Fallout: The Rebirth of Civilization

Finally had some time to play this mod. Its been a blast but there seems to be some problems with not being able to build certain units manually. Cities under control of the city governer build the units though. Can't wait to check out the next version.

One thing I can garantee to you: It's excellent fun!
 
Awesome! If you need any help play testing i have tons of time on my hands at the moment and would like to help improve your mod.

Sorry for the late reply, but if you wish to help, go to the Sci Fi Workshop and apply to join. We will go from there. :)


@Warwind, what units are you having trouble building? Since we had a problem with some Ghoul and Mutie units not being able to be built by the player but the AI could.




:nuke: Cheers, Þórgrímr :nuke:
 
Here are some units i couldnt seem to build manually

Ghoul
Worker, Melee, Armored

Mutie
Settler, Worker, Armored

Yup, those are the ones. You will be glad to know that bug has been squashed. :D




:nuke: Cheers, Þórgrímr :nuke:
 
Glad to here that those got squashed :)
Not sure if this helps but I Played a few more game's and in each one i noticed that once the Bot Infantry appeared they pretty much steam rolled over everyone else. Another is that the NCR was always way ahead in tech then anyone else.
 
Is there mirrors for this download? Since the download from the link in main site disconnects after awhile.
 
Is there mirrors for this download? Since the download from the link in main site disconnects after awhile.

Sorry for the late reply, but I suggest you use a DL manager to complete the dl. I will add a link for a free version of Get Right to the DL thread on WOTG, it has been tested and it gets the job done. There is only one mirror and that is on No Mutants Allowed.




:nuke: Cheers, Þórgrímr :nuke:
 
A link for the GetRight download manager has been added to the post with the main mod DL. :)




:nuke: Cheers, Þórgrímr :nuke:
 
When I "automate" my workers, they always run and hide. Is this a bug? Its a pain in the A$$ to tell each worker what to do every single turn
 
When I "automate" my workers, they always run and hide. Is this a bug? Its a pain in the A$$ to tell each worker what to do every single turn

The way it is coded in the game is that whenever an enemy comes within 5 squares a civilian will go hide in a city. So that means you have to clear out all the enemies in a certain radius to get those workers to toil for you. :lol:

And there are a LOT of enemies in this mod. The Wastelands are a harsh mistress. ;)




:nuke: Cheers, Þórgrímr :nuke:
 
hey people

just downloaded this mod & im getting a missing entry in pediaicons cathedral_of_the_apocalyps error. ive checked the pediaicons.txt file & cathedral_of_the_apocalyps is already there.
soz if this problem has already been solved somewhere else. cant wait to start playing it - looks very different indeed.
thx for any help.
 
hey people

just downloaded this mod & im getting a missing entry in pediaicons cathedral_of_the_apocalyps error. ive checked the pediaicons.txt file & cathedral_of_the_apocalyps is already there.
soz if this problem has already been solved somewhere else. cant wait to start playing it - looks very different indeed.
thx for any help.

Are you using the Civ Complete version of civ 3? if so, you will have to unzip the file and then manually put the mod in your conquests scenarion folder. The Civ Complete version uses a different install routine so it a different location for things. :)

Let me know if this cures the problem.




:nuke: Cheers, Þórgrímr :nuke:
 
thx for getting back so soon:goodjob: .

i think i have done what you suggested, as i do indeed have the civ complete version. initially the mod was unzipped to a subfolder located in conquests/scenarios (dont know why). i then copied the scenario & sounds folders, and the .biq map straight into conquests/scenarios (no subfolders).
but still isnt working.:confused:

sry to disappoint.
thx for the help.
 
Glad to here that those got squashed :)
Not sure if this helps but I Played a few more game's and in each one i noticed that once the Bot Infantry appeared they pretty much steam rolled over everyone else. Another is that the NCR was always way ahead in tech then anyone else.

I helped in the squishing of these bugs (I stumbled over them). You can easily fix these bugs by taking out the research requirement from these units with the problems. Or at least that's what I remember.
 
Also, um, I whilst I think there's a download for playtesters, when might the general public see another release, may I ask?
 
Sites down and little updates seem to happen. Is it dead?
No, site is there, you just hit a maintenance cycle. As for being dead, nope, we just begun discussing what still needs done in the mod. :)




:nuke: Cheers, Þórgrímr :nuke:
 
Freakin awesome. I'd like to join the team if there's room and if I like it enough. (Gotta check the homepage I guess for some more info).


I love fallout ^.^
 
Ok folks there is a new version of the mod up on the Home Page. The version is 1.13 and there are so many changes that you will need to DL the entire thing again. :crazyeye: But I assure you, it will be worth the wait. :D

Still not finished, but closer than the beta version that was released. :) The first post has the link.
 
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