Fallout mod.

With Instuitionlized Slavery workers and settlers could be captured and sold for additional revenue.

These civilizations might also be able to build a structure called a Slave Market for additional revenue/unrest. - also a place to sell the captured workers/settlers.

Okay now I'm ready to flamed for suggesting something as politically incorrect as slavery :mad: .


Herman der Cherusker
(Scourge of Rome)
 
HermanCherusker said:
With Instuitionlized Slavery workers and settlers could be captured and sold for additional revenue.

These civilizations might also be able to build a structure called a Slave Market for additional revenue/unrest. - also a place to sell the captured workers/settlers.

Okay now I'm ready to flamed for suggesting something as politically incorrect as slavery :mad: .


Herman der Cherusker
(Scourge of Rome)

Very good suggestions Herman, only thing is that you can't sell units. The only thing that you could do is disband them and get a portion of their cost applied to the current project.

Herman, if you look at my posts throughout the site, you will see i am VERY Politically incorrect. :D So do not worry about the flaming. As i will handle it. ;) :D


:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
Firstly let me congratulate you all on the progress of the mod :goodjob: especially Thorgrimm for keeping it all together.

Although I am not familiar with the source game, I find the concept exciting and await eagerly the release :)


Thorgrimm said:
Very good suggestions Herman, only thing is that you can't sell units. The only thing that you could do is disband them and get a portion of their cost applied to the current project.

I think that worker and slave units can be traded with other civs, however I believe that the units must be situated in your capital when you start negotiations :rolleyes: at least that is how it works in WH

Might be similar to sacrifice where only units with no attack/defence can be killed :confused:

cheers guyz
 
Actually that was what I had in mind. You basically cash in captured workers/settlers at one of your cities. You would get more money for this if you had a slave market in that city. ;)

Herman der Cherusker
(Scourge of Rome)
 
@fe3333au, any unit can be sacrificed as long as your current govt type allows it, but that only raises your culture score. :)

@Herman, having a building would not raise the amount you get when you disband a unit. That is hardcoded IIRC.
Here is my idea for the Slave Market, it raises the taxes of the city by 25%, but also causes 1 unhappiness in the city, and reqiures the Raider/Slaver Govt type, and must have the tribals resource in it's strategic resource box. :)


:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
Thorgrimm said:
@fe3333au, any unit can be sacrificed as long as your current govt type allows it, but that only raises your culture score. :)

@Herman, having a building would not raise the amount you get when you disband a unit. That is hardcoded IIRC.
Here is my idea for the Slave Market, it raises the taxes of the city by 25%, but also causes 1 unhappiness in the city, and reqiures the Raider/Slaver Govt type, and must have the tribals resource in it's strategic resource box. :)


:nuke: Cheers Senior Elder Thorgrimm :nuke:

Good. If I can find something, you'll have that. I like Thor's visual capture of it we discussed earlier.
 
Hey Reddog, I have lots of free programs at home. I'll have a look and tell you when/if I can about it. I'll see if Blender's ability expanded, they update it every few months. Doesn't Gmax help any?

I've had this strange stomach flu this weekend and been playing safe since. So here's the preview of the latest buildings and I'll be trying with VD next. The library doesn't have two versions, I just based one to another, but still didn't get the best result, so I'll probably get back to it later on. Hey Reddog, great Building there!

Oh, Thor, I just remembered, tell me in my board which pics you need for splashes, cause I need to rework them, the jpg's were just meant for previews.

Btw, I changed the title to "Monitoring base", so it doesn't collide with the terrain grafix.
 

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Thorgrimm said:
@Herman, having a building would not raise the amount you get when you disband a unit. That is hardcoded IIRC.

The formula is, yes. I belive that it's 1 sheild for every 10 sheilds the unit cost.
 
All I am able to do right now is give suggestions and ideas. I'm happy you can make some use of them. :goodjob:

Sorry I was a little paranoid about my slavery suggestion but I recently got reprimanded for referring to someone by their race. I was told I could not do that as it was against the clinics policy even for identification purposes. :nono:

Herman der Cherusker
(Scourge of Rome) :viking:
 
HermanCherusker said:
All I am able to do right now is give suggestions and ideas. I'm happy you can make some use of them. :goodjob:

Sorry I was a little paranoid about my slavery suggestion but I recently got reprimanded for referring to someone by their race. I was told I could not do that as it was against the clinics policy even for identification purposes. :nono:

Herman der Cherusker
(Scourge of Rome) :viking:

Herman, some folks just take things too far. :)


:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
It seems that in a nasty world like the fallout, advances in medicine would be greatly coveted.

