Fallout: The Rebirth of Civilization

Neither of them upgrades to something, so why should I build a 12.8.1 unit with 170 shields instead of a 15.8.1 unit with 10 shields.
Am i missing something ? :-)
Cool mod anyway :-)
Cheers.


The Flamethrower cost is a mistake.

One word, INVISIBILITY. ;) :D




:nuke: Þórgrímr :nuke:
 
Yeah and I think it has the all terrain as roads abilty wich makes it quite fast... (ie it can move 4 squares...)
 
WHICH ONE IS INVISIBLE ????
I've missed that !!
Tks.
 
Hi

I am now testing the Fallout mod, it's awesome :goodjob:
I wanted to help, giving some feedback and maybe missing Civilopedia entries.
Should I post them here, or to some special e-mail address?

I changed all double percentages ( %% ) to single ones ( % ).

There is no BLDG_Rediscovery_Of_Trade and BLDG_Rediscovery_Of_Seafaring in Civilopedia. Is it intentional or I am missing something. I added them just before section marked in Civilopedia.txt as
; END WONDERS
Maybe that's why the game crashes, when you want to show civilopedia entry on Improvements section in City view.

Also Methanol_Plant says that it should give +25% shields, give Raider Scout every 15 turns and produce 1 content face - but instead it is marked in Civ3Editor as producing +50% shields, increasing chances for military leader, and spawning unit "None" every 20 turns.

Added by me so far:
#BLDG_Rediscovery_Of_Trade
#BLDG_Tannery
#BLDG_Sentry_Tower
 
Hi

I am now testing the Fallout mod, it's awesome :goodjob:
I wanted to help, giving some feedback and maybe missing Civilopedia entries.
Should I post them here, or to some special e-mail address?

I changed all double percentages ( %% ) to single ones ( % ).

There is no BLDG_Rediscovery_Of_Trade and BLDG_Rediscovery_Of_Seafaring in Civilopedia. Is it intentional or I am missing something. I added them just before section marked in Civilopedia.txt as
; END WONDERS
Maybe that's why the game crashes, when you want to show civilopedia entry on Improvements section in City view.

Also Methanol_Plant says that it should give +25% shields, give Raider Scout every 15 turns and produce 1 content face - but instead it is marked in Civ3Editor as producing +50% shields, increasing chances for military leader, and spawning unit "None" every 20 turns.

Added by me so far:
#BLDG_Rediscovery_Of_Trade
#BLDG_Tannery
#BLDG_Sentry_Tower

Good job. Why don't you apply to join Flamand and Thor's Sci Fi Workshop? We need someone to work on the txt files. :)




:nuke: Þórgrímr :nuke:
 
That was probably the moment huge packs of deathclaws started to roam the lands. Kill a large bunch of the and the lag disappears... ;)
 
jup but after killing 400 or something like that my game still lags so i decided to reduce the barb camps by about 10 or so on the whole map.. thats still challanging but it*s better playable (even if i am not sure if deathclaws are linked to barb camps)
 
jup but after killing 400 or something like that my game still lags so i decided to reduce the barb camps by about 10 or so on the whole map.. thats still challanging but it*s better playable (even if i am not sure if deathclaws are linked to barb camps)

yup, the claws are the advanced barb unit. The way it is set up is the barbs are set to raging, and the first installment of barbs occurs when one of the AI civs enter the second era, even if you have not! Same for the second and third installments of barbs, one for each era.

So it behooves you to to hunt down and kill as many barb camps as you can, for lag and number of claws. But then again on my rig even with all three installments of barbs, my turns only take a minute or two. One suggestion I would make is to turn off following enemy moves and combats.




Þórgrímr
 
hey Thor,

great job on combining the two best games of all time. I just finally finished a BOS game with an amphib raid on the platform. (I played it at easy; I had started out at emperor the first time around and gotten my ass handed to me.) Lag times were no prob; I did have to try 2 or 3 times to get a complete download.

I did note that scientific research stalled to absolute **** at times, even with 90% investment.

