Fallout: The Rebirth of Civilization

Is your Pediaicons.txt corrupted or what?
Anyway, here is the text fragment you're asking about:

#ICON_BLDG_Neural_Grafting_Plant
SINGLE
53
art\civilopedia\icons\buildings\recyclingplantlarge.pcx
art\civilopedia\icons\buildings\recyclingplantsmall.pcx

Hope this helps.
 
Is your Pediaicons.txt corrupted or what?
Anyway, here is the text fragment you're asking about:

#ICON_BLDG_Neural_Grafting_Plant
SINGLE
53
art\civilopedia\icons\buildings\recyclingplantlarge.pcx
art\civilopedia\icons\buildings\recyclingplantsmall.pcx

Hope this helps.
I'm not sure this is the entry that I have and I'm still getting the error.

1733274554515.png
 
Just uninstalled and reinstalled now it's the Cathedral of the Apocalypse

View attachment 711214
Seems like whole Pediaicons.txt file is missing altogether. Maybe the file is in the wrong directory or renamed. You may try to reload the pack here (Scn_Fallout_Rebirth_Thorgrimm_WM_Mk2.rar) including Pediaicons.txt. Just tried to download and unpack it myself, and it works OK.
Just in case I've attached this Pediaicons.txt file to this message.
 

Attachments

Well, it is whole year have passed now since I've finished my previous attempt to fix and optimise this great Thorgrimm's scenario. That reworked version, with my designation of Mk2, can be found here on that very forum. Better, rebalanced and thoroughtly reworked version Mk3 is still in progress; most charts and balance diagrams are finished now, as good as new Civilopedia entries and so on. I hope to finish that version and play-test it in the next couple of weeks, and then present it here.
Until then, as a by-product of that work, I have reworked Civilopedia and Pediaicons files for Mk2 version too, and I want to attach these files right here. In particular, I've added many Fallout-themed flavor texts to Civilopedia entries and descriptions.
If you have downloaded my Mk2 add-on previously, then just replace Civilopedia.txt and Pediaicons.txt files in Fallout scenario \Text folder with this newer versions. All saved games that were started with Mk2 version must work OK with newer Civilopedia.
 

Attachments

Well, all the polishing and bug-hunting consumes more time than I thought, but at last I'm ready to introduce that massively reworked version Mk3 of Thorgrimm's scenario. The pack itself I intend to attach to the next blank message; here is description of changes made.

==Civilizations==

Added two new civilizations:

* Caesar's Legion (pre-made by Thorgrimm himself as Raiders, but not finished and not implemented before);
* Mutant Liberation Army, or just MLA (brand new faction utilising previously unused "Children of Heaven" graphics).

- Legion faction is unable to build any Settlers, but still human-playable. If you pick that faction, you must understand whose side you're on, for the glory of Caesar :)
Player for the Legion have to conquer that radioactive world, relying just on his pre-made 4 towns and for these Profligate factions for founding new towns.
Hint: if you manage to build the GECK small wonder of the world, it would provide you with rarely producing Settlers. Not much but still something.
Note that the Legion is a Human faction WITHOUT a Humans resource right on the start location. The good news is, being a Tribal/Raider faction, the Legion wouldn't need that resource as desperately as usual humans.
Unique Legion buildings and units are not needed in Humans resource to build.
Note also that second-era Red Okies is the most powerful unit available for the Legion until endgame Crimson Dragoons. Better conquer these Profligates before they could research and build enough Tanks and third-era Power Armor units!
At first design, the faction was just sort of "Tribals with guns" intended to give the Tribals some deterrence right from the start and was not human-playable.
Transforming them into Legion, I thought that players may want to play Caesar themselves.

- MLA was fully human-playable right from the initial design, but handicapped by lacking of pre-made cities and only two Civilization strengthes instead of three given to the most advanced factions like BoS, Unity or NCR.
And, like the Legion, the MLA is a Human faction WITHOUT a Human resource right on the start location. Player have to think how to deal with the situation :)
Hint: Human resource could be found and conquered from the Barbarians not so far from the MLA's start location.
MLA supposed to be refugees from Midwest and offering a player somewhat more challenge than most 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.

