Deon
Lt. of Mordor
Greetings! I've started to work on a modmod for Davidlallen's Fury Road which is based on Fallout setting, but I didn't want to use fuel and other features, a new and big tech tree and I had to make a lot of SDK changes to integrate most ideas I had.
I am a dabbling coder (mainly because I don't have time to model, draw, edit xml and code SDK and Python at the same time with all the university and family/work stuff).
So I decided to rework FFH instead, and Fall Further has most features I can use for it.
At first, 3 types of barbarians (animals, raiders and mutants) are already here (animals, savage and demons). And concepts are great.
The only thing I am not sure about is the magical tech path. For now I turn all mages into symbionts - a mutant people who may use special augmentations and psionic power to be able to use pyrokinesis and other "magical" abilities. I will work on moving from magery to tech abilities later, but for now it's here.
Mana becomes some "nanites" feature or something like that, raw mana pieces = places of former high-tech laboratories where you can build special nodes to convert pure nanites (like stem cells) into an appropriate form.
I used this replacement for now:
Melee -> Shock troops. Infantry which is great at direct attacks and close combat.
Ranged -> Barrage troops. Great at defences and ranged attacks. Cover makes sense.
Mounted -> Mobile troops
Siege -> Artillery
Arcane -> Symbionts
Divine -> scholar. Not sure about their "divine" nature, but priests of religions will have to stay .
I use SeZereth's units: warrior - shotgun guy, axeman - flamethrower, champion - power armor; archer - guardian (a guy with a long rifle); longbowman - machinegunner; crossbowman - heavy weapon (a guy with a rocket launcher); horseman - horseman survivor, horse archer - humvee, knight - mobile infantry.
Hunter - crossbowman survivor.
For now I want to keep the FFH/FF gameplay with the new "graphical", lore and naming adjustments. I will use my own post-apocalyptical buildings for replacement and probably will make a few city styles soon. I use "bombed cities" from the Civ4 downloads as barbarian cityset.
This is W.I.P. and will require some serious time.
I replaced animals: wolf - wild dogs; bear - deathclaw; spider = spider.
I replaced demons: skeleton - feral ghoul (drown graphics with new tex).
I replaced savages: goblin - zombie; muris goblin - infected; orc warrior - punk axeman; orc axeman - raider; goblin wolfrider - punk biker.
I chose to depict the hyborem as "Master" and demons as "mutants"; the hell terrain is going to be a corrupted/mutated terrain, and the master's goal is to "assimilate" the world. I haven't thought out the Mercurians part, probably some highly fanatical androids.
Ah yeah, undead now = cyborg; this means that Scions become a cyborg race which require no food but some organical components (health).
Thus holy damage becomes EMP or something like that.
There's a lot of things to rethink. I kept the same tech tree (but removed the map trading until the late game and used the proposed exploration tweaks, like only recon units revealing a 1 tile around the plot to decrease the map exploration, mostly just XML work).
Currently I start to convert civilizations, and here I need your help.
For me Bannor make a perfect "Vault city" civ (I will find out a better name) as a "purist" war-mongering civ; Calabim = slavers, with cities like a battle grounds, with their high-ranked troops practicing on their own citizens (feast) and nobility holding the right. I will rework these 2 nations first and then go on to others. I've already started a work on Linette (1st citizen) leaderhead.
I need ideas on converting the other civilizations to leave their flavor. Malakim seems to be a great base for "Far Go Traders".
Also I understand that with such a complicated system as FFH it's impossible to stand close to Canon, thus novative ideas are welcome.
Currently I have too much work on my hands, with all new buildings, unique features etc. graphics. I didn't start to learn animations for units yet, but I think I'll have to do it.
Also suggestions on religions are welcome. I have to replace some religion with the church of hubology, I am not sure which one. Also it's pretty clear that Ashen Veil becomes the "Master's teachings". "Fellowship of the Leaves" becomes a "Seeds of Life" religion, with mostly the same benefits (forests become "green" from barren ones, thanks for the seeds from a god-tree (poor Harold )). "Order" may stay with a few tweaks to represent order-oriented nations with no respect to other churches/powers, but a sheer police state-like control. Also I wanted to implement Brotherhood of Steel and Enclave as power churches, but instead I'd better make them civs, although maybe they could become rival "corporations", I am not sure about their mechanics yet.
Planned civs:
- New California Republic (NCR): shady sands; ...
- Huns (raiders; peace with barbarian)
- Supermutants <find out a better civ name> (at peace with the master; replace Sheaim; also exploding flamethrower as a pyre zombie makes sense)
- Gangster Families: New Reno, Golgotha, Sierra, ...
- Shi
- Commonwealth (mostly androids, Scions)
- Brotherhood of Steel
- Enclave
Thus any ideas are welcome. As much input as possible is welcome too .
P.S. At first I will make a total conversion of FF. Then I will start to move in a different direction. Wish me good luck and to have a free time (and an ability to fool my wife ) to finish it.