Is the vehicle rehab center supposed to generate highwaymen or hummers?

a bug:
After I took over Silver Springs, it wouldn't generate culture for quite awhile afterwards, no matter what I built there. Ditto New Reno. For some reason, by about the 3rd era it did start growing as normal.

some balance issues:
forges are too cheap.
leather ass flamethrowers are too cheap.
tanneries should be made obsolete by something.

tech/broader conceptual issues:
it seems like this is an ideal mod for bringing in other postapcalyptic genres, e.g. Mad Max (Thunderdome = major wonder), Waterworld (jet-ski gangs and catamarans as precursors to patrol cruiser) Six-String Samurai, maybe even some cyberpunk (San Francisco in FO2 was pretty Bladerunner, seemed like.). Here are some basic ideas: let me know if you want more.

mills: seems like the first mechanical power rediscovered would be water/wind. Cities on river can build a mill (+- same cost and effects as forge, currently), and cities not by water can build a windmill (slightly more expensive, same effects) after some basic tech (engineering?) is researched. I think there was a mill pic in conquests/age of discovery you could use.

jet: is of course a difficult thing to integrate into a civ game. here's one way one might do it:

jet lab: requires broc flower and xander root in supply network, and electronics. costs roughly the same as a tannery. Generates one jet gang (6.2.1) every x turns. every jet gang in a city makes 1 citizen unhappy. if broc or xander are ever unavailable, the gangs either disappear or turn against the controller. cities with more gangs than other units flip to barbarian.

Some small wonder like the Izumo shrine in Conquests/Shogun (+1 shield per water square) would really help out the Enclave.


other FO-based improvements:
mentat factory: +50% to sci research in city. must have dome to build.
molerats (wandering critters): 7.4.1 (btw scorps and deathclaws)
wannamingos (ditto): 16.12.1 all terrain as road (slightly more badass than dclaws)
brothel (Enclave, NR, NCR, Vault, BOS only): makes 1 citizen happy. once 6 are built, player can build the porn empire great wonder (cost: 600. +1 happy in all cities, also +25% luxury and an extra +1 happy citizen in town of origin.)
bodyguard: unit for New Reno. 12.10.1? armed w/tommy gun, of course.
pancor jackhammer: a badasser version of vault shotgunner.

also: the GECK. perhaps one or 2 goody huts on the map would have a GECK: a treasure like in Conquests/Age of Discovery or /Medieval, where a unit has to pick it up and return it to the capital, where one could then build a major wonder?

anyway, keep up the good work. I could maybe help out on the pedia sometime in the distant future.
 
I did note that scientific research stalled to absolute **** at times, even with 90% investment.

What era and and what civ?

After I took over Silver Springs, it wouldn't generate culture for quite awhile afterwards, no matter what I built there. Ditto New Reno. For some reason, by about the 3rd era it did start growing as normal.

This scenario has it set where culture can only be generated when # of your citizen > # of foreign citizen in the city.

forges are too cheap.
some balance issues:

Not all building that does same should cost the same...

forges are too cheap.

leather ass flamethrowers are too cheap

Probably could be set to 70 to 100.
 
Vurt, Ryuga answered most of your questions but one. I will answer that now.

The Leather Flamethrower was a mistake on my part. It has been fixed and is now 100 to build. :)




:nuke: Cheers, Þórgrímr :nuke:
 
:bump: Gotta keep this bad boy near the top o' the mod page. ;) :D




:nuke: Cheers, Þórgrímr :nuke:
 
Hey Thorgrimm,
download your Fallout mod yesterday and really like it! You've managed to capture the atmosphere of fallout spot on! You have any idea when the next update of it is going to be released? Keep up the good work!
 
Hey Thorgrimm,
download your Fallout mod yesterday and really like it! You've managed to capture the atmosphere of fallout spot on! You have any idea when the next update of it is going to be released? Keep up the good work!

Bonehunter, I am glad you are enjoying the mod. :) The next update is in playtest now. So should be relatively soon, but I can't say when. Since I am waiting on my playtesters to post some REPORTS!!!!!! :D



:nuke: Cheers, Þórgrímr :nuke:
 
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.
 
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.
 
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