* Most other Civilizations are corrected too, mostly in a City Names section (before some Civs have only one or two citynames so have to repeat these infinitely).
Diplomacy texts are corrected to be better suited for every faction's features and leader's character.

==Units==

* Thoroughtly reworked and balanced units' stats and upgrade chains.
All Civs are now have a resource-free basic Worker, basic Settler (except Tribals and Legion) and basic combat unit. So they wouldn't be totally helpless if these pesky Deathclaws would cut them from a crucial resource and kill all their Workers.
Upgrades are more or less correct so the Ghouls, for example, would automatically switch to building their own Ghoul Worker as soon as they could get a Green Goo.

* 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).

* New graphic models for some pre-made units (NCR Rangers, Mutie Workers and others).

* Some units have now upgradable graphics with era changing (Human and Ghoul Workers, for example).
On that principle, Scout Bot and Eyebot units are now merged into single unified Floating Eye unit with changeable graphics (it would seem like Scout Bot during two early eras and like Eyebot in two later eras).

* All previously "mute" units without in-game sounds are now have sounds.

Total list of a new (not just renamed and revised) units:

* BOS Apprentice - first-era super-infantry for the BoS, intended to balance NCR Rangers, early Mutants and Enclave's Deathclaws;
* Decanus - first-era firearm infantry for the Legion;
* Frumentarius - invisible scouting unit for the Legion;
* Ghoul Runner - combat and scouting unit for Ghouls;
* Hellion VTOL - Air Power unit, sort of Jet Fighter;
* Hummer - fast ground transport;
* Mutant Skirmisher - fast infantry for the Unity;
* NCR Trooper - first-era infantry for the NCR;
* Nightkin - endgame invisible and stealth-attacking unit for the Unity's Mutants;
* Power Armor Type 76 - the only Powered Armor unit available for Human and Ghoul factions other than Enclave and BoS;
* Red Okies - second-era fast infantry for the Legion;
* Robobrain - combat and terraforming unit for the Robots;
* Schooner - early naval transport;
* Tank - endgame Blitz and Bombarding unit for the factions that lacks access to the most powerful Power Armor units;
* Tie Jun - second-era fast infantry for the Shi, intended to compensate their lack of early Power Armor;
* Zeppelin - fast ground (pretending to be Air) transport unit for factions other than the BoS.

The most important changes with other units:

* Vertibird is now a true Air unit, like Helicopter in basic Civilization III, and available for most advanced factions to build (not just for the Enclave as it was before).

* Power Armor Mk2 is transformed into Crimson Dragoon, single-square all-as-road invisible unit with a selective Stealth attack.
To build these, player have to reach forth era of science and then research a longest possible Advances chain. But, once researched, Dragoons are available to the most Human and Ghoul factions.
So if you let your rivals to mass-produce these units... well, this headache is yours by right ;)

* Combat Armor Sniper is reworked to Assassin and now available for production (rarely) by the Small Wonder of the World only.
Hordes of invisible Snipers sneaking here and there on the map may seem hilarious, but... Personally, I was REALLY REALLY tired of this feature.
Wait for endgame Nightkin or Crimson Dragoons if you would miss mass-produced invisible Snipers.

* Pipboy is transformed into Vaultboy Augment, second-era fast infantry for the Vault City, intended to compensate their lack of early Power Armor.

==Buildings, improvements==

* Most Improvements and Wonders are corrected and balanced; some were added, some are totally changed their functions.

Total list of a new buildings:

* B.O.S. Academy wonder of the world - sort of Brotherhood's own Sun Tzu's Academy;
* Deathclaw Hatchery - MLA specific building, works as their Barracks and produces Deathclaw unit;
* Enforcers Quarters - Barracks for Democracy (and the only available Barracks for the Shi and the Far-Go factions);
* 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);
* Martial Arts House - Barracks for Cosa Nostra government (it has replaced the doubtful Jet House building);
* MLA Lab - MLA specific building for science and culture;
* 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);
* X-13 Research Facility small wonder of the world (allows Espionage missions and produces Assassin unit).

