Fallout: Tame The Wastes

aaaaaaah!

I have started making an 'event chain template' in the code, and my poor brain is getting so confused!!

Wrapping my head around this is actually making me feel dizzy!!

Spoiler :
Code:
Event: Event Chain
Choice:
1:A (Event Chain 1)
2:B (Event Chain 2)
3:C (Event Chain 3)

Event: Event Chain A
Choice:
1:A1  (Event Chain 1 A)
2:A2  (Event Chain 2 A)
3:A3  (Event Chain 3 A)

Event: Event Chain A1
Choice:
1:A1A  (Event Chain 1 A1)
2:A1B  (Event Chain 2 A1)
3:A1C  (Event Chain 3 A1)

Event: Event Chain A2
Choice:
1:A2A  (Event Chain 1 A2)
2:A2B  (Event Chain 2 A2)
3:A2C  (Event Chain 3 A2)

Event: Event Chain A3
Choice:
1:A3A  (Event Chain 1 A3)
2:A3B  (Event Chain 2 A3)
3:A3C  (Event Chain 3 A3)


Event: Event Chain B
Choice:
1:B1  (Event Chain 1 B)
2:B2  (Event Chain 2 B)
3:B3  (Event Chain 3 B)

Event: Event Chain B1
Choice:
1:B1A  (Event Chain 1 B1)
2:B1B  (Event Chain 2 B1)
3:B1C  (Event Chain 3 B1)

Event: Event Chain B2
Choice:
1:B2A  (Event Chain 1 B2)
2:B2B  (Event Chain 2 B2)
3:B2C  (Event Chain 3 B2)

Event: Event Chain B3
Choice:
1:B3A  (Event Chain 1 B3)
2:B3B  (Event Chain 2 B3)
3:B3C  (Event Chain 3 B3)


Event: Event Chain C
Choice:
1:C1  (Event Chain 1 C)
2:C2  (Event Chain 2 C)
3:C3  (Event Chain 3 C)

Event: Event Chain C1
Choice:
1:C1A  (Event Chain 1 C1)
2:C1B  (Event Chain 2 C1)
3:C1C  (Event Chain 3 C1)

Event: Event Chain C2
Choice:
1:C2A  (Event Chain 1 C2)
2:C2B  (Event Chain 2 C2)
3:C2C  (Event Chain 3 C2)

Event: Event Chain C3
Choice:
1:C3A  (Event Chain 1 C3)
2:C3B  (Event Chain 2 C3)
3:C3C  (Event Chain 3 C3)

So this currently represents a 3 part branching story, with each part having 3 choices.

This gives:
Part 1: 3 Outcomes
Part 2: 9 Outcomes
Part 3: 27 Outcomes?

I think...

So our Parts are chronological.
So for example:
Part 1 Triggers in the Ancient Era
Part 2 Triggers in the Classical Era (you will experience Path A, B, Or C depending on what you chose in Part 1)
Part 3 Triggers in the Industrial Era (you will now still be on path A, B, Or C, but you will also have branched off into Path 1, 2, Or 3, along A, B, or C)

So you will (in this length version) only ever have 9 possible choices, but there are a total of 27 choices to experience. I think....

The Chain can be extended into more Parts by continuing the Alpha Numerical Sequence such as:

C3C1B...

Which Means:

Part:1 Choice:3
Part:2 Choice:3
Part:3 Choice:3
Part:4 Choice:1
Part:5 Choice:2


Hmmm, maybe I should go back through and make it all letters or all numbers....

Well for now I am going to leave it alone because my face hurts!!

But hopefully you can see how this Event Chain System, is going to make the game extremely replayable, with 100s of possible choices effecting what happens to your empire through the ages. But in any given play through you will only experience a handful of possibilities from the total story. A 5 Part Story would have over 240? (I think) possible steps.... but you will only get to see 15? of them in any given play through!

I really hope this will eventually give a real sense of the RPG 'Your Choices Matter' System that Fallout has always been famous for!
 
Damn Clanky!!

You are getting good man!

Is that animated?

That looks crazy good! That is definately going in the bank for the day when it is needed!

You feel like trying any other leaderheads?

Definately add that link to one of our group threads as well, I can't remember if we have a leaderhead section... I'll go make one now!
 
