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Fury Road LS Mod Mod

Discussion in 'Civ4 - Fury Road Modpack' started by Lib.Spi't, Mar 2, 2009.

  1. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,660
    Location:
    UK
    Hello anyone who is interested...

    LATEST NEWS: The Alpha Version of the Tech tree is now complete, along with about 95% of units and maybe 30-50% of buildings. I have finished developing the Alpha Version of our combat system, and soon we will have a tonne of fallout themed promos as well. I am really excited about the combat system, I hope people will really get a kick out of going toe to toe with guns and melee!!

    This will hopefully include a lot of the elements from Fury Road and my Original Fallout Content.

    Notes on this release:

    DOWNLOAD: SUSPENDED PENDING NEW VERSION


    Fallout Tame The Wastes Will Include: (Hopefully!)

    New GUI: Mk1 Version
    Spoiler :




    Including New Buttons By en_dotter
    Including BUG Interface Options
    Range Strength Display by The_J

    New .dll:
    K-Mod: Here
    extrapillage: Here
    Slavery: Here
    Specialist Enhancement:Here
    Civics Change Specialists: (can't find the mod thread...also would love someones help to merge this with the above so that happiness and health can change too)
    TLOtags For Promotions: Here
    Multiple Production Mod: Here (I think it is working right!)
    Range Combat Experince from Realism Invictus (Range combat is a BIG part of the combat system)
    Oppurtunity fire from DCM
    Immigration Mod (I think from Orion)
    City Size Prereq from Orion
    Super Forts by Red Key
    I think there may be some other bits as well, but I am having trouble remembering...

    Reworked Civs:
    Spoiler :

    Wasteland Tribes: Low tech, high population, large spread, lots of weak units good against animals. Low upkeep from distance and number of cities (each is a self contained village loosely banded together with the other tribes).

    (Maybe)Herbologists: based off of a blending of various religions from Fallout, most notably the huboligists from Fallout 2, also with an EcoMentalist spin, Ability to train animal based units also, some sort of restoration ability allowing the restoring of healthy forests, better tiles etc.

    The Masters Supermutant Army: Super mutants, strong units, Slow growth, must harvest human populations to generate new supermutants, Perhaps only able to build a basic unit such as a 'slave/prisoner' that has to be upgraded to the better SuperMutant representing the need for a 'slave trade' infrastructure to grow the ranks of the army.

    Brotherhood of Steel: Strong Power Armour based units, Slow growth, Fast Tech.

    Enclave: Strong Power Armour based units, slow growth, fast tech, big unhappiness modifiers.

    Raiders and Slavers: quick unit construction, unhappiness, low unit support costs, low financial abilities.

    New California Republic: happiest Civ, good all rounders, no major wakness/strength, high refugee intake.

    New Reno: Criminal fraternity, various 'black market' industries, ability to inflict negative affects on other civs through bad corporations, eg. 'Jet', etc.

    Civilised Ghouls: Good tech, immune to radiation, positive effects from radiation, good health buildings, can build simple radiation based facilities, eg. 'Glowing One' hosipital, nuclear reactor, etc. Ghouls love the radiation. Possibly benefits from radiation tiles. Possibly through having the ability to build improvements on fallout tiles, perhaps by having a UU worker, this could add the interesting twist of the Ghoul Civ using Nukes to 'Terraform' the planet into a more comfortable environment for them hehe!


    Every Civ will have it's own Unit and Building sets, some buildings will be replacements like UB's are now, other structures will be unique to a faction or factions, giving them a Unique advantage or disadvantage over other Civs. The same will be true for units. Each faction will have a Unique Playing style and your choice of faction will heavily influence the way in which you play the game.

    Expanded Tech Tree:

    Developing a Brand New Tech Tree with over 100 Post Apocalyptic Technologies

    New Units:
    Spoiler :

    Power Armour
    Vertibirds
    Plasma Weapons
    Laser Weapons
    Cars and APCs
    Super Mutants
    Ghouls
    Snipers
    EMP weapons
    MINIGUNS!!
    A unique attempt to balance Melee & Shooting throughout all eras!
    and more besides, with more to come!
    (The Current Unit Tally is about 80! (I Think) Original BTS units is now under 10 (I Think) (most of those are great people))


    New Terrain:

    About +80% of resources have been replaced with Fallout Resources Nuka Cola anyone?
    Wasteland
    Ruins
    Vaults! The most prized collections of pre-war technologies (Very Important)
    Pre-War Structures

    New Buildings:

    A host of new building
    Buildings that can only be built with access to a Vault!

