Samez
Emperor
Partizanac made some demolished buildings perhaps some of them are quite usable for critters and COS... (Esp the factory looked quite good to me)
Partizanac made some demolished buildings perhaps some of them are quite usable for critters and COS... (Esp the factory looked quite good to me)
How it's going, Thor!
Quite the good mod you have done! It's still a beta, but it's very good already!
I like the "Survive" and then "Rebuild from the ashes" theme you used.
I mean - The first priority in the wastes is to survive. After that, to thrive.
And man - just beggining to play it - But looks very good. Expect a bigger opinion later, you mod is very good!
I've been downloading mods off here for few years, but this is the first time I've felt prompted to write. I really love all the work you've done here, the eras and tech really caught the feel, I think of fallout, In fact I installed fallout 2 and started playing it again . I've played 2 games as Enclave midway thru Survival era and 1 as children and noticed same thing ETOC was always wiping out the vault very quickly. I started game as vault and halfway thru survival are waves of bot infantry came pouring into. Been playing Etoc @ Emperor difficulty to see why and then I saw it. They automatically get electronics as soon as they get hit the survival era, which means the can immediatly make automated factories and Bot Infantry, I killed off Unity b4 I had researched a single tech in Survival, It takes 6-7 Bot Infantry to kill the turret on capital city, and because 2 movement only loss 2 taking the city. I understand why you would want to give it to them earlier there robots, makes sense they would know it plus the BOt infantry @ 15-10 pale compared to enclaved power 18-18 armor. Possibly make some better defensive troops availible early in survival or real late in the first era, the vault cites where only defened by militia, they couldn't make anything better yet. I hope this helps, ps I had to fix little problem with not having settlers for vault or workers for enclave too (removed the tech requirment) seemed to work fine then.
Yup the tech requirement made it impossible to build COS, Unity and Vault workers and settlers (they all required the starting tech of each nation but somehow it didn't work if they are not played by the ai...
I thought it would have just been at my version cause i twqeaked the bic a little bit (NCR Rangers esp...)
Question! Does this mod require Conquests to play? Or does it just need Vanilla Civ 3?
Umm, I HAVE played all the civs, so I do not know what you all were doing wrong, but they ARE available. I have had others on Dac play the Unity and the Vaulters and it was reported it was too easy with the Vaulters because they make their SETTLERS too fast. So I have no idea why you had problems.
I met the exact same problem Samez mentions and had to remove the starting techs requirements for vault settlers. Oh! and same with the melee and armored ghouls too. The comp could build them just fine but not me.
Huge congrats for this brilliant mod
On a positive note you could have hit upon another exploit that could be used by scenario designers to give the AI a "leg up". Very Nice mod by the way.
So.. where exactly does it say that the Ambience sounds DL will overwrite the original Civ files, that are essential for running the game?? Cos I sure as hell don`t want no Fallout Wind Howling in my WH session, and now I`m stuck with it, cos the game needs them to run, so I can`t delete them, and restore them later, for a FO session.
Dammit! I`m seriously pissed off!
well it is better to be pissed off than pissed on. And since the ambient sounds are not in the main dl, you should have been smart enough to backup any files you wanted to keep. Standard fare in ANY addition of a mod to a game.
What did i tell you in post #11 ?