==Civilization Advances==

* Advances were relocated in a research tree to avoid overlapping and to make a tech tree to look more understandable.

* Redefined research points' cost for many Advances according to Era and their in-game worthiness, to avoid both super-cheap and super-expensive Advances.

Advances and their prerequisites themselves are mostly preserved as they were, except 4 new discoveries listed below:

* Aeronautics - discovery for Airships and Zeppelins, now prerequisite for the Flight;
* Boomers Arsenal - discovery for Flamethrowers and Flamer Fuel as a new Strategic resource, now prerequisite for Milstores Reclamation;
* Mutant Cure - Mutant Liberation Army's specific discovery;
* Rebellion Spirit - Mutant Liberation Army's basic Tech.

==Natural resources==

* Some adjustments were made to most Resources' worthiness in Food, Shields and Gold.
* Renamed and changed graphics for some resources, to give more post-apoc flavoring (Iron to Scrap Iron, Uranium to Nuclear Fuel, etc).
* Cabbage changed from Luxury to Bonus category.

Added new resources:

* Flamer Fuel (Strategic);
* Light Alloys (Strategic);
* Mineral Spring (Luxury).

Excluded resources:

* Geckos (Luxury);
* Gems (Luxury);
* Wolves (Bonus).

==Other changes==

* Repositioned some resources, cleared 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, this ocean squares in game are too big and almost useless!)
Rre-positioned endgame Power Armor units are removed from the map for all factions. Now there are only two mid-game units of Power Armor right from the start: one for BOS and another for Enclave.

* Revised initial pre-made cities and buildings there, to avoid bugs with, for example, Human buildings in a Ghoul capital city.
Changed pre-positioned cities for Tribals and Legion factions.

* Thoroughtly reworked Civilopedia, diplomacy and scripts files to correspond to actual scenario rules with all my corrections and additions.
 
Wow.. amazing work mate. Well done! :)

Also I've updated the OP to mention your updated versions and will mention the news in some of the Civ3 social media groups.
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Thank you! That was really a lot of work but also a lot of fun to redesign and balance the modpack.
For anyone who will try it: feel free to give me any feedback here. Maybe you have any ideas for the further rebalancing, or want to see there some particular features - just let me know, maybe I would include your idea in some later version ;)


BTW, I have always discover at least one missing folder in my pack: the new visual model for the Tank unit. So many folders, just forgot to add another one :crazyeye: The pack still must work OK (the Tank model just would be default Modern Armor), so I let it be as it is. Intended model was that cool Wyrmshadow's Mammoth tank. Anyone who want to see it in game just download the model, unpack it, rename to Modern Armor and add it to Fallout's Units folder (ask me if you want a step-by-step instruction).
 
Caesar's Legion seems to be able to build settlers, even though your notes imply they shouldn't.
But they really shouldn't. Honest Injun :egypt: Neither gave them any, nor a possibility to build new Settlers.
Still, rare new cities are possible both for the Legion and the Tribals. Just keep in mind that:
1) at the very beginning of a new game, computer and/or human players could get one or two free Settlers, depending on difficulty level;
2) when exploring the map and picking a Goody Hut, "with a little luck and a little love" (c), there is a small possibility of a new city spawning.
Given the Legion's Expansionist civilization strength, the probability of latter option for them must be slightly higher than for other Civilizations.
Have you seen Legion founding new cities by some means that couldn't be explained like the above two? During my playthrough, I never seen the Legion building any Settlers.

By the way, it seems for me (in my single playthrough, so far) that Legion civilization is too weak now and needs in some upgrade. One more city or more bonus food for boosting population growth, I dunno...
 