    Sound and Music:
    Custom Order and Select Sounds

    Original Fallout Music by Mark Morgan http://www.markmorganmusic.com/


    DOWNLOAD: SUSPENDED
     
  2. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,660
    Location:
    UK
  3. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,660
    Location:
    UK
    We Need Your Help:


    Interested in helping out?
    Join Our Team!

    Heres How:

    Contact Me Via PM

    Thoughts and Suggestions:
    New Ideas and peoples interest always helps to motivate me, (why make a mod if no one wants to play) I also love a good debate!

    Coders:
    The More Skill, the more features.

    ART:
    I have minimal art skills and I mean MINIMAL!! all art related work would be great, whether you make buttons, leaderheads, units, or any other graphics. I need you!
    I will eventually hope to make an 'Art Wishlist'
    If you are interested in helping, please post here or PM me!

    Testers:
    We Can always use new people to put the latest builds through their paces and shake out the bugs!

    The Current Mod Team:
    Me! (Everything under the sun....my head hurts)
    En_dotter (Button Artist and XML Content Writer)
    Grey Warden (Tester)
    Deadomancer (Tester and Content Writer)
    clanky4 (The Robotech XML Entry Machine! Unit Artist)
    and the Civfanatics Community for all your help and wisdom!
    Big thanks for your help Chaps!
     
  4. Slaughter

    Slaughter Initiate

    Joined:
    Nov 11, 2005
    Messages:
    1,023
    Location:
    Belém, Brazil
    Hmmmm... seems interesting, I'll be waiting for the mod mod...
     
  5. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,660
    Location:
    UK
    Unique Units Concepts:

    Tribals

    Herbologists

    Reno

    Raiders

    BOS (Brotherhood Of Steel)

    NCR (New California Republic)

    Enclave

    Super Mutant

    Ghoul






    Spoiler :

    STANDARD--------Survivor 6 +25% City Defence
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Chopper 6 No Defensive Bonus
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Crossbow 8 1 First Strike, +50% Melee, +50% Animal
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Catapult 8 Bombard -16%/turn, No Defensive Bonus
    ATribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Ute 8
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Militia 12
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Lancer 12 -25% Wheeled, -25% Ute, Flank on Catapult
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Flamethrower 10 1 First Strike, +50% Melee, +50% Ranged
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Anti-Tank Inf. 14 Intercpt 20%, +100% Armor, +50% Wheeeled, (+25% Armor (ambush promo)
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Jeep 14 No Defensive Bonus
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Machine Gun 18 Defend, 1 First Strike, Immune to Collateral
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------SAM Inf. 18 Intercept 40%, +75% Helicopter
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Humvee 20 No Defensive Bonus
    Tribals
    Herbologists
    Reno
    Raiders
    BOS
    NCR
    Enclave
    Super Mutant
    Ghoul
    STANDARD--------Gunship 24 +100% Armor, Cannot Capture, No Defensive Bonus, Ignore Terrain, 25% Withdraw
    STANDARD--------Tank 28 No Defensive Bonus
     
  6. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
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    3,660
    Location:
    UK
  7. Brugarin

    Brugarin Chieftain

    Joined:
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    Messages:
    150
    I'm patiently waiting. :)
     
  8. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
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    Messages:
    3,660
    Location:
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  9. Brugarin

    Brugarin Chieftain

    Joined:
    Jun 21, 2008
    Messages:
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    I had some Usher ideas. They're in a nearby thread. :) I would help further, but I'm caught up in some stuff. Have to finish college at this point.
     
  10. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,660
    Location:
    UK
    Hi anyone who might be interested, I had a few ideas about how to make fallout civs in the game such as enclave, BOS, NCR, Supermutants, etc. I had a couple of ideas for making the 'stronger factions' like Enclave, BOS and Supermutant have a much slower expansion but have access to better units and buildings.

    My main idea was to give the 3 teams a UU Settler that replaces the normal settler and this new settler can only build on certain terrain features. (my thoughts were Vaults, Military bunkers and Science facilities) so that these 3 civs will grow much slower as they have to hunt out these sites where as the other civs, NCR, Tribal, Raiders etc. would be able to build anywhere.

