Fallout: Tame The Wastes

Haha I always love reading your play throughs clanky!

You have found some interesting things in there.

The units and borders thing:
Yes I know I have missed a few, I have fixed some in my files (like the great spy and merchant)
Eyebots was one I missed. Some animals too probably, I think I forgot that some are weaker than 6 (which is the level for them leaving)
It was basically a really quick code addition that a friend gave me, to help me avoid the suicidal AI. But like most things it needs more refinement beyond my skill. (like you say being able to enter enemy borders for one.) But judging by your final statement, it has stopped the suicidal tendency, which was the goal!

Improvements Cost:
Yeah this was in response to everyone whinging that they were too rich to be living in a post apocalyptic world, so this time I figured I would make everyone hurt. :D The fun thing is this is the ONLY time I have seen inflation actually at work in a civ game, so I am sure we are going to have some real fun with that, looking into civics affecting it and things.

Commerce and Tiles:
Starting in paradise (high and low map tiles) making money is a problem, logging teams make money from trees (these might be too expensive though right now) I think ruins make money straight away (but can't find those in paradise) and I think a lot of bonuses provide a small bonus to commerce too before being improved. One of the earliest income buildings is the Office (Mayor and Overseer) I was thinking about the idea of making some more 'basic tier' improvements taht connect up improvements on the cheap but provide no tile benefits, and the benefits have to be squeezed out from the towns buildings. I may also have to see about making some more early commerce buildings, like the gathering hut adding some commerce to that or whatever.

Eventually I want everyone starting in a more 'wasteland' area, and then paradise is something to try and 'get to' rather than being a starting location.

Factions deaths:
Did you start a map, quit to main menu, then start another new game? If not that is why they died, it is a glitch in the map script that we hadn't been able to solve.. basically first game doesn't put the factions on a vault, so they die eventually and easily as they do not found a city.

Text colour:
the problem is not the text, but the 'glow' in the background... this seems to be handled in like a million different ways for each screen, so I fix it for one and it does nothing for the others and the fix is not the same for each.. with the tech screen, at one point I wrote up what to do with it, but I think I deleted it from the OP... doh. Basically you need to choose the right setting for it in the Bug options, and that gets rid of the 'glow' on the splash screen (the quotes fall out of the window which is another issue which I have yet to be able to get fixed, no matter what I have tried it always goes wrong in one way or another...) but for others, like the greatest screen, I have yet to find a way to get rid of the glow. (at one point I spent months faffing with this.....)

Silent Leaders:
The 'Silent' Leaders is a bit of a worry, I do not know what has happened with those... did you do some work to their texts, or just the pedia entries? It looks like those TXT_ strings may have been 'emptied' as otherwise it would say TXT_X, or perhaps the TXT_ strings have been deleted, I just don't know, it is something we will need to take a look at and see if we can find a reason for it.

Audio quotes:
I haven't even bothered doing anything with these yet, as I plan to record all the quotes and then add them, for now they just have whatever random quote they had when I copied them! :D

Out of curiosity what game difficulty were you playing, Noble? I am also glad the ai declared war on you, this gives me hope for the future of my 'squabbling' game play before the conquest era.

Also did you remove the maintenance cost for robots?

I have generally found that 'beelining' for a particular later tech is a bad idea, it is better to evenly develop the early tree as they provide you with lots of little bonuses that gets your first town on a more solid footing which then makes you ready for those new techs and buildings.

I tend to play my games on longer speeds, I am not sure how much things are affected on fast speed, but you seem to get to the same place as me in the same number of turns on my longer speed games... which interesting.
 
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'.

I posted a new dll here. Replace the one under the mod's assets folder. The two other files are meant for Lib and are of no use to the game.

You probably won't be able to load your saved game but it will work with a fresh game. If you have python exceptions turned on and if you are receiving an error message each time you save a game, download the file three posts below in the same thread: it's a hot fix for it: put it under the assets/python/BUG folder, replacing the previous one.

Note to Lib: that python error has nothing to do with Platy's requirement script. It probably has nothing to do with python itself, it is just a warning message because BUG is trying to save additional logging information from data that comes from the dll (I did intensive testing on it last week). Might come from the last component from davidlallen if you did not encounter that error before, with all the fractions in it. I said might... :crazyeye:
 
I understand the logic of improvements being so expensive, but not so much why they keep increasing. Plunder $$$ from pillaging should be adjusted upward too since they're so expensive.

Also, there doesn't seem to be a 'vault' version of the national capitol minor wonder(which is now village only).
 
OOOh good point! that is one of those I completely forgot about! I will go in and remove the prereq for that! That was just an oversight on my part when going through and adding all the prereq villages and vaults

Yes I need to go through and whack up all the pillage incomes, I think i did it once but not by very much as I was still figuring them out.

Yeah the inflation is a vanilla mechanic, I can't remember where it is handled (to decrease it) but this is the only Civ game where I have actually seen it take effect :D
 
Inflation is in GameSpeedInfo.
 
nice, there is also an inflation percent in handicapinfo, which i just dropped from 90 to 10, so we shall see if that helps!

I am just about to test my patch work to see if I can save games then i will release it.

Do people feel 20mb is a big download? or will everyone let me be lazy and include the whole xml folder as I can't remember all the files i changed! :D
 
Haha I always love reading your play throughs clanky!

You have found some interesting things in there.

Thanks its always fun to do a quick playthrough.

Improvements Cost:
Yeah this was in response to everyone whinging that they were too rich to be living in a post apocalyptic world, so this time I figured I would make everyone hurt. :D The fun thing is this is the ONLY time I have seen inflation actually at work in a civ game, so I am sure we are going to have some real fun with that, looking into civics affecting it and things.

Too much gold often doesn't happen until much later in the game.