The settler is enabled for the Legion in the .biq, so that probably needs fixing.
"Pay them no heed, your majesty" (c) Just sort of dog-eared page from my part: if I would ever want to allow them Settlers, it would be just one checkbox, without scrolling a long lists somewhere. Settlers are effectively banned from building in a Civilization editor section for the Legion, see "Build Never" menu. Very useful checkbox, if you mind more than one settling unit in a Units section.

UPD
As for today, I do have some fixes planned:
- greatly reduce research points price for Neutrino Deflection (200 points are way too big for 2nd era, just miss it before);
- increase research points for Mutie-Cure discovery, add Medicine as a prerequisite;
- remove science boosting effect from MLA Lab, increase building cost;
- add "lower War Weariness" for Enforcers Quarters;
- remove "lower War Weariness" from Legion Barracks (for their Government type it was of no use, anyway);
- change Small Ammo to Scrap Iron resource requirement for building Legion Barracks;
- lower cool-down time for Legion Barracks to produce Legionaries (25 turns instead of 30);
- remove Brahmin resource requirement for building Legionaries;
- exchange Metal Armor to Scrap Iron requirement for building Legion's Red Okies unit;
- add Scrap Iron resource somewhere on Legion's territory.
I believe I could release a fixed version on this weekend. If you were thinking of some other fixes, better let me know before ;)
 
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My dude, you are doing incredible work right there! BIG changes ngl! Two new civs! Lots of new units!

I just realized I'm probably the only team member of the OG mod still around here in the community. Damn, I made myself sad. I hope wherever they are, they are doing well.

Screw restraints, I'm taking this baby for a spin after posting about it in the Vault BR Forum. Gonna stream on Discord as I play it, too, hell yeah! But first, time to study Angular!

I think you can actually justify the fictional islands as pre-war artificial islands - sorta like those artificial chinese islands they use as bases to bother Taiwan? In this case, they could make artificial islands to protect the Californian Coast, or secret bases. Could justify them as other floating facilities, similar to the Enclave Oil Rig.

Question: Any plan to do an art revamp of the interface? The civilopedia looks like a bit eye cancer in retrospect. Some really questionable stuff like Blue text on green background.

Q2: What's wrong with the deleted luxury resources?

Q3: Big fan of the Advances changes, I played recently, and the prices seemed weird to me as well.

Q4: Any more plans for new factions? I feel like you could add Khans/Great Khans, Vipers, Boneyard and New Vegas.

Q5: Gotta say, that nerf on all the Combat Armor Snipers feels necessary. I recall it getting pretty silly.

Q6: Surprised you went for MLM and not Broken Hills for the multi-racial faction.

Q7: Any plans for more scenarios aside from the vanilla one?

EDIT:

So I started playing a Brotherhood game...


1. I noticed Genetics is an empty tech. I think everyone agrees that empty techs are bad. It would be interesting for the Genetics tech to unlock something, instead of merely being a pre-requisite? I guess the Genetics tech, being early, is simple knowledge of genetics, like mendelian genetics, proper breeding, the works? Maybe something related to agriculture?

2. Would be nice to touch up the descriptions, if you want I can help?

3. In the description for Human Aqueduct, it is refered as Human_Aqueduct.

4. Faction locations: Any plan to match them better to their canon locations? Looking at the map, NCR is way south of where they should be (near L.A), Hub is south and east of where it should be. The Brotherhood of Steel I'm unsure, but AFAIK they seem to be more to the east and maybe more north than they should be (Lost Hills is a real place in Kern County). New Reno is also way west of where it should be. I know there's game balance to consider but I don't understand why Thorgrimm made the locations so off at all. It IS a bit hard to make sure tho, because the map is somewhat tilted. I know Ghouls are not meant to represent Necropolis 1:1 but rather be close to canon Glow, partly for balance reasons as well - probably why the Legion is in such a... peculiar location. Hmmm, might want to look into adding a few more rivers and floodplains west of the rockies?

5. Are those tribals among the barbarians new? Because I don't recall them at all.

6. I really like the Brotherhood Apprentice unit, it gives the Brotherhood some pretty decent early-game scouting capability, allowing you to run around, meet new civilizations and pop huts, etc.

