Fallout: Tame The Wastes

I know I did not think that was even possible I thought it just saw loaded mod folder plus vanilla civs and expansions...

I never even conceived that it could do that! :D

Now we know though and I can watch for that in future releases, and it was just something that I had absolutely no knowledge of, so well done guys I appreciate it, it probably would have taken me weeks (if ever) to find that... cheers isen!
 
Fathomer of the Unfathomable: sounds good! :D

Plus a fathom is about my height... :)

Yes, your version was reading the other folder. But who said something about civ4.thm?
 
no I was just making a list of ALL the folders that need to be checked to ensure they have the correct file path (this time around I had already fixed that one)

I wanted to make a list and I added it to my dev group page, so that from now on when I release I can double check that I have done them all!
 
no I was just making a list of ALL the folders that need to be checked to ensure they have the correct file path (this time around I had already fixed that one)

I wanted to make a list and I added it to my dev group page, so that from now on when I release I can double check that I have done them all!
Now that sounds like a task for a script. Check that a predefined list of files use a predefined path.
 
yeah not really.. it is just 3 files and I hate third party programs :D

It is 3 lines (not even that really) and now that I know them and have them written down, I can just check it before a new release!

It was just the fact that I did not 'know' about them, and it was compounded by the fact that civ was doing something I did not know it could do!!

(Skynet!!!!)
Which was kind of fun to discover!

I wonder if any modders knew this?
 
Skynet!!!!
Fo2_Skynet.png

Presumably he wouldn't have made this mistake :scan:
 
Is that a screenshot from F2 where you can tak 'skynet' as your robo companion?
You just failed the Fallout school :eek:
You are right, but you aren't sure. It appears to be a pre-brain screenshot. I just made a google image search and have no idea about this screenshot other than what I see. Unlike you I know what I see :p
 
I just downloaded the new version, and the main screen has loaded :).

EDIT:
I haven't played at all yet, but it seems to be working.

EDIT2:
After playing into the "Modern Era" as BOS, I feel that the game has much better pacing. The cost of improvements is very high, but it feels right. Also, it is nice that Vault cities and Surface cities have real differences now.
 
Hooray!

Yeah there is still much to do with pacing the game, but it has come a long way since your very first post here :D

With the pacing did you find that the AI was keeping up and remaining competitive?

I have tried to do quite a lot to help the ai to avoid getting locked up early on, and it seems to be working at the start, I am just curious as to whether they keep up as the game goes on as i have only played to around the classic era so far?

Yeah I am really happy that I finally got around to coding some proper vault content, it is obviously still really basic and early, but it is a big step forward for this release.

I am glad you think the improvements pricing is about right, I partly felt like I may have over priced, but I haven't played into the eras where you can really build up a cash flow yet and I was responding to the critiques that there is just too much money coming in, so hopefully this will make it all feel 'right'' as you say!

I look forward to hearing more of your thoughts and feedback, I have always found your input invaluable!
 
The AI does seem to be struggling, but I think it has less to do with the AI and more to do with starting locations. With improvements being much harder to get, your starting location is a lot more important, so the one civ with a good location was able to stay less than 2 tiers behind me, while the rest stagnated in the earliest era. One civ (Super Mutants I think), were stuck with 1 pop more than 500 turns into the game.

Production costs do still seem to low though, I was able to build everything in less than 5 after the first era with most things building in 1 turn or less.

Restricting most units to your cultural borders is very interesting. It greatly restricted my exploration and greatly encouraged me to expand more gradually. My Great Spy wasn't able to enter enemy territory however, I assume this is not intended. I also got a few goodie huts gave me units which I had to disband because they couldn't move.

Overall, I think the biggest weakness in the mod currently is the mapscript. In addition to the starting location problem I mentioned earlier, the resource distribution is weird. I played on a giant Great Plains map. My only resources were a single source of Junk and Brahmin(sp?), I had more than 10 of them :lol:.
 
while the rest stagnated in the earliest era. One civ (Super Mutants I think), were stuck with 1 pop more than 500 turns into the game.
Maybe players should start to gain bonuses when they are much smaller than other civs to prevent this from happening. Also it would be interesting to know why the mutants didn't grow. Do you have a savegame where their city can be examined more closely?

Production costs do still seem to low though, I was able to build everything in less than 5 after the first era with most things building in 1 turn or less.
I always thought of this as an issue, though it isn't the greatest issue.