    With each of the special terrain features i thought it could generate a set of specific buildings that can only be built there. So for example you build a base on a vault and it founds the city with a vault building. the vault would be a prereq for other buildings like, water purifier, hydroponics, teaching machines etc. the same with the other two military developments at a military bunker and things like FEV vats (a Supermutant UB) at the Science facility.

    Another idea was that the 3 'Strong' civs would also have a shortage of people to recruit (Supermutants can't reproduce and E. and BOS are too busy being professionals) so their strongest units would have a cap. as to how many they could build and i also thought that they would need to conquer the 'normal' towns of other civs in order to gain new recruits. I thought this could be achieved by having all normal settlements found with something like a 'village' building and this would act as a prereq for things like a recruiting office or FEV selection centre for if/when they are conquered by a 'Strong' faction these could then be used to build a recruit unit that can be taking to a proper facility and be upgraded to a number of unit types for the strong factions. Depending on tech and constructed buildings. (not sure about the theory of this part though whether you can tie unit upgrades into needing a specific building, I know once upon a time it was linked to barracks but that was back in Civ 2 i think, so don't know about the possibility now)

    Some other ideas:
    Tribals: Quick and easy to make warriors, a few high end cap. units like tribal machinegunner etc. with limited scrounged or captured tech and weapons used only by the greatest and most revered of them (like the Vault Dwellers Pip Boy). Also some special civ traits. one that gives a 25% or 50% increase to their safety rate so they can quickly gain access to tiles representing the fact that unlike the vault dwellers the tribals don't fear the wasteland because it is all they've ever known and have fully adapted their lifestyle to it, also perhaps something like a trait that removes or reduces the penalty costs for distance to capital or number of cities representing that each is a self contained village and they only really unite in times of need, such as wars. Also if you don't like the idea of horses in fallout I suggest that the fast infantry is a good idea and this is how i would do it. A promotion, something like 'pathfinder' that gives +1 movement, and perhaps no penalty for terrain. The way i would explain this is:

    Although they would in essence have the same speed as a vehicle they wouldn't be moving as fast, only more directly, if you reach a cliff a vehicle has to drive around, a person can climb it etc. also vehicles would still have the benefit of the Old World Highways to give them that extra boost of speed, but it would mean that the tribals aren't completely left behind in terms mobile units. Also a harsh existence breeds a very lean and fit people with great stamina. When The English faught the Zulus in Africa they were amazed at how fast and fit they were, they could run for hours day after day and be ready to fight at the end of it. An incredible stamina.

    Certain elite tribal units could even have this as a starting promotion.

    The end result would be that the Tribals could spread out to cover vast areas quickly but would need to produce lots of warriors to attack or even defend against the more powerful civs.

    Also Fallout has never fully explored America only chunks of it. Fallout was the south west, Fallout 2 was the north west, and Fallout 3 was the DC area, so it is conceivable that there could be a resurgence of the Great Plains Tribes with stocks of horses etc.

    I'm currently working on changing the Fury Road civs into fallout inspired civs trying to use as much of the existing leaderhead animated art as possible I will eventually put out a graphics requested for some of these to be slightly modified or new ones made for things like Ghouls and Supermutants.

    Here's my idea so far:

    Brotherhood of Steel: (Obviously!!) replaces Guild
    Enclave: replaces Australia
    New California Republic: replaces Hopeville
    The Civilised Ghouls: replaces Usher
    The New Reno Families: replaces Centurion
    The Wasteland Tribes: replaces Amdahl
    The Raiders and Slavers: replaces Stormtroopers
    The Master's Army(Super Mutants): replaces New Holy Rome (a whole new take on the Master Race Doctrine!)
    The Herbologists: replaces Aquarians (I know this isn't strictly Fallout but its a blending of elements from Fallout, BeastLords + Hubologists + an Eco-movement. I just think it would be cool to have a One with Earth Eco Warrior Cult. Very distinctive possibilities. You could also blend some of the other cults like the atom cult in to it.)

    Other possible groups:
    Hunter's and Trapper's Guild: replace either Exodites or Kingtown
    Communist China/Russian Infiltrators: replace Phoenix
    The Calculator's Robotic Horde

    I want to try and make the different races as distinct as possible, different goals, methods, and play styles. Some vast and sprawling others very spread out isolated, some with small powerful armies, others seething masses, high tech, low tech, etc. got the starts of a lot of ideas to make all of them capable of success, with bonuses and draw backs.
     