P.P.S Also I will for sure use the Odalrick's modular python change, thus I will be able to convert any modular components for FF too. I've already changed the fort commander graphics and avaliable promotions + fort/castle/citadel graphics to depict the post-apocalyptic era.
I am a dabbling coder (mainly because I don't have time to model, draw, edit xml and code SDK and Python at the same time with all the university and family/work stuff).
So I decided to rework FFH instead, and Fall Further has most features I can use for it.
At first, 3 types of barbarians (animals, raiders and mutants) are already here (animals, savage and demons). And concepts are great.
The only thing I am not sure about is the magical tech path. For now I turn all mages into symbionts - a mutant people who may use special augmentations and psionic power to be able to use pyrokinesis and other "magical" abilities. I will work on moving from magery to tech abilities later, but for now it's here.
Mana becomes some "nanites" feature or something like that, raw mana pieces = places of former high-tech laboratories where you can build special nodes to convert pure nanites (like stem cells) into an appropriate form.
I used this replacement for now:
Melee -> Shock troops. Infantry which is great at direct attacks and close combat.
Ranged -> Barrage troops. Great at defences and ranged attacks. Cover makes sense.
Mounted -> Mobile troops
Siege -> Artillery
Arcane -> Symbionts
Divine -> scholar. Not sure about their "divine" nature, but priests of religions will have to stay .
I use SeZereth's units: warrior - shotgun guy, axeman - flamethrower, champion - power armor; archer - guardian (a guy with a long rifle); longbowman - machinegunner; crossbowman - heavy weapon (a guy with a rocket launcher); horseman - horseman survivor, horse archer - humvee, knight - mobile infantry.
Hunter - crossbowman survivor.
For now I want to keep the FFH/FF gameplay with the new "graphical", lore and naming adjustments. I will use my own post-apocalyptical buildings for replacement and probably will make a few city styles soon. I use "bombed cities" from the Civ4 downloads as barbarian cityset.
This is W.I.P. and will require some serious time.
I replaced animals: wolf - wild dogs; bear - deathclaw; spider = spider.
I replaced demons: skeleton - feral ghoul (drown graphics with new tex).
I replaced savages: goblin - zombie; muris goblin - infected; orc warrior - punk axeman; orc axeman - raider; goblin wolfrider - punk biker.
I chose to depict the hyborem as "Master" and demons as "mutants"; the hell terrain is going to be a corrupted/mutated terrain, and the master's goal is to "assimilate" the world. I haven't thought out the Mercurians part, probably some highly fanatical androids.
Ah yeah, undead now = cyborg; this means that Scions become a cyborg race which require no food but some organical components (health).
Thus holy damage becomes EMP or something like that.
There's a lot of things to rethink. I kept the same tech tree (but removed the map trading until the late game and used the proposed exploration tweaks, like only recon units revealing a 1 tile around the plot to decrease the map exploration, mostly just XML work).
Currently I start to convert civilizations, and here I need your help.
For me Bannor make a perfect "Vault city" civ (I will find out a better name) as a "purist" war-mongering civ; Calabim = slavers, with cities like a battle grounds, with their high-ranked troops practicing on their own citizens (feast) and nobility holding the right. I will rework these 2 nations first and then go on to others. I've already started a work on Linette (1st citizen) leaderhead.
I need ideas on converting the other civilizations to leave their flavor. Malakim seems to be a great base for "Far Go Traders".
Also I understand that with such a complicated system as FFH it's impossible to stand close to Canon, thus novative ideas are welcome.
Currently I have too much work on my hands, with all new buildings, unique features etc. graphics. I didn't start to learn animations for units yet, but I think I'll have to do it.
Also suggestions on religions are welcome. I have to replace some religion with the church of hubology, I am not sure which one. Also it's pretty clear that Ashen Veil becomes the "Master's teachings". "Fellowship of the Leaves" becomes a "Seeds of Life" religion, with mostly the same benefits (forests become "green" from barren ones, thanks for the seeds from a god-tree (poor Harold )). "Order" may stay with a few tweaks to represent order-oriented nations with no respect to other churches/powers, but a sheer police state-like control. Also I wanted to implement Brotherhood of Steel and Enclave as power churches, but instead I'd better make them civs, although maybe they could become rival "corporations", I am not sure about their mechanics yet.
Planned civs:
- New California Republic (NCR): shady sands; ...
- Huns (raiders; peace with barbarian)
- Supermutants <find out a better civ name> (at peace with the master; replace Sheaim; also exploding flamethrower as a pyre zombie makes sense)
- Gangster Families: New Reno, Golgotha, Sierra, ...
- Shi
- Commonwealth (mostly androids, Scions)
- Brotherhood of Steel
- Enclave
Thus any ideas are welcome. As much input as possible is welcome too .
P.S. At first I will make a total conversion of FF. Then I will start to move in a different direction. Wish me good luck and to have a free time (and an ability to fool my wife ) to finish it.
P.P.S Also I will for sure use the Odalrick's modular python change, thus I will be able to convert any modular components for FF too. I've already changed the fort commander graphics and avaliable promotions + fort/castle/citadel graphics to depict the post-apocalyptic era.