Fallout: Tame The Wastes

Ok first pass for the specialists in Vault Buildings is done.

Not sure what my next move is yet..



This

Spoiler :
On a more serious note did you ever get the unit upgrade chains working right in the pedia?
 
I think the unit ones were always working right, I will have a look over them to see if everything connects the way it should, but I think it was ok.

Unless you have noticed something?

Looking over the list, I haven't seen any wrong connections yet, but I did discover that my new town militia form clanky's feedback were way to powerful compared to the 'powerful' resourced counter parts! So I fixed that and dropped their strength down!

It is really useful for seeing how everything stacks up, and quickly seeing if things are missing, or if the 'flow' of improvement is looking the way it should from one unit to the next!

Looks like there may be some units missing from the upgrade tree, the main one I noticed was the 'people traffiker' does not upgrade to the 'soylent green collector' It also looks like none of the 'protector/security' units are chained together, things like the sheriff and such. I think there are some units that don't have all the right stats and conditons too.

That is a headache I don't have the umph for today..

You know what. I feel so poop today I think my next move is going to be having a play of the mod, and see what I feel about it now!

Poo I was playing a game and got this error when I opened the city screen.. what is weird is that it happened on like my 4th or 5th time of opening it, so I really don't know what it is about taht particular time that caused this recurring error. (there is llike a stack of a million of these errors, I haven't got to the bottom yet, so I don't know how catastrophic it is..or what is causing the catastrophe..

what is really weird is it has opened parts of the city screen, but not all of it...

it completely locked up the game... this could be very bad..

hmm ok, playing another game and it hasn't happened again, so this could just be a rare oddity... at some point I will have a look and see where these errors take me to see if I can find a reason. Volunteers are always welcome!
 

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I tell you one thing though, I am really enkoying the fact that I can now read all of the great quotes we scavenged together for the techs!

I can't wait till I feel well enough to start recording again!

Damn it... the error happened again, but I cannot see a pattern to it or reason... this sucks..

This is the maininterface code, and the red line is line 954:
Spoiler :
Code:
	def updateSelectionButtons( self ):

		screen = CyGInterfaceScreen( "MainInterface", CvScreenEnums.MAIN_INTERFACE )
		
		pHeadSelectedCity = CyInterface().getHeadSelectedCity()
		pHeadSelectedUnit = CyInterface().getHeadSelectedUnit()
				
		# Find out our resolution
		xResolution = screen.getXResolution()
		yResolution = screen.getYResolution()
##I think this section handles centre console main buttons ##
		iIconSize = (100/self.iSelectionLayer - 1)/6 * 4
		iHeight = self.iSelectionLayer * (iIconSize + 2)
		iWidth = (xResolution - (iMultiListXL+iMultiListXR) - 16) / (iIconSize + 2) * (iIconSize + 2) 
		screen.addMultiListControlGFC( "BottomButtonContainer", u"", iMultiListXL + 105, yResolution - 82, iWidth, iHeight, 1, iIconSize, iIconSize, TableStyles.TABLE_STYLE_STANDARD ) # Handles Button Position Table Box I think.
		screen.clearMultiList( "BottomButtonContainer" )
		screen.hide( "BottomButtonContainer" )
		
		# All of the hides...	
		self.setMinimapButtonVisibility(False)
[COLOR="Red"]
		screen.hideList( 0 )[/COLOR]

		for i in xrange (gc.getNumEmphasizeInfos()):
			screen.hide("Emphasize" + str(i))

		# Hurry button show...
		for i in xrange(gc.getNumHurryInfos()):
			screen.hide("Hurry" + str(i))

		# Conscript Button Show
		screen.hide( "Conscript" )
		screen.hide( "AutomateProduction" )
		screen.hide( "AutomateCitizens" )
## Full Order List ##
		screen.hide("FullOrderList")
		# City Tabs
		for i in xrange(CityTabTypes.NUM_CITYTAB_TYPES):
			szButtonID = "CityTab" + str(i)
			screen.hide(szButtonID)
		screen.hide("SelectionLayerPlus")
		screen.hide("SelectionLayerMinus")
## Advisor Filter ##
		for i in xrange(6):
			screen.hide("AdvisorFilter" + str(i))
		for i in xrange(gc.getNumUnitCombatInfos() + 1):
			screen.hide("UnitCombatFilter" + str(i))
		screen.hide("CombatLayerPlus")
		screen.hide("CombatLayerMinus")
		screen.hide("PrereqFilter")
## Advisor Filter ##

I don't know what could be wrong with it, but that section of code goes on for a lot longer than I have shown. I am however as ever clueless to what the issue could be and why it would be random/intermittent... Why does it not always cause an issue..

smart people help!
 