Thanks but it was just a conversion from fallout new vegas. Surprisingly their meshes are well suited for leaderheads, in terms or vertices count. It is animated. The movement doesn't really match the body, fdr wasn't that bulky, but it does move. I had tried to make custom animation but they didn't work out in game.

If you know of any other meshes I could see about converting them.
 
You cheeky monkey!

That looks pretty awesome, gonna have to pull my finger out and get it merged in...

I also need to get those 'bio' texts added as well.

Ugh I wish I had more energy to just get this stuff done..

I would love to add a search for Vault 0 Quest that spawns and launches the calculators robotic horde!

I am presuming by robot quest you mean a quest that lets you get a robot early?

Because generally if you are not talking about wanting House, you are talking about wanting robots instantly! :D
 
I am presuming by robot quest you mean a quest that lets you get a robot early?

Because generally if you are not talking about wanting House, you are talking about wanting robots instantly! :D

There are multiple instances in fallout 3 in which communities or individuals gain access to robots either as temporary allies or long term guardians.

Of course there have also been instance in which an entire factory of robots can be reactivated. That is always fun :lol:

There is not quite as much robot tom foolery in Fallout New Vegas but there is one major exception.
 
Yeah I do plan to add more robot and robot constructing stuff in, especially under the robot forces civic.

I know that cerberus is a ghoul instance, Also in fallout two you can get skynet in a robot body! That would be fun!

I gots to get on with making some new robots and robot animations. I just need to get into a frame of mind of taking 4 hours to make 4 seconds of movement.

I always found it a bit odd that an AI would download itself into a human/monkey brain. I mean it kind of does make sense. Since Robobrains are by far the most 'intelligent' robots available to the general pre-war public. In comparison to Sentry Bots, Mr.Handy's, and protectrons anyway.

Edit:
Congrats on reaching 2,000 posts
 
I finally got around to reskinning "The only guy in all of fallout" to wear a vault jumpsuit. I was able to use most of the textures from the vault jumpsuit from fallout 3 making it turn out a lot better than usual.

The mesh works with the worker and the normal warrior/survivor/whatever

Spoiler :
VAULTSURVIVOR_zps9cd075e5.png
 
I wanted to convert one more fallout leaderhead and then take a break from starring at roosevelt's floating dismembered eyes. So which one do you guys want? Keep in mind I only have access to F3
 
I think a ghoul would be the most pressing one.

A ghoul that looks 'civilised' and 'authoratative'.... or at least as 'civilised' and 'authoratative' as a person can look with a melting face...

Right now I am finding myelf a bit run out on forward momentum...

I built the frame work for the event code, but now I am finding it hard to pull together the trinity of creating a story event.

Namely:

Story: The storyline of a branching event.
Consequences: The various outcomes/effects of each choice in a story.
Technical Implementation: Wrapping my head around the various methods of creating consequences, and their level of technical difficulty.

The vast majority of the things I want to achieve are above my technical ability, and are leading to a state of vastly diminishing returns against hours spent working..

As for more basic xml stuff, I am currnetly at a bit of a loss as to what to do next, without having all the more technical elements in place, everything else just feels a bit... meh.

I could work on implementing new specialists.
I could work on faction diversity.
I could work on tweaking the gameplay. (Although right now I am not sure what to do, as most of the gameplay issues are in higher difficulty areas like mapscript, event script, etc.) Until these are fixed it is difficult to know what to do, as right now the gameplay is not the way it is meant to be, i.e. factions pushed close together, scrapping and scrumming for resources and trying to push out and away from each other, locking down boarders, etc..
I could work on making some Map Scenarios with the factions close together, but, I do so hate making maps and balancing them and all that... :D
 
I think a ghoul would be the most pressing one.

A ghoul that looks 'civilised' and 'authoratative'.... or at least as 'civilised' and 'authoratative' as a person can look with a melting face...

Are you sure? There already is a zombie leaderhead. Anyone in particular you have in mind? I'm not overly familiar with ghouls in general. I mean despite playing fallout 3 for 100s or hours I'm not really sure who would be a good candidate for a ghoul leader.



The vast majority of the things I want to achieve are above my technical ability, and are leading to a state of vastly diminishing returns against hours spent working..

As for more basic xml stuff, I am currnetly at a bit of a loss as to what to do next, without having all the more technical elements in place, everything else just feels a bit... meh.