I also got a few goodie huts gave me units which I had to disband because they couldn't move.
Sounds like the DLL code for allowed movement should be updated. The question is how.
  • Religion and Revolution can get survivors from water goody huts. If the ship can't carry the new unit, it was just stuck on water.
    Solution: at the start of next turn the unit teleports to nearest free land.
  • Colonization 2071 1.42 has treasure like units, which can only move in unowned land if every move makes the distance to your plots lower than the current distance.
While nobody say FTTW should use a precoded solution, the col2071 sounds tempting to copy. I don't know how it was coded, but then again I never tried to investigate it. I do have one concern with this solution though, which is performance. Sounds like it might need to check lots of plots to figure out valid moves. The DLL for col2071 was discontinued due to severe performance issues. Presumably CMC needs a feature like this eventually if anybody figures out how to do it without slow the game to a crawl again.
 
Great Spy:
Hmm I am not sure what happened with the great spy, I don't think I have ever had one but I don't think that should happen, could it not leave your borders? If that is the case I need to give it the special promo that lets it. We once discovered that spies could not enter an enemy town during war, only peace, but I actually quite liked this as a concept. But I am fairly certain they could enter territory, so not sure what is happening there. MAybe at some point I accidentally changed the entry or something, I will tak a look...

Map Scripts:
Yeah don't use great plains, it is a rubbish script, I need to remove it really because it just doesn't work... Pangaea is much better, but I think it still needs work and starting locations is another problem. I am not happy with the mapscript yet, but I can't do much to it with my skill level.. Ideally what I want is a pangaea style map where everyone starts on the left (of one big US/america style continent), like adding something that says each faction must start within say five or 6 tiles of at least one or two other factions so that you start with eveyone bumping shoulders really early, so you get lots of pillaging and squabbling going on right from the get go!

Borders and units:
It is only units with a strength less than 6 and no Intrepid promo (I think that was what I called it!) that cannot leave borders, the main reason I did this was to try and stop the AI suiciding itself into oblivion by constantly sending out weak units to die and then never getting above about size 4 with their cities...

But it is also about trying to slow down exploration, the eventual goal is like I said to have everyone together, so there is constant squabbling and an 'East Rush' to grab new territory, before Conquest comes into play.

AI:
I may go in and give the AI a bit of a bump help in the Noble Handicap setting, see if I can get them to be a bit more competitive, as right now the human player has a few tricks that the AI just doesn't understand and cannot capitalise on. I also need to expand the 'unit building' ai so that it does not get an uncompetitive unit cap at certain city size ceilings.
(I just need to decide what the math should be and then ask for some help to write it. Hopefully it is only a couple of lines of code.)

Production Costs:
You are probably right, it is going to take time to find the right numbers with costs, the more numbers feedback I can get the better, city sizes, improvements, terrains, etc, etc.

I do plan to add more buildings in the future as well, that will help capitalise on all the different resources, as well as expanding the number of resources and adding in building chains and requirements and making it all more difficult and detailed, some buildings I will want to be built quick (as they are just simple shacks and the like) but others will need to take a long time, like the factories and nuclear plants, labs etc. I also want to try and get it to the point where you really have to choose between things, so you won't have time to get everything in one place, etc. So maybe having really high costs for 'chain ends' so you can only get to the best of chains in a few things.

Building costs is an easy change to make, it is one number, in one file, for each building, the hard part is mathing out what those numbers should be with all the other variables in play.

The no growth mutants:
I would be interested to know this too, at one point they started with a bunch of negatives, but I think I got rid of all those.. hopefully giving the ai a buff for early on will get them going better, it could just be that they had an awful starting location, as terrain is much more extreme in this than vanilla. (Especially the Great plain which is just down right awful distrubution....)

Goody Units Problem:
We could go into the .dll and change the code and come up with an elaborate unit teleport system... or... we could just change the unit given by goody huts to something different, that can move outside borders and be upgraded to any kind of basic unit, or worker or immigrant
:D bit of an easier fix that way :D
 
Unfourtunately, I do not have my save, but I'm sure that the mutants poor preformance was due to their starting location.
The Great Spy could not leave my borders, so it (and maybe Great Merchants) need the Intrepid? promotion.

I did try the scenario and the setup is interesting. There are a few problems though. First, vault cities have the village buildings, second, many cities start starving, third the BoS are immediately overwhelmed by culture. Overall it looks really interesting, but I don't think it's quite play ready.
 
hey random, have you had any trouble with your save games?

I have been finding that mine are saying I am defeated when I load it up....

I have no idea what is causing this, and I don't know if it is out there in the wild as well or not...

I haven't been well enough to really go into any kind of fix attempt yet though.

Yeah the great people was an oversight on my part, I rarely get great merchants or spies, so I just didn't think about them as different to other GPs! I will fix that now.

Yeah I haven't played the scenario myself, I just looked over the map quickly and thought it looked the part :)

Scenarios are still way down my list!
 
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