managed to beat one of those monsters with 16 str with my Skavenger on half strength - what are the odds :p

Registered here to give you feedback because still I really liked the mod! Artwork is amazing, interface is clear and tech tree ambitious. Maybe it's not meant to be played on custom maps at all but I can definitely see that working well with some balancing of the gameplay - and numbers.

Here is some of my input:
- Many improvements are far too expensive. Idling for 100 rounds to build ONE tile improvement for +5 gold just doesn't add up. Also with no income whatsoever from the start we both lowered tech to 0%.
- Absurd growth rate. Food is everywhere en masse, and cities grow to max size in a matter of minutes, whereas - like I said - there's really no use in it.
- Some units are not able to move outside borders, but nonetheless appear outside borders (like when settling or from goodie huts).
- Specialists started popping about once every 5 rounds after a while.
- Civics have waaay to many modifiers. It's exhausting to keep track of them all, less is more.
- More interaction between civs or at least some reason to leave one's borders would be appreciated. The AI eventually had maybe 15 guys defending his land, but since none of us had any unit that could leave our own land (except Skavengers) it seemed pointless.

I'll return with more when I have the time, but for now keep it up! Looks promising :cool:
 
Yes most of the things you highlighted are works in progress and highlighted as things that I am not happy with already.

Here is some of my input:
- Many improvements are far too expensive. Idling for 100 rounds to build ONE tile improvement for +5 gold just doesn't add up. Also with no income whatsoever from the start we both lowered tech to 0%.


This was in reaction to testers biatching about being too rich in Alpha3! You get what you ask for FOOLS! I thought I had probably gone a bit too far with the pricing, but hey, this is why I release so people can test.

What kind of game do you expect to play if you do not develop your tech?
Of course you won't have any good units!

- Absurd growth rate. Food is everywhere en masse, and cities grow to max size in a matter of minutes, whereas - like I said - there's really no use in it.


The Cty Sizes are going to work differently in FTTW, as units cost pop. to build, if people complain that growth is still too fast I may make units cost more than 1 pop. Also you need larger cities for better units.
Also what kind of tiles did you have for en masse food? I think right now the garden is too cheap.
The Map I test on is Pangaea.

- Some units are not able to move outside borders, but nonetheless appear outside borders (like when settling or from goodie huts).

Yeah I forgot about the goody huts when I did it, I am hoping to release a Patch soon, and this will be one of the fixes. Either there will be no units or, if I feel less lazy, I will add a moveable unit.

- Specialists started popping about once every 5 rounds after a while.


Yeah I haven't done anything with great people yet, there is probably a GP Cost in globaldefines or somewhere, but specialist work will be in a latr version.

- Civics have waaay to many modifiers. It's exhausting to keep track of them all, less is more.

Being an Emperor is complicated... GET USED TO IT!!!

No but seriously, the civics are a left over from my first tests into civic modding, I basically wanted to see what all the entries did, once I had a basic set of civics I didn't go back to it yet, but lots is planned for civics.
Not leasst will be a 'simplified' description of each civic in the pedia, to let people know what they are getting with a chosen civic, and what the Major pros and cons are.

- More interaction between civs or at least some reason to leave one's borders would be appreciated. The AI eventually had maybe 15 guys defending his land, but since none of us had any unit that could leave our own land (except Skavengers) it seemed pointless.

Again what kind of game do you expect to play if you neglect your tech? So you had a million cities and no money? Or Combat Units? Or anything.... you think science might be there for a reason? :p

Anyway, one of the major things that I do want to do (if i can find someone to help me with map scripting)

Is to make it so that all of the Civs Spawn in a cluster, so within the first (I don't know) 10-100 turns they will all be bordered up against each other, and skirmishing and pillaging will become a major part of game play from the off set (hopefully)

The AI still needs more work and refinement too.

Unfortunately a lot of big changes and features have had to be postponed indefinately, as my code maestro is busy with real life.
 
Again what kind of game do you expect to play if you neglect your tech? So you had a million cities and no money? Or Combat Units? Or anything.... you think science might be there for a reason? :p
There is no way to run tech in the start because there is no gold income and if gold ticks +0 per round - no improvements - no way to up the income. That's why we lowered it in the first place.

Eventually it started to pace up, but at that point me and my mate had spent hours clicking Enter without 1) killing a single unit that wasn't random approaching barb, 2) having any interaction with anyone, 3) doing any tile improvement. :crazyeye:

Give the game a more clear motive, and some reason to keep playing. The way it currently is, I'm just ticking techs off a list because that's what one does in regular Civ, without any real motivation for doing so.
 
well that is odd, I know the early game needs more stuff going on (which is all planned) but I have never spent more than 30-60 minutes (probably not even that I have never actually timed myself, but lets say 200 quick turns) before I am out of the first stage and into the stage where everyting starts rolling.

Have you tried pangaea? As inland sea would be a rubbish map as the game has no use for sea.

The biggest issue like I said is the map scripting to get the factions closer together, which would immediately increase the early game content. I just don't know how to code that yet.
 
Patch1 Released.

FTTW Forum

Contains:
A few major bug fixes:
Super Mutant Machine Gunner no longer available to Non-SM Factions.
New Frontiers Tech Missing Quote.
Road Price is Wrong, Paved Road Price Wrong, Watermill Costs Nothing
Buildings are not properly disabled by Civics.
Some Units not buildable.
CTD crash. It was after a 'chunk' of AI autoplay.
(All should be fixed)

Some fairly large changes to improvements:
Wind/Watermills, quarries, workshops now much more important for early development.
2 New dens so that all monsters now have a den.
ExtraPillage content incresed (pillaging should be much more valuable now)
Process Changes:
Many more processes that unlock in smaller increments throughout the game, 100% wealth removed.
Major Price Increases:
Buildings and units now take much more time to build. (may have gone too far the other way now. playtest/feedback needed.)
Story Event:
Hopefully later parts of the story will be more likely to occur now.
AI Tweaks:
Hopefully the AI will be a bit better at expanding now.
Some New Button Art:
Resources and 'Culture/Safety' buttons.
Barbarian Tweak:
Removed some units from the Barbarian Roster, so they should be a bit less devastating.

And that's about it.

To install:
Unzip, place the 'assets' folder inside the mod install folder and replace as requested.
 
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