7. Talking about the Brotherhood Apprentice, wouldn't the names Initiate or Squire be more appropriate? Those are pretty much canon names for apprentices in the Brotherhood. Squire used to be an obscure thing from Fallout Tactics but since FO3 it seems to have been fully canonized and became fairly popular with the show.

8. I know it's asking a lot, but I looked at the scenarios and I realized the Fallout scenario map is actually not that big. Any chance you make a bigger map? I think keeping at more or less the current scale and expanding it east would be awesome. Get all of Nevada, maybe some of Arizona and Utah in the mod for that New Vegas and Van Buren content.

9. My memory effing sucks, but I kinda remember there being a fan-made T-51b 3D model made for Fallout Tactics over at NMA somewhere. Think it would be great to have in the mod. I can try and find it if you want?

10. I noticed something strange - when you enter the diplomatic screen, the music stops with a "bbzzzz" and plays no music at all. Was there supposed to be something there?
 
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Question: Any plan to do an art revamp of the interface? The civilopedia looks like a bit eye cancer in retrospect. Some really questionable stuff like Blue text on green background.

Q2: What's wrong with the deleted luxury resources?

Q3: Big fan of the Advances changes, I played recently, and the prices seemed weird to me as well.

Q4: Any more plans for new factions? I feel like you could add Khans/Great Khans, Vipers, Boneyard and New Vegas.

Q5: Gotta say, that nerf on all the Combat Armor Snipers feels necessary. I recall it getting pretty silly.

Q6: Surprised you went for MLM and not Broken Hills for the multi-racial faction.

Q7: Any plans for more scenarios aside from the vanilla one?
Thanks a lot, Slaughter: this kind of feedback I like very very much! All that thing about your work that was not in vain, you know...
:cheers:
And from the guy who was in the project from the very beginning, wow! :woohoo:
For the starters, let me answer on your initial questions.
Q1: interface. For me, it took some time to adapt, but now it doesn't seem much bothering. After all, it look soo Fallout-flavored :nuke::love: Anyway, I'm not good enough with graphics to correct something there, even if I wanted to.
Q2: deleted resourses. It wasn't that there was something especially wrong with them. I just wanted 3 new resources and was too lazy to add these, so I took 3 old resources and just replaced them with new. :mischief: After all, these Gems and Wolves were not fit very good into post-apoc Fallout unverse, and Geckos... Well, there are Golden Geckos already.
Q3: Advances. Glad you like the changes :thumbsup:
Q4: I do have some plans for a new Reaver faction, and even realise them for Russian version of the mod. My junior son have long asked me for a Russian version so he could play it too, without my help with units data, buildings functions etc. So I took my time to translate the mod (and, believe me, it was a LOT of work, even when you have an official Russian version of the basic game!!) In original mod there is New Reno faction with lots of adult stuff (Brothels, Porn Theaters, drugs etc.) so it seems appropriate to rework or to replace this faction for my kid. I took Reavers as a substitute. Later I went even further and made the Reavers a new 5th Cyborg race (first 4 races being Humans, Ghouls, Mutants and Robots). Maybe sometimes I would adapt these Reavers into the original mod.
And again, about new factions: personally, I think that 12 playable factions (13, if you took AI-controlled Northern Tribes into account) are quite enough for this map. For the new factions better place them instead of some of the old, taking playability and game stability into account.
Q5: Snipers case. Glad you approve their nerf and exclusion from buildable units' pool. At first I thought about the stats nerfing as a cure, but these AI factions just can't stop building them, even when they could get a much more powerful infantry units! So, I took one step more and just banned Snipers from usual building.
Q6: MLA as a new faction. I was just fascinated by the very idea of it, since the first time I saw that endgame movie for Tactics :drool: I have even made the mod for Tactics for myself, where you could play the campaign for the MLA instead of BoS - changed briefings, recruts pool, some NPCs etc. Having bumped into this great Thorgrimm's mod, it was just the matter of time when I would try to add the MLA here too :cooool:Never thought of Broken Hills as a faction.
Q7: more scenarios; I do have some plans, but not sure if I could find enough leisure time to realise them. One more Civ3-related project is modded and reworked basic game for myself, mostly finished now. Maybe I would release it too sometimes.
 
