Fallout mod.

Here is a preview of what I did this morning on the marsh file, the terrain is a mix because I only have the xdgp file from your set, but it should give an idea of match.

Let me know your thoughts.

falloutmarshprev.gif
 
Pounder, good start. But the green good puddles should be smaller. :) Did you need another of the terrain tiles sets to match it with?



:nuke: Cheers Thorgrimm :nuke:
 
Pounder, It looks great :goodjob: Thorgrim, this mode looks very interesting and different, cant wait to play it.
 
Pounder, that is most excellent! :goodjob: Just add some burnt trees and vegetation and we will have a winner. :D

@Sildo, well the end of the tunnel, I think, is in sight as playtesting has begun and we are already up to ver 1-02. :cool:




:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
Hello Thorgrimm and everyone else,
My humblest apologies for my extended absence. But at last all my classes and clinicals are over :dance:. (had the supervisor :gripe: from hell - she was rarely there and believed she was an expert on everything I and everyone else did wrong).

Now, I am just preparing for my boards.(still alot but not overbearing) - my head hurts :twitch:

I am greatly impressed at all the hard work I've seen done here. :goodjob:

Thorgrimm,

Anything I might be able to help with?

What I had last introduced was the Beastlord Civ.

If everything is set in stone and done, I understand, I was always afraid my other obligations might interfere.

Herman der Cherusker
Scourge of Rome
 
HermanCherusker, welcome back. If you could finish up the techs and unit suggestions for the beastlord civ I can add it. As I did like your tech suggestions. So if you could gather into one post all your tech and beastie suggestions, I can get them in. :D



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
@Thor, was there a reason the marsh tiles were redone? I thought I sent you mine awhile ago... but Pounders marshes do look good.
 
Reddog, sorry I forgot to tell you when my comp crashed a few months ago I lost all data on my HDD I was only able to get the Fallout mod going again because my brother had an older copy on his machine. Unfortunately a lot of your terrain gfx was not among them. Stainz had some but unfortunately the wastelands terrain was not among them. Check out the new version with a screenie I took on his bayou thread in gfx modpacks. They have your trees overlaid his wastelands terrain. It looks great. :D



:nuke: Cheers Thorgrimm :nuke:
 
I see the new marsh looks much more "fallouty" than the earlier version. Looking good. It does need some burned out trees... and perhaps the odd oil-drum/barrel or rusty scrap? I remember seeing waste barrels around the goo sometimes. :nuke:

Keep up the awesome work guys. :)
 
stu.jpg


Note: Never attack a fortified, in a city with walls, with a defense of 8 with a unit with an attack of 2. A combat calculator says they have a 00.003% chance of winning.
 
loss.jpg


The turrent has a defense of 30. Losses shall be heavy

EDIT: Of my forces that attacked 2 snipers survied :( With 3 HP left on the turrent
 
Beastlord Technologies

Level 1: Savage Empathy – allows for scout units (I.e. Beast Lord +
Dogs)

Level 2: Primal Awareness allows for (Beast Lords + Bugs) a military
unit with 2 spaces distant observation.

Level 3: Savage Mastery allows for (Beast Lords + Death Claws) Also
permits construction of Alpha Dens which is the city improvement
required for the Death Claw units.

Level 4: Primal Husbandry – Permits the use of beast as heavy
weapons platforms on Mole Rat or some such large beast.


Herman der Cherusker
(Scourge of Rome)
 
Level 2 Tech - Neo-holistic Medicine (Resource: Mutated Fruit) - Allows construction of Clinics (Which could permit growth beyond 6 and/or allow rapid healing of units) Allows Great Wonder - Community Health Brigade - Possible effects: Places clinic in every city and/or stop plague.

Level 3 Tech - Organized Medicine - Allows construction of Hospitals and growth beyond 12. Stops spreading of plague

Level 4 Tech - Cellular Medicine - Allows construction of Regen Centers (Replaces Hospital)- which give bonus to research and allows population to grow beyond 12(Same as hospital). In the fallout game this permits the manufacture of Super/Ultra Stimpacks. Prevents plagues.

Herman der Cherusker
(Scourge or Rome)
 
Level 2 Tech - Slave Trade - Permits extra money at the cost of unrest. Slave Market - City Improvement

Note: Beast Lords require Slave Trade to build more advanced structures - such as Medical clinics, Hospitals, Regen Centers.
 
Level 4 Tech- Force Field Tech(Projected Molecular Cohesion) This is based upon the Force fields seen in places such as NCR in Fallout 2. Should give a defensive bonus to city of 25%. City Improvement - Force Gate

Note: Slave Trade used to be called Instituitionized Slavery.

Thorgrimm,

This is a quick compilation I came up with based on my previous posts.

Where shall I go from here?

Herman der Cherusker
(Scourge of Rome)
 
In the Escape form Zombie Island II Scenario ... there is a fortification graphic that looks like sandbags and barbed wire ... maybe better that the moated stone tower ??
 
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