I could work on implementing new specialists.
I could work on faction diversity.
I could work on tweaking the gameplay. (Although right now I am not sure what to do, as most of the gameplay issues are in higher difficulty areas like mapscript, event script, etc.) Until these are fixed it is difficult to know what to do, as right now the gameplay is not the way it is meant to be, i.e. factions pushed close together, scrapping and scrumming for resources and trying to push out and away from each other, locking down boarders, etc..
I could work on making some Map Scenarios with the factions close together, but, I do so hate making maps and balancing them and all that... :D

We certainly have a good deal of stuff in game for now :lol: What we need to do no is balance it out. One of the things that really bugged me during my last play through was the lack of the ability to take over cities until much later. I know it is for gameplay but the AI will NEVER surrender a city to you, or even offer to make peace, unless they have already lost cities which won't happen in early wars. In other words they suffer virtually no war wariness since they never loss any cities. There need to be a few other early game war weariness modifiers. So you know if you have a larger army that they will be a bit more apt to give in to your demands.

Then when you get the tech for city conquest a good deal of your units won't be able to conquer anything. It would be nice if there was a city conqueror promotion that allows units to take over cities, but you know have it be unlocked with the appropriate tech. That way you can have your high experience robots units able to take over cities without the need for resources which are either hard to come by or all over.

Resources distribution is a real problem right now, I won't go into it but you know :p

Sorry I never got around to making that west coast map, I just got to get up some drive. btw, I found it really weird that you replaced grasslands with wastelands :lol:

Edit:
Do you want me to try to convert Harold? He is technically in fallout 3, granted hes a giant tree by that point in fallout canon but he is still there.
 
Yeah, I think the ghoul is the best one to go with, I like the zombie one, but he has no arms and little expression, so he just looks a bit weird as a leader :D, he can't talk or even point at what needs doing :D

All the others are essentially just humans, and already look pretty good, apart from some minor changes like tandi's clothing.

One other job with leaderheads that I have never been able to work out how to do, that might be a quick job, is background resizing. You have probably noticed that many of the, bg's have red stripes where they are the wrong size. If you felt like fixing those that would be great too. The only one I know for certain right now is the Enclave one. I think tandi has the opposite problem, of being too big and you only see a fraction of the total picture (it is a really nice bg from fury road, I think I even modified it to have an NCR billboard in the background) :D

Harold as a tree would be hilarious :D

Yeah balance is tricky, as like I said a lot of the balancing mechanics are in things that I don't have the technical skill to fix, like mapscript and the AI code (I know what I want it to do I just don't know how to tell it to do it!) :).

Yeah, there are still some things I need to fix in the 'Non-conquest' era.

The 'idea' behind the non-conquest era is if you achieve military dominance over another then you can raid them at your leisure, pillaging their improvements and taking all their supplies. I know I need to go through and up the pillaging values of all the improvements, and maybe add some more early improvements that do a little and cost nothing/almost nothing to build and don't take very long, to continue the 'supply' of raidable locations (like constantly going back to a farmer to demand his 'tax' from him.) One thing I wanted to add made by platy was 'damaged' improvements that can be repaired faster (like how it is in civ5).

The idea that forcibly controlling a city requires a lot of logistics, being constantly outnumbered 10-1 or more can be a strain on morale, which is what the conquest is all about.

I take your point about the conquest units and not having the resources, I have three solutions in my head around this issue.

1. Mapscript: Better map script, better resource allocation, better balance (too technical for me)

2. New Units: As it is hard for everyone to get the required resources, I think I need to make new 'base' unit levels, that are quick and cheap with very few requirements, (I have been meaning to make a new militia for a long time (perhaps turning the current militia into an armed or gun militia), that gets built in all kinds of ways (like with farms and forts through certain civic choices) and will have it's corresponding 'conquest version' like all the others, so you will be able to get them conquering as well. I had hoped that by the time everyone got conquest they would have at least one kind of applicable, unit/resource combo. This is something I will do soon.

3. Buildings: The other thing I have been forgetting to add is more producer buildings (Currently only the vault civs have these) in the era 2.5+ stage, that produce resources, like junk or ammo, so that when you reach a certain tech stage you can get access to those units. One thing I still need to discover, is if resources work locally, or if they have to be connected to the capital first to work for anyone.

The grassland to wasteland move was in response to everyone saying the wasteland was too nice and not harsh enough, so grass being the most abundant map tile(mapscript work around) I made it the wasteland. Like I did with snow to grass.