I was a bit bored and instead of setting up Angular for my study and organizing my study course structure I decided to look into the locations and match them up to the map, hope you don't mind the double-posting, hmmm...

- The Shi are in the right location
- The Enclave is in the right location, I would move the Enclave Oil Rig a bit closer to the edge of the map, more in the open ocean to the south. Might screw with the AI, tho, but might also give them a naval advantage.
- Tribals are in the right location, through I think Arroyo is actually further north. Where Arroyo is now, would be where Sulik's Tribe/Primitive Tribe/The Umbra (yeah its a fanon name, but everyone uses it)
- Robots are right as they could be, due to Vault Zero being off-map. It is what it is.
- New Reno is almost in the right location, its close to Lake Tahoe but its west of it when it should be east, close to those floodplains and mountains.
- Lost Hills is north of LA, but the real location is northwest. Think there are a bunch of urban ruins sitting where it should be right now (why there are so many ruins over there btw? Bakersfield?)
- Shady Sands' location is a bit wonky in the series, but AFAIK according to FO1 and FNV, it's in the desert east of Mount Whitney and West of the Death Valley. There's some rivers and lakes over there so that's probably how it gets water, because otherwise it would be a horrid location. Plus, GECK. If it's transferred there, would probably need a big wall of "No-go" to the East, to force it to expand west into California
- Hub is north and a bit east of LA, I think it would be not far from where Shady Sands is now. I have absolutely no what the location it is supposed to be is, is that Big Bear Lake?
- Super Mutants are obviously WAAAAY to the East of where they are supposed to be, obviously for game balance reasons. If they were meant to be where Mariposa is canonically, they would be... south and east of where San Francisco is, and north and West of the Brotherhood. Or in LA if you consider the Cathedral, heh.
- Ghouls are, as I said before, obviously not meant to be 1:1 to Necropolis, more of a catch-all Ghoul faction which helps occupy the lower part of the map in south cali. Necropolis' location is a bit screwy because canonically, its supposed to be in Bakersfield, but in the FO1 in-game map, they moved east because the game map had practically nothing over there. Pretty sure the Children of the Wasteland are located in the North shore of the Salton Sea.
- Obviously the Legion is not where it should be. Through if you ever feel like putting them close to the canon location, the southeastern edge of the map might be interesting, east of the Colorado.
- Vaulties are in the right place.
- MLM is south of Las Vegas, would probably get moved if New Vegas is ever added (to where Mutants are now?)

If I knew anything of CivIII scenario editing, I would try changing locations and seeing what happens. I suspect that most factions are where they are due to gameplay reasons. If factions were closer to their canon locations, South California would be a veritable warzone. I'm not sure if that's a good or a bad thing. Maybe I will do that after finishing my current game.
 
10. I noticed something strange - when you enter the diplomatic screen, the music stops with a "bbzzzz" and plays no music at all. Was there supposed to be something there?
This is an issue with Windows and older games, and there is a fix for it in this thread. Not sure if it works on Win11, though, since my computer can't upgrade to it.
 
So I started playing a Brotherhood game...


1. I noticed Genetics is an empty tech. I think everyone agrees that empty techs are bad. It would be interesting for the Genetics tech to unlock something, instead of merely being a pre-requisite? I guess the Genetics tech, being early, is simple knowledge of genetics, like mendelian genetics, proper breeding, the works? Maybe something related to agriculture?

