That worked, and I haven't received any other crashes so far in the game. Tribals seem to be still way out of whack, destroying basically everyone around them. Seems like they still have the 3 Power Armour Mk2 units at 57,5 (which I think used to be a Tribal city as well) instead of 3 Tribal Spearman, as a result of Thorgrimm deleting the Hummer unit from the game, which changed a lot of the units on the map to the one below them in the unit list.
You're right, but I was wrong thinking I've fix this as far as in my Mk1 version. In fact, I did it later. This Mk1 intended to be as little changed as possible, so it bears only slightest changes on the map and mostly preserved Thorgrimm's design for units and factions. Today I've manage to sort things out and to pack a revised packs for my Mk1 version (the one you were downloaded and tried before) and much more revised Mk2 version. Both packs I intend to attach to my next message and hope these files will come through OK.
Sort of patchnote for both versions see below.
====Mk1 version====
List of a new units:
Brainbot;
Cultist (scouting unit for Mutants);
Ghoul Runner (scouting unit for Ghouls);
Hummer;
Nightkin.
List of a new buildings:
B.O.S. Academy wonder of the world;
G.E.C.K. small wonder of the world;
Ghoul Recon Undertaking small wonder of the world (actually, it has replaced the bugged G-Kennel building);
Vault Dweller Memorial wonder of the world;
Western West Point wonder of the world (actually, it has replaced the useless E-Water Filtration Plant).
==List of a known bugs of Mk1 version==
1. Bugged Join City function of a some bombarding units. It seems the right thing to do (I thought if it cost some population than you must have an option to join it back). But both Bombarding and Joining City is the same (B) key on keyboard.
!!So if you try to bombard somebody from inside your city, pressing <B> just made your unit to join a city and thus to disappear without any warning!!
You have to mouse-click on a Bombard menu to avoid this bug.
Namely these bugged units are:
Mortar,
Mutant Rocket Launcher,
Ghoul RPG,
Vertibird,
BOS Airship.
This bug is fixed in my later Mk2 version (I've just removed the Join City function from these units).
2. (Not checked myself but it must be there):
!!When playing Robot faction you could not select a Scurry Bot unit for production even when all prerequisites are met.
If your city's Governor suggest to build it the unit must be built OK as far as you didn't change the production manually.
The cause must be hidden faction-specific technology (Robotics) as a prerequisite for the unit.
In my later Mk2 version the bug is transferred to Protectron unit but still there. I plan to fix the bug in my suggested Mk3 version.
3. Radiation Magnet and Laser Weapons advances are not visualise correct prerequisites in a tech tree, though worked as I suggested to:
Radiation Tampering prerequisite for Radiation Magnet,
Hyperalloy Armor and IR Tracking prerequisites for Laser Weapons.
This bug is fixed in my later Mk2 version.
4. EoTC Scoutbot Facility produces not Scoutbots but Scurry Bots, despite the building's name.
This bug is fixed in my later Mk2 version.
5. (Maybe not bug but feature for it was there from initial Thorgrimm's design):
Too strong not-human-playable Northern Tribes faction with their unlimited Tribals units and three pre-placed endgame Power Armor MK2 units on the map.
Left to their own devices could overrun almost any other faction and crammed the map with a HUGE hordes of Spearmen to the limit of game crush.
In fact, I even worsened this by activating the previously bugged Tribal Barracks building for the Nothern Tribes and by allowing them to build a Radscorpion unit.
So, it is STRONGLY recommended to destroy Northern Tribes faction as early as possible, or at least limit them to no more than two cities total.
I've try to fix this bug in my later Mk2 version (removed these PA units from the map, made tribal units more pricey to build and lengthened cool-down time for Tribal-producing buildings).
6. (Maybe not bug but feature for it was there from initial Thorgrimm's design):
Bugged Luxury resources' icons in a City screen, not corresponding to actually available Luxuries.
Must be caused by too many resources marked as Luxury.
I plan to fix the bug in my suggested Mk3 version, just by changing the category of 2 Luxuries to Bonus resources.
This must left a basic number of 8 Luxury resources and, I hope, would work OK with the icons.
====Mk2 version====
Mk2 version, finished February 2024, is my second attempt to reworking Thorgrimm's Fallout: The Rebirth of Civilization scenario.
Base version of Thorgrimm's rules I started with were a version 1.13 with a Fallout.biq dated August 06, 2008.
Mk1 version (that was a base for this here Mk2) I've finished October 2023.
Here I have added two new civilizations and placed them on the map:
* Raiders & Slavers Corp. (pre-made by Thorgrimm himself, but not finished and not implemented before);
* Mutant Liberation Army, or just MLA (brand new faction utilising previously unused "Children of Heaven" graphics).
Raiders are forbidden to build any Settlers and not human-playable.
Sort of "Tribals with guns" faction intended to give the Tribals some pressure and deterrence right from the start (both AI-controlled factions started close to each other).
MLA is fully human-playable but handicapped by lacking of pre-made cities, only two Civilization strengthes instead of usual three, and a cut starting budget (3500 caps instead of usual 4000).
Ah, and they are the only human-playable Human faction WITHOUT a Human resource right on the start location. Player have to think how to deal with the situation
MLA supposed to be refugees from Midwest and offering a player somewhat more challenge than other playable factions.
Technically, this is Human faction by available techs and buildings, but most of their combat units are Ghoul. Three types of Super Mutant units are allowed too (Flamethrower, Minigunner and Rocketeer), as good as one specific Deathclaw-producing building.
Plenty of units are renamed to make it easier for a fresh player to understand and search scenario's Civilopedia (all Powered Armor units are now start with "Power Armor" words, for example).
Total list of a new (not just renamed and revised) units:
* Ghoul Runner (scouting unit for Ghouls);
* Ghoul Sniper (invisible unit for Ghouls instead of usual Sniper);
* Hellion VTOL ("air" transport unit for Robots);
* Hummer;
* Missionary (scouting unit for Mutants and BoS, ex-Cultist of Mk1 version);
* Nightkin (endgame invisible and stealth-attacking unit for Unity Mutants);
* Robobrain (AKA Brainbot);
* Schooner (early naval transport);
* Tank (endgame Blitz unit for the factions that lacks access to the most powerful Power Armor units).
Total list of a new buildings:
* B.O.S. Academy wonder of the world;
* Deathclaw Hatchery (MLA specific building);
* G.E.C.K. small wonder of the world;
* Ghoul Recon Undertaking small wonder of the world (actually, it has replaced the bugged G-Kennel building);
* MLA Lab (MLA specific building);
* Neural Grafting Plant (Robot-specific Robobrain factory - it has replaced the nearly useless Recycling Plant);
* Vault Dweller Memorial wonder of the world;
* Western West Point wonder of the world (actually, it has replaced the useless E-Water Filtration Plant).
Here in Mk2 version I've also reworked the map: repositioned some resources, clear some wastes here and there, and added 5 more small islands in the ocean (yes, its against the realworld Californian map, but... Come on, folks, these ocean squares in game are too big and almost useless!).
And, yes, I finally removed from the map these pre-positioned endgame Power Armor units. Now there are only two mid-game units of Power Armor right from the start: one for BOS and another for Enclave.