With resource distribution, do you have any thoughts on solutions? Or how it is going 'wrong'.

I am trying to balance 'atmosphere' (scarcity of resources, certain locations for resources, etc.) with gameplay.
We can choose what kind of tile or feature (or combos) are required for each resource, as well as there 'commoness' on the map (although this is still a bit iffy, it is basically a number, but I am not entirely sure what that number actually represents other than higher means more resources, but I have no idea how much more.

Again, I reduced resource availability with this build in response to all the feedback of the map is too nice, I felt like I may have gone too far, to punish the infidels!
I am just not sure how nice to be.
 
Yeah, I think the ghoul is the best one to go with, I like the zombie one, but he has no arms and little expression, so he just looks a bit weird as a leader :D, he can't talk or even point at what needs doing :D

All the others are essentially just humans, and already look pretty good, apart from some minor changes like tandi's clothing.

One other job with leaderheads that I have never been able to work out how to do, that might be a quick job, is background resizing. You have probably noticed that many of the, bg's have red stripes where they are the wrong size. If you felt like fixing those that would be great too. The only one I know for certain right now is the Enclave one. I think tandi has the opposite problem, of being too big and you only see a fraction of the total picture (it is a really nice bg from fury road, I think I even modified it to have an NCR billboard in the background) :D

Harold as a tree would be hilarious :D

To be fair I have yet to work on any leaderhead conversions that dealt with facial expression. Mainly because they have either been robots or too radically different in facial structure to work with the existing skeleton. So the ghoul probably won't have much facial action going on. I'll take a look at those other leaderhead bgs.


I take your point about the conquest units and not having the resources, I have three solutions in my head around this issue.

1. Mapscript: Better map script, better resource allocation, better balance (too technical for me)

2. New Units: As it is hard for everyone to get the required resources, I think I need to make new 'base' unit levels, that are quick and cheap with very few requirements, (I have been meaning to make a new militia for a long time (perhaps turning the current militia into an armed or gun militia), that gets built in all kinds of ways (like with farms and forts through certain civic choices) and will have it's corresponding 'conquest version' like all the others, so you will be able to get them conquering as well. I had hoped that by the time everyone got conquest they would have at least one kind of applicable, unit/resource combo. This is something I will do soon.

3. Buildings: The other thing I have been forgetting to add is more producer buildings (Currently only the vault civs have these) in the era 2.5+ stage, that produce resources, like junk or ammo, so that when you reach a certain tech stage you can get access to those units. One thing I still need to discover, is if resources work locally, or if they have to be connected to the capital first to work for anyone.

The grassland to wasteland move was in response to everyone saying the wasteland was too nice and not harsh enough, so grass being the most abundant map tile(mapscript work around) I made it the wasteland. Like I did with snow to grass.

With resource distribution, do you have any thoughts on solutions? Or how it is going 'wrong'.

I am trying to balance 'atmosphere' (scarcity of resources, certain locations for resources, etc.) with gameplay.
We can choose what kind of tile or feature (or combos) are required for each resource, as well as there 'commoness' on the map (although this is still a bit iffy, it is basically a number, but I am not entirely sure what that number actually represents other than higher means more resources, but I have no idea how much more.

Again, I reduced resource availability with this build in response to all the feedback of the map is too nice, I felt like I may have gone too far, to punish the infidels!
I am just not sure how nice to be.

Maybe, like you were saying, we can make a unit chain, similar to vanilla's archer, which doesn't need resources but is just in general bad in comparison to everything but at the same time can do what the other unit types do, just not as well.

I know we have the survivor, and town watch but those upgrade into one of the resource necessary unit chains.

Getting certain resources right now is really a crap shoot. Either you get everything you need or you get nothing. Honestly I have no idea how we would go about fixing resource distribution. A lot of the now high value resources replace obscure resources: spices, dyes, silk: which only appear in very specific parts of the map. This is one of the major issues with resources they are packed into certain parts of the map that only 1 or 2 people can realistically get to.

If nothing was changed from vanilla an "active" resource is connected to every single city which has a direct or indirect "route" to it. Whether it be road, river, coast, ocean, or any combination of four. The resource doesn't need to connect to your capital to be available to the rest of your cities.

If you do add resource producing buildings you should think about making them National wonders. Otherwise a civ will be able to have as many munition resources as they do cities.
 
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