Factions deaths:
Did you start a map, quit to main menu, then start another new game? If not that is why they died, it is a glitch in the map script that we hadn't been able to solve.. basically first game doesn't put the factions on a vault, so they die eventually and easily as they do not found a city.

Nope just started up a game. That is an odd issue.


Silent Leaders:
The 'Silent' Leaders is a bit of a worry, I do not know what has happened with those... did you do some work to their texts, or just the pedia entries? It looks like those TXT_ strings may have been 'emptied' as otherwise it would say TXT_X, or perhaps the TXT_ strings have been deleted, I just don't know, it is something we will need to take a look at and see if we can find a reason for it.

Anything regarding AI 'speaking' in diplomacy is handled in Assets/XML/GameInfo/CIV4DiplomacyInfos.xml since nothing shows up at all for certain events: greetings, other random things: it it likely that the entries are not set for some of the leaders.

Audio quotes:
I haven't even bothered doing anything with these yet, as I plan to record all the quotes and then add them, for now they just have whatever random quote they had when I copied them! :D

I could probably get some of them off of youtube. At least the ones from 3 and NV. There are quite a few play throughs on there that probably have some of the quotes.

Out of curiosity what game difficulty were you playing, Noble? I am also glad the ai declared war on you, this gives me hope for the future of my 'squabbling' game play before the conquest era.

Also did you remove the maintenance cost for robots?

Yeah it was noble. The only thing I changed about robots was making the early ones require less resources so I could build them for once. The think the extra cost was either negated by the crazy civics doing everything or the cost was a one time thing when they were built. I'm not sure.

I have generally found that 'beelining' for a particular later tech is a bad idea, it is better to evenly develop the early tree as they provide you with lots of little bonuses that gets your first town on a more solid footing which then makes you ready for those new techs and buildings.

I tend to play my games on longer speeds, I am not sure how much things are affected on fast speed, but you seem to get to the same place as me in the same number of turns on my longer speed games... which interesting.

Might be the reason I never got farms, in any of the games I've played. I don't even know what tech enables them.
 
Gold and Improvements:
I will probably tone down the prices eventually, or perhaps add some more low tier improvements that are cheaper. As ever prices and numberts and stuff are all trial and error trying to find the sweet spot.

Map Bug:
So yeah, start, quit to main, start and it will work. Flitz was investigating why it did this when he ran out of free time. So for now that is what has to be done..

Quotes:
Don't bother trying to gather them, for one youtube quotes would lead to random quality, but mainly there is not audio for all the quotes, as many of them were only ever text base.
I have had a plan for ages to record them all myself (as it is my profession) so we have a nemoy/fallout 'narrator' style one voice for all quotes.
But I have about 200 lines to record, and I have been sick with throat bugs almost constantly for the last 6 months, and other bugs besides and when I am well enough to do recording I have to prioritise trying to get work (or in the lucky times actually doing work) but it is something I am really excited to do... I just need the chance to do it!

Robots:
Maybe you never exceeded the free unit amount with some civic, I can't rememberwhat the most free civics you could have would be, but judging by how many robots you had I would have expected to see you wrecking your economy with them.. as they should cost like 10 gold each per turn, but I haven't really investigated this effect in game yet as to whether it works and if it does what I think it does..

Teching:
Beelining seems to be the classic mistake that everyone makes when they come to me and say the game is too hard, I can't do this or that or whatever. The First era is massively cheaper than classical onwards, and pretty much every tech gets you something useful in developing that first city and generally getting on. To get 'farms' which start off as gardens, you need to researching gardening (shocker!?!) to get that you need 'cultivation' which allows you to build farmsteads on various food sources (such as cabbage) and to get that you need 'food storage', and to get that you need 'edible yum yums' (I think)

But yeah No.1 rule of techs. Develop the first era FIRST! :D It will give you lots of useful easy to build stuff!
 
It is post-patch.

I also just noticed that 'Plasma Gunner' mutants can be built directly and cost over 1k to upgrade to, unlike the earlier ones that you need to dip a slave to get but only cost 100 for the upgrade.

Plus either barbarian cities never get 'village' or 'vault' status, or it can get destroyed on capture, witch means that you will never be able to build anything new in that city.
 
hmm still don't have an answer for that save issue, like i said I loaded it up and it just worked for me so...dunno!

I shall take a look at the plasma gunner, I think it muset be an oversight, the problem I have got with mutants is as you say I wnat them to be unbuildable, but by doing that the usual way icost -1 they are then dirt cheap to upgrade (just the base price) which is obviously silly because they need to be of an equivalent price as other units...

This is an interesting conundrum with barb villages, I guess they do not found in the normalk way and thus avoid the python check that puts down the village..
I guess the simple solution for now is just to burn them to the ground when you take them..
I will have to explore another path in the future.
 
I think that I completely forgot to tell you to change another file in Python: in the config folder, you have a file with the old mod's name.xml. Change it both the name and inside of it. It's very important as it defines <gameutils module="CvFuryRoadGameUtils" class="CvFuryRoadGameUtils"/> !!!
 
that one doesn't matter as the file is named the same, and I am 99% sure that it is working just fine, as things like national ideologies found.

The files that it connects with and point too, still have the same names and are actually not connected with the mod name.

They could be named alabastermonkey and it would still be ok, provided of course it points to the right files still and everything else.

it's just a BUG initialising file.
 
You're in charge!

But again, is it not working correctly on your computer because you have a mod called K-Fallout in your folders?...
 
I am fairly certain, that k-fallout.xml is not connected by name to the mod folder, it is connected to a BUG python folder that initialises it, so it is those two files that need to be synced, not the mod folder itself, it was actually someone else playing that got to a point that uses it, I never actually have, because I always find something to go back and fiddle with thus forcing me to start a new game :D
 
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