Fallout mod.

Maybe you could also assist in suggestions for the diplomatic wording of the various factions ... I really like the concept of the game .. but alas have no experience playing it :(

Thorgrimm :salute: expressed interest in this element being one that he would like to be addressed.

EDIT ... and correct me if wrong, but this is my take :blush: an what is being requested.
 
One small update. I have finally gotten the larger map converted. The new map is 234 x 214. Now there is plenty of room for the slaver raiders and critters.:D

With the new map some of the critical things that have been changed is that desert and mountains are now uncolonizable. also to make the civie transports more usefull only Powered Armor and workers can enter mountains.

Now only the slaver and raiders get the raider scout, It's place will be taken by two new units, The Corvega and the Highwayman.:D

Now a word or two on the new civs.

Slavers. Their cities will be quite numerous and the cost of their units will be quite small. This is to entice the AI to pump out the units by the bucketfull. The slavers are going to be based on that premise alone. When a slaver unit enslaves it clones a copy of itself. So if you happen to lose a large group of workers to a slaver, it could get painfull if a lot of them are enslaved.;)

Raiders. The statement about unit cost and cities for the slavers also applies to the Raiders.
The Raiders will get units that are progressively better at attacking. Some of their better units will get the stealth attack ability. Most raider units will have the all terrain as roads ability, to show their familiarity with the land. If not taken care of Raider attacks will eventually become very dangerous and you may eventually begin to lose cities.:cool:

Critters. Simply a civ of critters that get tougher as time goes on. Eventually topping out with the mighty Deathclaw and friends like the fire Gecko.:nuke: :D

None of these new civs will get settlers, but that does not prevent them from capturing your villes. So take care and give a thought about your defenses. As now there are quite a few new different threats to your civilization.:whipped: :ar15: :evil:



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
This mod appears to have some good work going into it, I have a question though about the mod. Will there be any Content from fallout 3? (Van Buren, the one that died with Interplay) If not you could use some of the city names at least, and the Hoover dam is already in civ3.
 
engel_des_todes, welcome to CFC. As for VanBuren content, no, there will be none. I am trying to keep this as close as civ allows to the original works.:)




:nuke: Cheers, Senior Elder Thorgrimm :nuke:
 
Flamand, I sure can use some of those critters! They would go great in the critter non-player civ. Thanks for letting me know about that mod.:goodjob:



:nuke: Cheers, Thorgrimm :nuke:
 
Finished this little critter just now in two sizes: 180x180 and 120x120

radscorpiondemo7ac.gif
 
Anyone care to tell how the Mantis attack works? I always shoot them before they get a chance of demonstrating it... :lol:
 
I remember waiting a few turns for them to atack, kuz they sucked.

They ... bite :)
 
So they suck and they bite... :lol: My opinion exactly... :D
 
Supa said:
For the Run anim, make it move slowly. The fortify should be rather slow too. Keep the speed for the attack anim. :D

I know this is a Fallout mod - so mostly everything is from the game - just like the fact that the mantis had strangely slow movements in the game.
But i NEVER understood why they did that - i mean the speed of the mantis' atack inspired several kung fu masters. Maybe it's just me, but i think that a larger-than-usual-mutant-mantis would be even faster ...

EDIT: This is not exactly related to the mod - i was just thinking of the game producers' reasons.
 
:hmm: Now that you mention i never saw a mantis move (walk) :confused:

And i was thinking of saying smthing about the fact that they bite in the game and they use their cool-looking fore-arms - but in the game what would they grab ? the shoe laces ? :lol:
 
Thanks guys, that's what I needed... :)
 
Wasn't there also a chance of getting poisoned after being attacked by the mantis (so this would at least be somehow a way to explain why they deal damage (well ore or less) to units... I think they should ingame just have really little att/def but higher health representing there are many of them (you could also make them really really cheap and require no maintenance, so there will be a lot of them (thousands guy thousand!)
 
Samez said:
Wasn't there also a chance of getting poisoned after being attacked by the mantis (so this would at least be somehow a way to explain why they deal damage (well ore or less) to units...
I don't recall getting poisoned by mantis - but geting poisoned was not an important issue si i might have forgoten, and also i didn't get bitten that many times. Also it would not be realistic (i'm talking about the game - not the mod:)).
 
Back
Top Bottom