Any Fallout fans out there?

we talking about Fallout 1 or 2 ?

I played Fallout2 a lot if that could help.

Ill read the whole thread later today.
 
we talking about Fallout 1 or 2 ?

I played Fallout2 a lot if that could help.

Ill read the whole thread later today.

We're talking about the whole Fallout world with events that will probably start around 2220 and end around 2260 and thus containing everything that happened in F2.
 
Need help with Fallout technologies. List anything you might think is useful.

So far I've got things like:
StealthBoy
Force Field
Laser, Pulse Weapontry
Combat Armour
Barter
Slavery
Caravan Trade
 
Metal Armour
Herbalism(?)(Arroyo in F2)
Vaults
Water Chips
GECK

Also you should make fresh water a resource(F1).
 
Metal Armour
Herbalism(?)(Arroyo in F2)
Vaults
Water Chips
GECK

Also you should make fresh water a resource(F1).
Water will be a tradable commodity :mischief:

Good list, keep it up I need a lot more :)
To keep with the theme I could add:
Leather Armour
Brothehood Armour
Enclave Armour
 
I can think of several of them ... But i have 1 question:
In civ2 is it possible to give the civs their own techs ? That can only be researched by 1 civ.
 
Hmmm. let's see

Zombies :lol:
Martial Arts(San Fransisco in F2)
Mining(Redding)

Maybe if I'm in the right mood I'll try to do Fallout-mod for Civ4.

I can make the map, I'll have to learn everything else. :lol:
 
I can think of several of them ... But i have 1 question:
In civ2 is it possible to give the civs their own techs ? That can only be researched by 1 civ.

Yes there are a number of tricks that allow you to do that. I intend to have quite a bit of civ-specific techs.
 
1. Arroyo
Arroyo is also in control of V13 (possibly). It is there for players enjoyment and will have good events.
Ok, i had 2 ideas about Arroyo. Either 1 or 2
1. they have a building called Canyon or smthing, that gives the town a huge-ish defense, to simulate the fact that they can't be conquered by tanks/stuff. And if they get attacked by some army they could just cut off the bridge for protection.
2. (i don't think this is possible in civ2 tho ...) The vilage is surrounded on the map by a terrain that is unpassable to all except their own units. This way, things would only happen like in the game; they would only be attacked by air. But IIRC air units are like ground units in civ2. :sad:


As a wonder for arroyo: Temple of Trials. Every a lot of turns you get an ancestor of the vault dweller.

Now to the point; here are some Arroyo techs. Not all of them are for Arroyo, i'm just thinking about the vilage now ... :)

-smthing that will give better spearmen (flint stones tech ?)
-herbalism
-hunting -> gecko skinning -> which will eventually lead to Trading
-farming


I dunno how this would go with Vault13 tho. :hmm:
I'm thinking maybe Vault 13 should have a "unit" in the city (GECK). When that reaches Arroyo, it gets some sort of bonuses ... (i don't think you can do this even in Civ3 tho ...)
Vault 13 could have 1-2 friendly deathclaws in the city when the game starts ...
 
How are you gonna capturre the combat ???
(ahhh burst firing a bouser at point blank and explosion of body parts)
 
Ok, i had 2 ideas about Arroyo. Either 1 or 2
1. they have a building called Canyon or smthing, that gives the town a huge-ish defense, to simulate the fact that they can't be conquered by tanks/stuff. And if they get attacked by some army they could just cut off the bridge for protection.
2. (i don't think this is possible in civ2 tho ...) The vilage is surrounded on the map by a terrain that is unpassable to all except their own units. This way, things would only happen like in the game; they would only be attacked by air. But IIRC air units are like ground units in civ2. :sad:


As a wonder for arroyo: Temple of Trials. Every a lot of turns you get an ancestor of the vault dweller.

Now to the point; here are some Arroyo techs. Not all of them are for Arroyo, i'm just thinking about the vilage now ... :)

-smthing that will give better spearmen (flint stones tech ?)
-herbalism
-hunting -> gecko skinning -> which will eventually lead to Trading
-farming
Thanks I will certainly use the canyon idea and the techs. Temple of Trials cannot be exected under Civ2 engine (sadly)

I dunno how this would go with Vault13 tho. :hmm:
I'm thinking maybe Vault 13 should have a "unit" in the city (GECK). When that reaches Arroyo, it gets some sort of bonuses ... (i don't think you can do this even in Civ3 tho ...)
Vault 13 could have 1-2 friendly deathclaws in the city when the game starts ...
I think I will screap the whole idea of V13 belonging to Arroyo. I will leave an option for Arroyo to take control of it through either event or simply through one Arroyo unit entering V13.

@FriendlyFire As this is Civ2 mod combat resolution will not be as detailed as in Fallout, but there will be no problem implementing it. I say again this mod is meant to be a strategic game rather than a quest similar to Lord of the Rings one.
 
I'm reconsidering the civilizations I've chosen....

1. Arroyo - nostaligic reasons, great events, village lifestyle gameplay, fast expansion at the end.
2. NCR - majour player, "at war" with BoS, raiders and survivors of Unity.
3. Encalve - important player, small cities, a huge menace to California if managed properly.
4. BoS - huge tech holder, strong army, underpopulated. Keeps NCR and Encalve in check, fights of mutants
I want to keep these 4 civilizations in game no matter what. The latter three are a bit sketchy:
5. Ghouls - unique civilization, spread around the wastelend
6. Vault Confederation - with a bit of fiction an organisation uniting surviving vaults. Unique vault view on the wastes. Cities disparced
7. San Frano - densely populated, "greenification" project to take control of the wastes. Too close to Enclave for comfort.
8. Independants (Barbarians)
All other cities, raiders, mutants, critters

What suggestions do you have in terms of changing or replacing the last three civs? Should I add the unity? Raiders as a faction? Who else in the wastes is blessed with power and good location?
I have a problem with this because the last 3 factions are small and too close to some other strong forces.I have to find factions with good starting locations and ideological base to actualy fight in the wastes. The scenario should start around 2221:

factions21.png

"Legend":
Gray - Enclave
White - Arroyo
Blue - NCR
Red - BoS and BoS affected areas
Puprle - Ghouls
Strange Purple - Vaults
Yellow - San Frano


If you have suggestions please post them here.
 
So no Redding or Reno?

They are too small on a global scale to be civilizations. Perhaps there will be New Reno... perhaps (if there is a good enough reason to make them a civ).
 
Reno and Redding could be barbarian cities. Redding could be an target which NCR and Vaults wnat to have, like in F2.
 
I need to find a few Fallout fans to discuss the scenario. Two heads is better than one and I've gotten to a point where I need outside input. If you like Fallout and got spare time to write, do!

Especially if you're a cow. ;)
 
Oh well, i have lots of exams comming up and i won't be able to think about this thing very much. I wanted to start by taking every civ and thinking what techs each could have and then unite all the techs to see what techs can be common to all civs.
But i will read (most) of the ideas being posted and maybe contribute with some short ones of my own. But not much ... at least not till the 2nd half of february... :(
Especially if you're a cow. ;)
:rotfl: Nice one. :goodjob:
 
Well it is not great news. I'm currently re-playing the game for the sole purpose of checking for possible technologies.
 
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