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
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!!
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!
Is your decayed wasteland button black and white?
I just opened it, and it has no colour. I just updated my drivers though and gimp is being finicky with opening dds now..
I am fairly certain (after some feed back from playtesters) that settlers(I think I still need to do this for convoys) are free to move through enemy borders, without war being declared, so no one will ever be able to 'box-out' another faction (they can also be escorted by DOps).
Oil is a resource for several reasons:
1. When I originally created this mod I used Fury Road as a base, and that has a lot of features connected with oil and fuel, vehicles could run out of fuel, and become immobile and can also be refuelled. This is a Mechanic I would eventually like to reintroduce.
I also want to use a system where you first use petrol based vehicles, then advance to fusion cells and electric engines.
2. Fallout Tactics (Although some might argue about non-canon content) reintroduces 'ancient' petrol vehicles like humvees and a sherman tank. The fact is, an oil well that is no longer financially viable for an old world population level, could still be an abundant source of oil for a population of 100s to 1000s, instead of millions, and the ability to field 1 tank or 5 jeeps with machine guns, could see you gain a considerable advantage over another faction.
Thus Post-Kaboom America can rediscover it's addiction to oil.
A drill site would not drill till it is completely empty, it would drill to the point where the well stops producing X barrels a day, where the cost of running the rig outways the income of the oil flow.
It was china and america that were really battling for the last major reserves, with populations in the 100s of millions to billions. In a flash the populations went down to the thousands. A completely different scale of consumption.
Yeah, the bottom line is I have a piece of code mechanic for fuel, that will allow me to apply a gameplay curve that can take you from having to carefully control your vehicle units to being able to advance to electrical engines and fusion cells that will no longer require fuel management.
That is a part of the game that I want to reintroduce when I get the chance.
well, that is just a graphical change.
So you would need a new resource and improvement graphic.
You are more than welcome to do it, I just have bigger things to focus on.
I don't even want to think about adding in all of the actual effects! (not to mention how to do some of them like 'barb spawning'.)