I tell you one thing though, I am really enkoying the fact that I can now read all of the great quotes we scavenged together for the techs!

If you want me to start hunting down sound files for the quotes, the offer still stands. As you said we won't be able to find all of them. But we should be able to get the majority of them
 
No my plan is still to create a 'Fallout Leonard Nimoy'.

I plan (someday when my health will FREAKING permit me!!!!!) To record them all myself in a tone reminiscent of the Fallout Narrator, with an eery 'Fade in, Fade out' radio signal. Somewhere on my mac I built the basic elements for the background noise, I just need the energy to record them. Same with the custom order/select voices.
If I got really clever I could even 'improve' the signal as you advance through the eras hehe.

A vast majority of the quotes are pre F3 text based quotes.

Right now though I have just sort of frozen development, because I have no idea how to fix this catastrophic python error.. I am going to (at some point) try playing without python exceptions, and see if it is at least playable, that would downgrade the bug from catastrophic to 'this needs to be fixed so we can do more bug testing'.

I unfortunately am completely clueless about the cause of this bug, or where to even begin in trying to understand or fix it...
 
Ok, I understand. Uniformity is important. Even if the uniformity would be discord we would still have a good deal of quotes coming from a single speaker. Which would break the uniformity of everything being different.

When you do begin recording these things remember to add this at the beginning.
 
hehe, actually I won't be using the 'ping', it will be replaced by the radio static fade/tune in.

which is like the whistle/crackle of a short wave radio.

Some of the quotes I think are going to be really delivered with the same, even, dead pan voice, as they are just bizarre! 'now make me a sandwich'
 
Ok, so slightly better than bad news.

The display error (Post 602 and 603) seems to occur when you enter the city screen on the same turn as when it has grown a level. (So I seem to have fund something of a pattern, but I am still clueless as to why?!?) It also seems to occur when you set a new build order(I think) as it disappeared when I had just set a new build job, and it had not just grown. So it seems like it is somehow connected with the screen updating for new information (or some such...)

The other slightly less than bad news, is if you play without python exceptions, you can still play, you just cannot see the city screen for the turn when the city has just grown. The City Screen comes back next turn.

Still totally lost as to why this is happening, other than it must be something between the dll and platyUI code from replacing BUG.
 
you have the buggy version. It is the one I sent to you with or posted here... or both.. it is basically the version with the platy UI. link to the download below.

Here in this post.

This should give you the ability to look at the mod both before and after platy UI was added. (As I have sent you a version of each.)
 
Ok my initial pattern does not seem to hold up, as I got to level 6 (Yes Night I did mean gaining a new citizen.) and the screen was fine... so it is once again slightly more random than I thought.

It may in someway be connected to the BULL code that gives some display data, that is currently not working (like the 'actual effect' for buildings) This is a feature I would love to get back, as it is probably the one thing I miss from the previous UI build.

Anyway, let me know if you have any trouble with getting that version into git Night. like I said you should be able to compare/update or whatever, from the pre to the post UI code from the versions I sent you. Let me know if you need any more information.
 
Just something I'm not sure of. Did you ever post the FTTW to the downloads? I mean obviously it wouldn't there anyway so the download link would just forward to the current download site. I'm just wondering.
 
I was thinking.
Spoiler :
A dangerous past time
Mainly about general barbarian activity. Right now we have have the basic animals show up who are then sometime later joined by humans. What I was wondering is if there was any way to have multiple levels of barbarians.

Rather than just two steps (which are controlled by number of civs cities?) we can have 3 or more steps of barbarians. The first happening when all civs have built their first city. The first step would have the lower strength animal(Yao Guai((which should have higher stregnth)), rad scorpion), the next step would have the higher strength animals, and the last step would introduce raiders.

I don't know how feasible any of this would be but it would at least make early game exploration less suicidal as well as simulate the ridiculous treks across the wastes that take place fairly early in fallout timeline(a few decades after the Great War) but than largely stopped, with a few major exceptions.
 
