Fallout: Tame The Wastes

The basic overall concept of the game, is to imagine it starting around the time of fallout 1, NCR is still just Shady Sands, Enclave and BoS and Mutants have their starting bunker etc. But by F2 BoS and Enclave had multiple installations, and NCR held most of the area of the F1 map, by FT BoS have sent an expedition east, and by F3 both enclave and BoS have full bases in the east, so the expansion mechanic of Civ is completely valid in my opinion for a Fallout TBS concept.

Balancing between factions is still to be done, but when I get the next version stable .dll issues I am battling through, a lot of new things will be available, such as the raiders having many negatives, but a big bonus to pillaging, so for them running round destroying improvements should be very beneficial to their overall strategy (still working out if/how this will work exactly).

Enclave and BoS gain access to 'pre-war' tech such as a limited supply of power armour earlier than other factions. More things to differentiate the factions will be added later.

I don't want to split the tech tree as you suggested, because it is very difficult, but different factions will get different benefits, units, negatives, buildings, for each tech on the tech tree. So the benefits of a technology will vary for each faction. Tech splitting, could be achieved by giving different factions different starting techs that are prerequisite for the next, thereby opening up different streams for different factions, but at this stage the game is not large enough to require that.

The answer to the BoS question about their tech, is both. Many things they simply salvage from the old world and put back into use, but they also seek to gather the knowledge and 're-learn' what is out there and how to use/make it. Case in point is their desire to obtain verti-bird plans from the enclave in F2. In F3 the 'Outcast BoS' are more than happy to trade simpler tech such as bullets and explosives I think, in exchange for the more complex techs out in the wastes, this suggests a certain level of manufacturing avaible to the BoS.
 
Got a CTD when I tried to launch the Fallout MK3 scenario.

Runs fine when I "play now" using the Fury Road map generator.
 
Got a CTD when I tried to launch the Fallout MK3 scenario.

Runs fine when I "play now" using the Fury Road map generator.


Yes sorry, Mk3 is broken, it was left over from a previous build of the game that exploded.

One day in the future I hope to revive the Mk3 scenario, it will be the whole of north america with (relatively) accurate starting locations for factions around the time of F1 and F2, and will allow the factions to race to expand east, discovering various things from the fallout world and the benefits and problems of those discoveries.
 
Yes sorry, Mk3 is broken, it was left over from a previous build of the game that exploded.

One day in the future I hope to revive the Mk3 scenario, it will be the whole of north america with (relatively) accurate starting locations for factions around the time of F1 and F2, and will allow the factions to race to expand east, discovering various things from the fallout world and the benefits and problems of those discoveries.

Cool. So, use the random maps for now?
 
Everything went fine until I started the game as the NCR and when it started everything was black and it said I was defeated. What went wrong?:confused:
 
Everything went fine until I started the game as the NCR and when it started everything was black and it said I was defeated. What went wrong?:confused:

did you use the fury world map?

I think there is something wrong with that map script, (maybe others as well, not sure)

This is my guess as to what happened, we have found on occasion that the map script spawns some first settlements in the water!?!?! so that civ drowns and dies and is therefore defeated...I don't know why this is, I don't know how to do map scripting really, this may be an original fury road bug (map scripts are from that mod) or I may have some how broke it slightly when I added vaults to the map script (but I don't know how) all I can say is try to start another new game and see if it happens again. Maybe try one of the other map scripts.

I have had no specific problems with NCR so that is my best guess.
 
To be honest, FPS don't translate well to a CCCC game, and FO3 didn't add anything new that could be used.

Fallout 3 basically smashed everything together which appeared in any fallout context before, and in an insane manner at that. And added more crazy ideas on top of that while neglecting a sensible composition of the game world as a whole.

That FPS part wasn't that bad I think, but still it felt disappointing because they could have done more with it.
 
Fallout 3 has some great factions that could be added.

Rivet City
Brotherhood Outcasts
Republic of Dave :lol:
 
ugh.... ugh...

F3 was a good game, but in my humble opinion it was not a good Fallout game, so many things annoyed me, from the fact they went FPS (BORING!!!!!!) down to the design of the combat shotgun! that irritated so much that I worry about my state of mind.

To be honest, none of the new factions would really fit all that well, except as special 'barbarian/neutral' cities, they would work really well as Civ5 city states, but they are too small to make viable full blown factions. There may be some in Vegas that might work, but I don't know as I haven't played it, but....I doubt it.

Anyone that says F3 is better than the originals can go suck new age poo poo :-P
 
Excellent ideas for the mod, finally registered instead of just viewing to reply to this. I agree that Fallout 3 just wasn't a fallout game, although new vegas i reckon ties in better with the ideas you've gone with. Be great to get a full scenario going on the US map, (unless I'm missing something, I'm only playing on random maps atm.)
 
Playing a pretty good game so far.
But, refugees and those supply carts don't seem to do anything.
 
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