Fallout mod.

yep, just double checking incase you missed my PM i sent you. The gfx are coming along well aswell.
 
I forgot to post this screenie of the Power Armor and Hummer in Reddog's forests. :D



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 

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Are you planning to do different worker graphics? The workers in the picture look out of place... At the least, you should use modern worker graphics...

You might want to make new slave graphics too...
 
J Dude, yup that was the plan. :)

Also have civies in torn clothing gfx for the new workers in the works. :D



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
Are you going to have different graphics for different civs' workers? If so, the slave graphics will be an issue.

If there are robot workers, than why, when captured, do they become people?
 
Slave issue is no problem as the only units that can capture units is The unity, mutants, nobody else, and i can most assuredley say that the gfx are different. Workers can't be captured. :)



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
Ah. Ok, that solves it. :thumbsup:
 
CrazyAce said:
Wow that SUV is huge... Well at least I can see it, its looking good so far.
Craze, they are in scale with the foot units so are the proper scale, not my fault firaxis loves teeny tiny units. :D



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
The units are looking good :goodjob: . Does the hummer have an attack animation, or is it strictly a transport unit? ANother question, since im asuming all the vechiles are scaled correctly, will the APC fit on the tiles without major overlaping, plus what happens when 2 vechiles are side by side, is there anyover lapping?
 
Reddog said:
The units are looking good :goodjob: . Does the hummer have an attack animation, or is it strictly a transport unit? ANother question, since im asuming all the vechiles are scaled correctly, will the APC fit on the tiles without major overlaping, plus what happens when 2 vechiles are side by side, is there anyover lapping?
Reddog, there is no attack anim, as it is just for exploration and transport. FO:T never had an attack anim for it, darn it! :sad:
yes, even the mighty Behemoth only has a slight overlap, all the Human have either none or slight overlap. :)



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
Ok thats good to hear, if there is little overlap it should not be a problem, my last concern is when these untis are on top of a city, it could be difficult to see the size and or name of the city, would that be a concern?. (Just plaing devil's avocate here).
 
Reddog said:
Ok thats good to hear, if there is little overlap it should not be a problem, my last concern is when these untis are on top of a city, it could be difficult to see the size and or name of the city, would that be a concern?. (Just plaing devil's avocate here).

Reddog, it might be a problem, but since vehicles are only gotten by a specific building and not built, i think you will have better uses of your rare vehicles than sitting in villages gathering dust, don't you? ;) :D



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
That seems reasonable. It will make for interesting game play by having limited number of vehicles on the map, i like the idea. Will they be made via a wonder like building or are they found in abbandoned "vaults" (a.k.a. goody huts)
 
Reddog said:
That seems reasonable. It will make for interesting game play by having limited number of vehicles on the map, i like the idea. Will they be made via a wonder like building or are they found in abbandoned "vaults" (a.k.a. goody huts)

Reddog, they will be tied into small wonders that are available with certain techs, for example, the Hummer is tied into the tech Methanol engines, which gets the small wonder Light Military Vehicle Refurb Facility. :)


:nuke: Cheer Senior Elder Thorgrimm :nuke:
 
Sounds good, do you have the graphics for those buildings yet? (hint, hint)
I might be able to help.
 
Reddog said:
Sounds good, do you have the graphics for those buildings yet? (hint, hint)
I might be able to help.

Reddog, no i do not have the gfx for the bldgs yet, the units had consumed most of my time. I have the tech tree mapped, and what is needed, but no gfx.
I so was hoping you would 'volunteer' ;) for the gfx! :goodjob: but did not want to push. :)


:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
Good, i was planning on doing those anyway, do you have any gfxs that you wanted to include for the buildings and or the tech tree? Plus could you send me a list of the techs so i could get to making gfxs for them. Thanks in advance.
 
Reddog said:
Good, i was planning on doing those anyway, do you have any gfxs that you wanted to include for the buildings and or the tech tree? Plus could you send me a list of the techs so i could get to making gfxs for them. Thanks in advance.

Reddog, let me get a txt file together, and i will send it to you, or better yet if you have time contact me on Im and we can discuss what is needed. :D



:nuke: Cheers Senior Elder Thorgrimm :nuke:
 
Guys- The Fallouts were awesome games, but I have been waiting for them to do a game like this mod for a long time- strategic use of those units to remake the post-nuke world. I can't wait to play it.
 
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