As far as I know what barbarians spawn is based on the tech level of the world. I don't know the exact way it works, but I think barbarians are a couple of techs behind everyone else in terms of what units spawn.

So possibly one thing we could do is make the death claw an actual unit instead of an animal, give it a certain tech prereq, and then make it unique to the barbs.

In terms of timeline though, we kind of join the waste at the end of the great exodus, so the BoS have just arrived at their new home and are about to found it, etc.

If I can get the mapscript fixed, so that the civs starting position is clustered together(I might have some peeps who can do this at some point, when they get the time), the exploration issue will no longer be a problem in terms of 'I can't find anyone, so I have nothing to do..' As everyone will be bumping borders within one or, at most, two cities. So that the early game will be full of raiding and slaving and pillaging, trying to knock down everyone elses infrastructure, while trying to protect your own. Then in the later phases of the game the Industrial, FTactics era nations will have the means to begin 'reaching out' into the eastern wastelands, sending out expeditions to found new locations using vertibirds and derigibles.

The goal of the early game is to make it feel very small and insular, everything beyond a couple of squares outside your border is death, and you soon realise venturing out is a foolish waste of lives and resources. Until you get guns and cars and other useful things.

The problem is the mapscript because everyone is in isolation and so never really get to meet for the early game. Which is no fun. But hopefully we can get that fixed with a little help eventually.
 
http://forums.civfanatics.com/showpost.php?p=13338803&postcount=395

As far as I know what barbarians spawn is based on the tech level of the world. I don't know the exact way it works, but I think barbarians are a couple of techs behind everyone else in terms of what units spawn.

So possibly one thing we could do is make the death claw an actual unit instead of an animal, give it a certain tech prereq, and then make it unique to the barbs.

In terms of timeline though, we kind of join the waste at the end of the great exodus, so the BoS have just arrived at their new home and are about to found it, etc.

Do you by any chance know where the barbarian related coding is in the DLL? I'd like to take a peak. I don't know.

I also went ahead and redid a few textures's buttons. It was originally just going to be the decayed urban wasteland but I got carried away and redid some of the resource buttons too. This pack also includes the west coast map made by SoCalian. The terrain was heavily edited in some places as well as the addition resources and vaults. It also has all 8 civs in proximity to where they should start. (the raiders and tribals were placed to be antithesis to further away civs) Its not really balanced but it should at least be playable.

southern California



Near San Francisco



northern California



near Reno

 

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Those are looking great!

This was a process that was 'just' started by dotter when he had to step back and take his focus away from the mod.

So that is great!

I love some of the images you chose, proper classic fallout stuff :D

Yeah the urban wasteland texture needed making, as it is currently the same as another one, I forget which. It was all just lifted from Fury Road, as the textures looked great for the apocalypse.

The map is looking good too, I took a sweeping look over the previous version, but never had the energy to really get stuck into the workings of it. It is one of those things that needs so much testing from so many angles, and when the map only really focusses on the west, then you are missing the space for the latter part of the game to unfold.. There are so many elements that I still want to include from a 'scenario' type perspective. Things like the emergence of new groups and threats, like the escape of the Hyper Intelligent Deathclaws and the evolution of their society, the Robotic Hordes of the Calculator in Vault 0. The Emergence of the Legion and a kind of reversal to a Mongolian style invasion of the NCR. The Eastern Expeditions, all that stuff!
I really like the 'Ozzy's North America Map' as a base for a scenario, which I included in the mod, cause it is a great blank slat, but the is so much area to think about and cover and 'resource' etc. I am still dorwning in the work to get the base game ready, let alone the Faction Specific Content.

It all just takes SO much energy!! :D

I cannot remember where the barb spawning code is, I knew once briefly when I was trying to discover why Barbs were not spawning. which is that the trigger for barbs is that every Civ has to have a city before it starts spawning.

If you use visual studio or Notepad++ you do do a search across all of the source code files (Find In Files) for something like 'barb' and that will give you every reference to barbarians and you can work your way down to try and find the bit you want.

But we keep going, I took my first steps to adding the first Story Event, I converted all of the xml strings to be ready for it, and started the process of adding all of the text. I only got through about part one and then stopped cause I was too tired.

But we keep going!
 
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