Fallout: Tame The Wastes

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...
You have a problem, which
  • is easy to reproduce
  • clueless to cause
  • clueless to when it appeared first
  • used to work
The standard approach for something like this is try a bunch of git revisions systematically to find the precise revision where it breaks. You then have a list of modified lines and from there you will hopefully figure out what went wrong.

I haven't kept tract of your recent work (it's hard enough to monitor CMC). Hopefully you used git as intended. This might be the case where you really discover the greatness in using git.
 
I have been finding that mine are saying I am defeated when I load it up....
Got the same problem.
 
Well... to say there are bugs everywhere is a bit of an exaggerration, there are a few typo bugs which I have fixed and will be releasing a patch for as soon as I fix the save game bug, I have been ill with the flu, so have not been able to do anything about it, but we have already isolated the issue down to a few places, and i just need to look into them to see where exactly the problem lies.

Now really saying bug bugs bugs... doesn't really do ANYTHING except annoy me!

If you have specific bugs that you have found, please report them in the Bugs Thread from the link provided in the first page posts.

:)
 
Well... to say there are bugs everywhere is a bit of an exaggerration
:confused:
It has BUG installed, hasn't it? It would be a bug not to be able to find BUG when you installed BUG, right? :p


Besides as for bugs everywhere. Game balance issues aren't bugs.

Speaking of bugs, I noticed that I started as a vault dwelling civ and my settlers didn't start on the vault. I wrote a fix at one point to add a vault to the starting plot, but then I incorrectly assumed the settlers to start on the civ starting plot. As it turns out, the game can place the settlers on the plot next to it meaning the code is ok, but it either hooks into the wrong code or the settlers should always be placed on the civ's starting plot.
 
no, chances are you didn't read the current bug with that bit of code that you gave me, which is for some reason we had yet to figure out, it doesn't work the first time you start a game, you have to start, quit to main menu, and start again, then it should be fine.

We were looking into this when flitz ran out of free time.
 
no, chances are you didn't read the current bug with that bit of code that you gave me, which is for some reason we had yet to figure out, it doesn't work the first time you start a game, you have to start, quit to main menu, and start again, then it should be fine.
:eek:
I totally missed anything regarding that bug, but.... how can it apply to the first game and not the next? To my knowledge starting a game calls the same code every time meaning it should be the very same code behaving differently from game to game. What did you change to make the game store data between games?

The only thing I can think of offhand is using a variable in CvPlayer. This variable is then set after units are placed and it is not reset when starting a new game. Do remember that the exe allocates all the players at startup and will not delete them between games. Instead it will just overwrite the existing players, which is good from a memory allocation point of view, but it opens for bugs where data isn't cleared between games.
 
Downloading!

Spoiler :
Cause you know my system crashed and I have to re download everything :lol:
 
I have a secret to tell you, but because it is highly classified, I will tell you in a spoiler.
Spoiler :
Make frequent backups. I know what it is like to lose a HD as I lost around 4. Only one of them were without backup. It is kind of a strange feeling to losing the system HD and just order a new one, insert it and restore the backup and the computer is like before the HD developed a hardware failure.
 
I have a secret to tell you, but because it is highly classified, I will tell you in a spoiler.
Spoiler :
Make frequent backups. I know what it is like to lose a HD as I lost around 4. Only one of them were without backup. It is kind of a strange feeling to losing the system HD and just order a new one, insert it and restore the backup and the computer is like before the HD developed a hardware failure.

Yeah I probably should have learned after my last computer just completely died. Needless to say after having two computers die out within 3 years I went out and got a jump drive. There isn't much to backup now but just in case :D
 
I just downloaded the new version and I'm having some problems; firstly it has the same issue with the map controls not appearing unless I remove the Python folder, but when I do that then non-vault cities can't build any buildings because they lack a "village", which I presume is a building that's supposed to be created automatically to denote a 'surface' city. Help please?

Edited to add: Cities built on vaults don't get a "vault" either, in fact building the city destroys the 'vault' terrain! Also can't move 'survivors' outside of cultural borders.
 
yes you are no longer able to move survivors outside borders. it's a new feature, if aa unit has less than 6 strength and does not have a special promo whose name I forget, they can't leave. there are a few units that I missed by accident, these will be fixed in a patch when I get to making it.

as for the python issue, are you running the game as administrator?

if you run without python folder it won't work properly, I didn't just add the folder for giggles! :P
 
Apparently I didn't remember to 'run as admin' until I had already removed the Python folder,it's working now.
 
Now I'm having the bug with saved games being unplayable, they seem to load fine but the cursor never shifts out of 'spinning globe' mode. sometimes it says 'you have been defeated' and sometimes 'waiting for other players'.
 