2. Would be nice to touch up the descriptions, if you want I can help?

3. In the description for Human Aqueduct, it is refered as Human_Aqueduct.

4. Faction locations: Any plan to match them better to their canon locations? Looking at the map, NCR is way south of where they should be (near L.A), Hub is south and east of where it should be. The Brotherhood of Steel I'm unsure, but AFAIK they seem to be more to the east and maybe more north than they should be (Lost Hills is a real place in Kern County). New Reno is also way west of where it should be. I know there's game balance to consider but I don't understand why Thorgrimm made the locations so off at all. It IS a bit hard to make sure tho, because the map is somewhat tilted. I know Ghouls are not meant to represent Necropolis 1:1 but rather be close to canon Glow, partly for balance reasons as well - probably why the Legion is in such a... peculiar location. Hmmm, might want to look into adding a few more rivers and floodplains west of the rockies?

5. Are those tribals among the barbarians new? Because I don't recall them at all.

6. I really like the Brotherhood Apprentice unit, it gives the Brotherhood some pretty decent early-game scouting capability, allowing you to run around, meet new civilizations and pop huts, etc.

7. Talking about the Brotherhood Apprentice, wouldn't the names Initiate or Squire be more appropriate? Those are pretty much canon names for apprentices in the Brotherhood. Squire used to be an obscure thing from Fallout Tactics but since FO3 it seems to have been fully canonized and became fairly popular with the show.

8. I know it's asking a lot, but I looked at the scenarios and I realized the Fallout scenario map is actually not that big. Any chance you make a bigger map? I think keeping at more or less the current scale and expanding it east would be awesome. Get all of Nevada, maybe some of Arizona and Utah in the mod for that New Vegas and Van Buren content.

9. My memory effing sucks, but I kinda remember there being a fan-made T-51b 3D model made for Fallout Tactics over at NMA somewhere. Think it would be great to have in the mod. I can try and find it if you want?

10. I noticed something strange - when you enter the diplomatic screen, the music stops with a "bbzzzz" and plays no music at all. Was there supposed to be something there?
Spoiler :
(4 moderator: for me it is more comfortable to answer more questions from the big pool in a separate post, but, if there are strict rules against multiposting, just let me know, or just merge my posts into one with moderatorial action. Sorry if I bother you!)


1. empty or nearly empty/useless advances: there are plenty of these still left (VR playroom chain for Vault Dwellers, Pharmacology advance for the most factions etc). But of course, this is bad. I have managed to add the meaning or usage for some previously useless Advances, but, you see, one just can't embrace the unembraceable thing :cry: Maybe someday I could rework other Advances too.

2-3. I would really appreciate any help with game's Help descriptions! :goodjob: But, if you don't mind, I'd prefer to rewrite the files myself only, to avoid possible mess with versions. So it would be great if you just post me rewritten or replaced fragments, for me to incorporate them into Civilopedia. I plan to attach here my latest Civilopedia file, with already corrected Human_Aquaduct issue.

4. non-canon faction locations: I have thought of corrections, but later thought against. As for now, playable factions are more or less evenly spread on the map. Trying to made them canon-placed, you should invest considerable amount of work to it, maybe just to see that your efforts greatly spoiled not-so-perfect balance of the scenario... I think this is just not worth it.

5. Tribal barbarians: yes, I remember placing some on the map.

6-7. Thank you for the appreciation of Apprentice, I like him myself very much :clap:As for unit name: I really wanted to name it BOS Squire, but have to remember the mod's unit experience names. There, it's not Conscript-Regular-Veteran-Elite, but Initiate-Squire-Knight-Paladin. To avoid the possibility of in-game messages like "your Squire is now promoted to Squire!", I have to think about another unit name.

8. Larger map may seem like the terrific idea, but again - it would be an incredibly time-consuming task, with more than just slight doubts about good enough result. Even now, the landmass is big enough to cause troubles with the game stability sometimes, when all current map is crammed with cities and units. I'd rather think of a totally new map, like with Fallout:Liberty scenario.

9. Model of T-51b Power Armor - if it's possible to import it as a Civilization III unit, it would be GREAT! Alas, I couldn't do it myself - I have always use only models already adapted by somebody else.

10. sound issue; have not hear anything like that myself. It's either Fallout music from Thorgrimm's mod, or a standard Civilization3 soundtrack.
 

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