Bug Reporting

Just curious: ALL mutant units should have the hability to enslave or only melee ones?

And for some reason, I love hummers. In a Fallout Fanfic with the guys of VBR, I even began a adventure through the wastelands with a hummer. I'll miss the Hummer, but at least we have the Highwayman.

No, just the melee ones should have the enslave function. Thats to represent the melee dudes are the ones going out bonking heads to capture and dip, while the others are there to kill.

Thats why the Vats Wonder spits out a mutant melee every 30 turns. So you do not lose the melee units as your troops upgrade to a higher form that cannot enslave.

Well I am trying to keep this as close as I can to the RPG's, so the Hummer had to go.:)
 
No, just the melee ones should have the enslave function. Thats to represent the melee dudes are the ones going out bonking heads to capture and dip, while the others are there to kill.

Thats why the Vats Wonder spits out a mutant melee every 30 turns. So you do not lose the melee units as your troops upgrade to a higher form that cannot enslave.

Well I am trying to keep this as close as I can to the RPG's, so the Hummer had to go.:)

A suggestion: What about having advanced versions of the Mutant Melee in the mid-advanced game? Like Cattle Prods Mutants?
 
A suggestion: What about having advanced versions of the Mutant Melee in the mid-advanced game? Like Cattle Prods Mutants?

Nah, I wanted to keep the melee units primitive, and force the player to choose between keeping the abilities of their primitive units or to upgrade to more powerful, yet less able units. The choice is yours. ;)

Also, keep testing so I know exactly where the new bugs are. I have squished the PA tribals, Scout Bot Enslaving, Mutie Flamer enslaving and planted the 5th Triabl village. So keep da bug reports a comin. :lol:
 
Aparently, while messing around in the editor, I've found that instead of Boneyard (or was it called Adytum?), what you see there instead are two sarges. What are they doing up there?
 
Aparently, while messing around in the editor, I've found that instead of Boneyard (or was it called Adytum?), what you see there instead are two sarges. What are they doing up there?

That is also due to the removal of the Hummer. Thanks for the spot. Will change ASAP.
 
And the two Sarges for the Far-Go Traders have been turned back into their proper units, as were the barb units I had placed.




:nuke: Cheers, Thorgrimm :nuke:
 
Oh, and the city that was supposed to be there was NOT there. At least I din'dt see it.

No city is supposed to be there. That marks the frontier of the 'territory' The Far-Go Traders 'claim' as their own. Since they are a minor and cannot build settlers I made them just a bit tougher to take out. :D
 
So, when the new BIQ comes around? You could send through MP to me. I hope you found all the bugs! Quite weirdly that last crop of bugs we found, you know...
 
So, when the new BIQ comes around? You could send through MP to me. I hope you found all the bugs! Quite weirdly that last crop of bugs we found, you know...

The new BIQ should be ready in a day or two. As for the bugs both sets of problems came about due to some changes I was playing with when I stopped working on the mod. The removal of the Hummer caused the Unit and enslaving problems, and the missing cities came from my toying with the idea of making hills not able to be settled. Which I then changed back to being able to be settled. And then stopped working on the mod and forgot about doing that. :lol:



:nuke: Cheers, Thorgrimm :nuke:
 
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