  11. The_J

    The_J Say No 2 Net Validations Retired Moderator

    Joined:
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    Messages:
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    Germany / Netherlands
    I didn't know, what you intended in the working thread, but this idea sounds really flavourfull :goodjob:.
     
  12. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    yeah I thought it would make quite a nice dynamic between the different civs and also get that seeking tech mission of the BOS.
     
  13. davidlallen

    davidlallen Chieftain

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    Which parts of the code are you stuck on? Are you working on modifying XML, or python, or sdk?
     
  14. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    python and XML if you go to 'Founding cities only on specific tiles' thread in the modding question section at this link?? http://forums.civfanatics.com/showthread.php?t=326362

    You can see the story so far basically I am trying to create the settler unit that can only found on certain terrain using the python code 'can'tfoundcity' or something similar to that by adding it to the fury road gameutil file. other people have managed to get it to work in a normal bts game, i need to try and do that today to see if it is a problem with my code or some issue specific to fury road.

    PROBLEM SOLVED
     
  15. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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  16. davidlallen

    davidlallen Chieftain

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    Please use pakbuild to extract all the art files from the fpk file in the assets directory. (Search pakbuild in the forums for instructions.)
     
  17. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    I have a very odd problem.

    I am making UU's for the civs and some of them appear as unique units in the Civilopedia for the given civ but others don't, they appear in the civilopedia they just don't say they are unique to a civ. In the game they work as unique units only appearing for the given civ and with their unique unit abilities.

    here's some code from the civilizationinfo.xml:
    Code:
    </Cities>
                            <Buildings/>
                            <Units>
    						<Unit>
    						<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
    						<UnitType>UNIT_EXCAVATOR</UnitType>
    						</Unit>
    						<Unit>
    						<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
    						<UnitType>UNIT_WARRIORMUTANT</UnitType>
                            </Unit>
    						<Unit>
    						<UnitClassType>UNITCLASS_MARINE</UnitClassType>
    						<UnitType>UNIT_MARINEMUTANT</UnitType>
                            </Unit>
    						</Units>
    						<FreeUnitClasses/>
    			<FreeBuildingClasses>
    				<FreeBuildingClass>
    The 'excavator' and 'marine' both appear as UU's in the pedia but the warrior doesn't, I had the same problem with the marine, it used to be 'UNIT_MARINE_MUTANT' but i got rid of the second underscore and then it worked however when i did this for the 'warrior' it didn't appear as a UU, but it does still work as a UU in the game?

    Here is the unitinfo entry:

    Code:
    <UnitInfo>
    			<Class>UNITCLASS_WARRIOR</Class>
    			<Type>UNIT_WARRIORMUTANT</Type>
    			<UniqueNames/>
    			<Special>NONE</Special>
    			<Capture>NONE</Capture>
    They definately match and there are no errors from the game except the fact that it doesn't come up as a UU in the pedia?

    I have other civ entries that are the same except they don't have an excavator and the units are specific to their civ. basically every civ has its own warrior and marine UU. The Warrior doesn't appear for any of them.

    yeah the punk axeman works. it's just really bizarre
     
  18. davidlallen

    davidlallen Chieftain

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    That is curious. I cannot think of any reason for it. In the basic mod, the barbarian civ has a UU over warrior, which is the Punk Axeman. Does your civilopedia show that OK? There is also no reason why subtracting an underscore should make it suddenly work. There is no significance to the exact spelling of the name. Assuming that you matched the exact spelling between the civilizationinfos file and the unitinfos file, any spelling should work.

    Apart from suggesting to check everything again, I cannot provide any solid clue about what is wrong.
     
  19. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    i figuered out the problem with the warrior UU, I no longer had a standard survivor in the game (I had renamed it as one of the uniques) so the civilopedia didn't register it fully. once I put the normal survivor back in it started to say that they were unique units and that it replaced the survivor. Bit of a pain cause I don't particularly want the original in the game as no one uses it but nevermind.

    Now if only I could have the same luck with my Excavator python script I'd be dancing the night away!
     
  20. davidlallen

    davidlallen Chieftain

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    If your python changes are relatively local and have a comment to show where they are, I can certainly read through it and see what I can see. Are you getting python error popups, or is the code just not doing what you want?
     

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