Yeah, I am ill at the minute so haven't been able to fix it yet and release a patch, but some helpers have pretty much found it and fixed it, I just need to work through their steps and apply it to my version then I can upload the patch fixes. Just too much of a headache at the moment :) but it won't be long. (Hopefully)
 
I started another play test of the latest download of the mod. I changed the bonus requirement for protectrons and eye bots to junk or munitions or pre-war tech to reflect the units relative low power and early inclusion. The settings: quick speed, pangea map, standard size.

I started in fairly good position at the northern tip of the continent. For some strange reason the far north is more fertile. It seemed like a good place to found the greatest junk dealership in all the wastes.

Spoiler :
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Link to video.


Since our survivors couldn't really do anything I built two of them, for the happiness bonus, and researched the line of techs that led to scavenging.

Spoiler :
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Some time later I came into contact with the tribes of the wastes, and their mute leader.

Spoiler :
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Following this the NCR grew to include 500,000 people somehow. Not sure how. We also researched scavenging; finding a source of junk just south of sanford and son.

Spoiler :
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We finally had what we need to build robots. I beelined for the workers tech and sent a worker down to find, 500 gold for a scavenging camp

Spoiler :
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I took a look at sanford and son and found the city was producing practically no commerce. Not a single tile, save for a silver tile to the northwest was producing any commerce. Thus I would not be able to save up 500 gold anytime soon.

Spoiler :
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A few turn later I decided to look back the workers to see if they could do anything. And the cost of the scavenging camp increased by 45 gold. In fact I checked back for a few more turns and found that the cost increased by 10 gold PER turn.

Spoiler :
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Continued from last post due to image limit:

I decided to change gear and beeline for local business to get market and the build wealth.

Shortly after this the super mutants and enclave simultaneously died. I have no idea how that happened.

Spoiler :
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There was one of the "best whatever in the world" things. I couldn't really make out what it said. The shade of green of the text should probably be adjusted slightly. Shortly after we got us some bartering.

Spoiler :
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We also got our first great person and saw what his potential was in a vault.

Spoiler :
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GOAT.PNG



The Worst civilizations of the world, entering the classical era, and tech cost disparity.

Spoiler :
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The Book gathering quote by caesar also had the audio log for the strong not harming the weak ;)

Spoiler :
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After sometime of bottoming out our research and building up some money I could finally afford the scavenging camp which had risen by over 300 gold from the first time I tried to build it.

Spoiler :
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There was somehow a forest in my city and the great elder declared war on me after I refused to give him money.

Spoiler :
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And my newly built eyebots couldn't leave the boarder, nor could great spies

Spoiler :
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Following this I got a helpful popup

Spoiler :
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After a little while I researched vault discovery and got some protectrons online. Who proceeded to kill everyone in stinging tail but wouldn't march into the town.

Spoiler :
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So the best option was to completely cut off the town from the rest of the tribes.

Spoiler :
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Even after killing huge swaths of the far inferior tribal army and completely surrounding stinging tail the tribals refused to give up the city

Spoiler :
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With a bit of exploring we found that the scorpions are paralyzed with the same fear that gripes survivors. (it didn't move at all)

Spoiler :
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The war with the tribals continued. We maintained our technical edge over them for quite some time but their spammed up guards, town watches, and sheriffs just kept on coming.

Spoiler :
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Eventually they caught up to us in tech and started making protectrons, quickly pushing us back and out of their territory entirely. We later sued for peace.

Spoiler :
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Later we met another mute leader of new reno who had taken on the raiders as their vassal. A bit after that we switched our tech path to conquest to make up for our loses against the tribals earlier. We also founded our capital ideology.

Spoiler :
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The last major thing I did in this play through was research conquest.I found that I couldn't build any units that could actually take over cities, due to my lack of munitions.

Spoiler :
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In the end what I took away from this play through were the various improvements over the last version. I could actually get my population above 3 in the first 100 turns, this was probably due to the fertile, but resource less start.

The improvements were WAY too expensive. I don't know what their base cost was but the exponential price increase made a single road cost around 2000 gold later into the game.

There is absolutely no way to work ANY commerce out of your land without building some kind of improvement on it, which requires gold, which requires commerce, which you don't have.I wasn't able to save up enough money for any improvements until I teched local business and started building wealth for many many turns. Some of the land tiles should start with at least 1 commerce on them to allow players build up some money earlier in the game.

Some units need to be tweaked to allow them to leave their boarders: great people, scout units, barbarians, pretty much anything later then crossbowman. Maybe adding in the ability for all lower strength unit to leave their boarders to enter another civs boarders, you know for when your at war, would be a good idea. Right now you feel like your in a small conclave in the middle of nowhere, unable to contact the outside world until much later in the game.

The text color needs to be slightly altered. In some instances, mainly tech quotes, it is impossible to read to words to the similarity in color with the back splash.
Other then that it was a pretty good play through and you did a great job making the early game AI less suicidal.
 
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