Therefore, I thought a 2 part tech item might be appropriate.

First at tech 2 making use of present mutant herbs "Neo-holistic Medicine". This could allow rapid healing in cities. Requires Mutant Fruit as resource. This would basically be Healing Powders, Stim pacs, & first aid kits.

And then at Tech 4 the much coveted "Cellular Medicine" This could allow units to heal rapidly outside their cities. It takes the form of Syn-skin sprays for first aid, Micro-bot Surgery Kits & Nano-past for the most advanced and potential dangerous medical aid. This could also take the form of Super and Ultra Stimpacks. :rolleyes:

I was also thinking of 3 levels of medical facilities. Clinics, Hospitals, and Research Hospitals.

You may have already though this, but certain medicines might be tradeable item.

There's a wonder of the world in here somewhere but I haven't thought of a good name for something that might put a clinic or hospital in every city. :hmm:

I believe there is also potential for a wonder that doubles research in the host city. Still thinking about a good idea for that one. :egypt:

Herman der Cherusker
(Scourge of Rome)
 
HermanCherusker said:
It seems that in a nasty world like the fallout, advances in medicine would be greatly coveted.

Therefore, I thought a 2 part tech item might be appropriate.

First at tech 2 making use of present mutant herbs "Neo-holistic Medicine". This could allow rapid healing in cities. Requires Mutant Fruit as resource. This would basically be Healing Powders, Stim pacs, & first aid kits.

And then at Tech 4 the much coveted "Cellular Medicine" This could allow units to heal rapidly outside their cities. It takes the form of Syn-skin sprays for first aid, Micro-bot Surgery Kits & Nano-past for the most advanced and potential dangerous medical aid. This could also take the form of Super and Ultra Stimpacks. :rolleyes:

I was also thinking of 3 levels of medical facilities. Clinics, Hospitals, and Research Hospitals.

You may have already though this, but certain medicines might be tradeable item.

There's a wonder of the world in here somewhere but I haven't thought of a good name for something that might put a clinic or hospital in every city. :hmm:

I believe there is also potential for a wonder that doubles research in the host city. Still thinking about a good idea for that one. :egypt:

Herman der Cherusker
(Scourge of Rome)

Herman, those are good ideas, keep em coming dude. :D


:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
I seem to recall in Fallout 2 and Fallout Tactics, force fields at entrances of certain facilities.

Therefore a Tech 4 item might be Projected Molecular Cohesion. This is a fancy name for Force Field Tech. It forces certain gases to temporarily form high strength long chain molecular bonds with a static field. 2 Emmitters are required to form this field. Okay enough techno-babble. :scan:

The City Tech it allows are the famous "Force Gates" such as was used by NCR at the entrance of it's city and by the Enclave in it's off-shore oil platform. I see these giving a city a 25% to 50% defensive bonus.

That's got to do it for today. As my University course-work beckons. :wallbash:

Herman der Cherusker
(Scourge of Rome)
 
Hey Thor-Dude, your mod is the first to apear in the google! (when you write 'fallout mod')

Some companies and corporations would be ready to kill people for that ;) .

well, nice to see that this is going somewhere :D
 
naziassbandit said:
Some companies and corporations would be ready to kill people for that ;) .
Lucky choice of words :D



naziassbandit said:
Hey Thor-Dude, your mod is the first to apear in the google! (when you write 'fallout mod')

hehe. :mischief: :D
 

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Hi again guys, what about the FEV toxin as tech?

And will the muties be able to reproduce themselves without the FEV in the beginning of the game?

How can their civilization grow in the beginning if they don't have the FEV virus to start the game with?

Ahhhrrrgg, sorry but i've got a questionmania! :p ;)
 
hans_af_claes said:
Hi again guys, what about the FEV toxin as tech?

And will the muties be able to reproduce themselves without the FEV in the beginning of the game?

How can their civilization grow in the beginning if they don't have the FEV virus to start the game with?

I think that the FEV tech is already in the mod, if my memory serves...
 
naziassbandit said:
I think that the FEV tech is already in the mod, if my memory serves...

@naziassbandit, you are correct. F.E.V. is in the genetics chain of techs. :)

@Hans, no they get one Melee Mutant and can not make any more muties till FEV is researched. :)



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
Hello Thorgrimm,

I just tried to load your WOW but the game locks up during "initializing players" phase.

Any suggestions? :confused:

Herman der Cherusker
(Scourge of Rome)
 
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